diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-18 15:16:30 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-05-26 15:11:40 +0200 |
commit | 752497910b67b2a1a80560840ca44548d8893434 (patch) | |
tree | 541501c9abfd97c3d2fa450d2e6abb60582c4420 /src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h | |
parent | 7db527dbdd911c79f31425d099d1fc9c63e42453 (diff) |
Remove ANGLE
This marks the end of EGL and OpenGL ES support on Windows.
The concepts of -opengl dynamic, -opengl desktop, QT_OPENGL=software,
etc. remain unchanged, with the exception of the disapperance of
everything ANGLE related.
CMake builds now work identically to qmake on Windows: they default to
'dynamic' OpenGL on Windows, unless -DINPUT_opengl=desktop is specified.
On Windows, Qt 6 is expected to default to the "dynamic" OpenGL model by
default, just like Qt 5.15. This can be changed by switching to "desktop"
OpenGL, which will link to opengl32 (publicly, so other libs and applications
will do so as well) and disallows using another OpenGL DLL.
The "dynamic" mode is essential still because the fallback to a software
rasterizer, such as the opengl32sw.dll we ship with the Qt packages,
has to to work exactly like in Qt 5, the removal of ANGLE does not
change this concept in any way (except of course that the middle option
of using ANGLE is now gone)
When it comes to the windows plugin's OpenGL blacklist feature, it works
like before and accepts the ANGLE/D3D related keywords. They will
then be ignored. Similarly, requesting QT_OPENGL=angle is ignored (but
will show a warning).
The D3D11 and DXGI configure time tests are removed: Qt 5.14 already
depends on D3D 11.1 and DXGI 1.3 headers being available unconditionally
on Win32 (in QRhi's D3D11 backend). No need to test for these.
[ChangeLog][Windows] ANGLE is no longer included with Qt. Dynamic OpenGL
builds work like before but ANGLE is no longer an option. OpenGL proper
or an alternative opengl32 implementation are the two remaining options
now. Attempting to set QT_OPENGL=angle or Qt::AA_UseOpenGLES will have
no effect on Windows.
Fixes: QTBUG-79103
Change-Id: Ia404e0d07f3fe191b27434d863c81180112ecb3b
Reviewed-by: Oliver Wolff <oliver.wolff@qt.io>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h | 175 |
1 files changed, 0 insertions, 175 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h deleted file mode 100644 index fe8d9cb0a3..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.h +++ /dev/null @@ -1,175 +0,0 @@ -// -// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. -// Use of this source code is governed by a BSD-style license that can be -// found in the LICENSE file. -// -// DynamicHLSL.h: Interface for link and run-time HLSL generation -// - -#ifndef LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_ -#define LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_ - -#include <map> -#include <vector> - -#include "angle_gl.h" -#include "common/angleutils.h" -#include "libANGLE/Constants.h" -#include "libANGLE/Program.h" -#include "libANGLE/angletypes.h" -#include "libANGLE/formatutils.h" -#include "libANGLE/renderer/d3d/RendererD3D.h" - -namespace sh -{ -struct Attribute; -struct ShaderVariable; -} - -namespace gl -{ -class InfoLog; -struct VariableLocation; -class VaryingPacking; -struct VertexAttribute; -} - -namespace rx -{ -class ProgramD3DMetadata; -class ShaderD3D; - -struct PixelShaderOutputVariable -{ - PixelShaderOutputVariable() {} - PixelShaderOutputVariable(GLenum typeIn, - const std::string &nameIn, - const std::string &sourceIn, - size_t outputIndexIn) - : type(typeIn), name(nameIn), source(sourceIn), outputIndex(outputIndexIn) - { - } - - GLenum type = GL_NONE; - std::string name; - std::string source; - size_t outputIndex = 0; -}; - -struct BuiltinVarying final : private angle::NonCopyable -{ - BuiltinVarying(); - - std::string str() const; - void enableSystem(const std::string &systemValueSemantic); - void enable(const std::string &semanticVal, unsigned int indexVal); - - bool enabled; - std::string semantic; - unsigned int index; - bool systemValue; -}; - -struct BuiltinInfo -{ - BuiltinInfo(); - ~BuiltinInfo(); - - BuiltinVarying dxPosition; - BuiltinVarying glPosition; - BuiltinVarying glFragCoord; - BuiltinVarying glPointCoord; - BuiltinVarying glPointSize; - BuiltinVarying glViewIDOVR; - BuiltinVarying glViewportIndex; - BuiltinVarying glLayer; -}; - -inline std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize) -{ - // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) - // In D3D11 we manually compute gl_PointCoord in the GS. - return ((programUsesPointSize && majorShaderModel < 4) ? "COLOR" : "TEXCOORD"); -} - -class BuiltinVaryingsD3D -{ - public: - BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata, const gl::VaryingPacking &packing); - ~BuiltinVaryingsD3D(); - - bool usesPointSize() const { return mBuiltinInfo[gl::SHADER_VERTEX].glPointSize.enabled; } - - const BuiltinInfo &operator[](gl::ShaderType shaderType) const - { - return mBuiltinInfo[shaderType]; - } - BuiltinInfo &operator[](gl::ShaderType shaderType) { return mBuiltinInfo[shaderType]; } - - private: - void updateBuiltins(gl::ShaderType shaderType, - const ProgramD3DMetadata &metadata, - const gl::VaryingPacking &packing); - - std::array<BuiltinInfo, gl::SHADER_TYPE_MAX> mBuiltinInfo; -}; - -class DynamicHLSL : angle::NonCopyable -{ - public: - explicit DynamicHLSL(RendererD3D *const renderer); - - std::string generateVertexShaderForInputLayout( - const std::string &sourceShader, - const gl::InputLayout &inputLayout, - const std::vector<sh::Attribute> &shaderAttributes) const; - std::string generatePixelShaderForOutputSignature( - const std::string &sourceShader, - const std::vector<PixelShaderOutputVariable> &outputVariables, - bool usesFragDepth, - const std::vector<GLenum> &outputLayout) const; - void generateShaderLinkHLSL(const gl::Context *context, - const gl::ProgramState &programData, - const ProgramD3DMetadata &programMetadata, - const gl::VaryingPacking &varyingPacking, - const BuiltinVaryingsD3D &builtinsD3D, - std::string *pixelHLSL, - std::string *vertexHLSL) const; - std::string generateComputeShaderLinkHLSL(const gl::Context *context, - const gl::ProgramState &programData) const; - - std::string generateGeometryShaderPreamble(const gl::VaryingPacking &varyingPacking, - const BuiltinVaryingsD3D &builtinsD3D, - const bool hasANGLEMultiviewEnabled, - const bool selectViewInVS) const; - - std::string generateGeometryShaderHLSL(const gl::Context *context, - gl::PrimitiveType primitiveType, - const gl::ProgramState &programData, - const bool useViewScale, - const bool hasANGLEMultiviewEnabled, - const bool selectViewInVS, - const bool pointSpriteEmulation, - const std::string &preambleString) const; - - void getPixelShaderOutputKey(const gl::ContextState &data, - const gl::ProgramState &programData, - const ProgramD3DMetadata &metadata, - std::vector<PixelShaderOutputVariable> *outPixelShaderKey); - - private: - RendererD3D *const mRenderer; - - void generateVaryingLinkHLSL(const gl::VaryingPacking &varyingPacking, - const BuiltinInfo &builtins, - bool programUsesPointSize, - std::ostringstream &hlslStream) const; - - static void GenerateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType, - const sh::ShaderVariable &shaderAttrib, - std::ostringstream &outStream); -}; - -} // namespace rx - -#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_ |