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diff --git a/src/3rdparty/angle/src/common/blocklayout.h b/src/3rdparty/angle/src/common/blocklayout.h
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+//
+// Copyright (c) 2013-2014 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.
+//
+// blocklayout.h:
+// Methods and classes related to uniform layout and packing in GLSL and HLSL.
+//
+
+#ifndef COMMON_BLOCKLAYOUT_H_
+#define COMMON_BLOCKLAYOUT_H_
+
+#include <vector>
+#include "angle_gl.h"
+#include <GLSLANG/ShaderLang.h>
+#include <cstddef>
+
+namespace sh
+{
+struct ShaderVariable;
+struct InterfaceBlockField;
+struct Uniform;
+struct Varying;
+struct InterfaceBlock;
+
+struct BlockMemberInfo
+{
+ BlockMemberInfo(int offset, int arrayStride, int matrixStride, bool isRowMajorMatrix)
+ : offset(offset),
+ arrayStride(arrayStride),
+ matrixStride(matrixStride),
+ isRowMajorMatrix(isRowMajorMatrix)
+ {}
+
+ static BlockMemberInfo getDefaultBlockInfo()
+ {
+ return BlockMemberInfo(-1, -1, -1, false);
+ }
+
+ int offset;
+ int arrayStride;
+ int matrixStride;
+ bool isRowMajorMatrix;
+};
+
+class BlockLayoutEncoder
+{
+ public:
+ BlockLayoutEncoder();
+
+ void encodeInterfaceBlockFields(const std::vector<InterfaceBlockField> &fields);
+ BlockMemberInfo encodeInterfaceBlockField(const InterfaceBlockField &field);
+ void encodeType(GLenum type, unsigned int arraySize, bool isRowMajorMatrix);
+
+ size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
+ size_t getCurrentRegister() const { return mCurrentOffset / ComponentsPerRegister; }
+ size_t getCurrentElement() const { return mCurrentOffset % ComponentsPerRegister; }
+
+ virtual void enterAggregateType() = 0;
+ virtual void exitAggregateType() = 0;
+
+ static const size_t BytesPerComponent = 4u;
+ static const unsigned int ComponentsPerRegister = 4u;
+
+ protected:
+ size_t mCurrentOffset;
+
+ void nextRegister();
+
+ virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut) = 0;
+ virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride) = 0;
+};
+
+// Block layout according to the std140 block layout
+// See "Standard Uniform Block Layout" in Section 2.11.6 of the OpenGL ES 3.0 specification
+
+class Std140BlockEncoder : public BlockLayoutEncoder
+{
+ public:
+ Std140BlockEncoder();
+
+ virtual void enterAggregateType();
+ virtual void exitAggregateType();
+
+ protected:
+ virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
+ virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
+};
+
+// Block layout packed according to the D3D9 or default D3D10+ register packing rules
+// See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx
+// The strategy should be ENCODE_LOOSE for D3D9 constant blocks, and ENCODE_PACKED
+// for everything else (D3D10+ constant blocks and all attributes/varyings).
+
+class HLSLBlockEncoder : public BlockLayoutEncoder
+{
+ public:
+ enum HLSLBlockEncoderStrategy
+ {
+ ENCODE_PACKED,
+ ENCODE_LOOSE
+ };
+
+ HLSLBlockEncoder(HLSLBlockEncoderStrategy strategy);
+
+ virtual void enterAggregateType();
+ virtual void exitAggregateType();
+ void skipRegisters(unsigned int numRegisters);
+
+ bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
+
+ static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
+
+ protected:
+ virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
+ virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
+
+ HLSLBlockEncoderStrategy mEncoderStrategy;
+};
+
+// This method returns the number of used registers for a ShaderVariable. It is dependent on the HLSLBlockEncoder
+// class to count the number of used registers in a struct (which are individually packed according to the same rules).
+unsigned int HLSLVariableRegisterCount(const Varying &variable);
+unsigned int HLSLVariableRegisterCount(const Uniform &variable, ShShaderOutput outputType);
+
+}
+
+#endif // COMMON_BLOCKLAYOUT_H_