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-rw-r--r--src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h68
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diff --git a/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h b/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h
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index 8f4a51a906..0000000000
--- a/src/3rdparty/angle/src/compiler/translator/blocklayoutHLSL.h
+++ /dev/null
@@ -1,68 +0,0 @@
-//
-// 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_BLOCKLAYOUTHLSL_H_
-#define COMMON_BLOCKLAYOUTHLSL_H_
-
-#include <cstddef>
-#include <vector>
-
-#include "angle_gl.h"
-#include "blocklayout.h"
-#include <GLSLANG/ShaderLang.h>
-
-namespace sh
-{
-// 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, bool transposeMatrices);
-
- void enterAggregateType() override;
- void exitAggregateType() override;
- void skipRegisters(unsigned int numRegisters);
-
- bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; }
-
- static HLSLBlockEncoderStrategy GetStrategyFor(ShShaderOutput outputType);
-
- protected:
- void getBlockLayoutInfo(GLenum type,
- const std::vector<unsigned int> &arraySizes,
- bool isRowMajorMatrix,
- int *arrayStrideOut,
- int *matrixStrideOut) override;
- void advanceOffset(GLenum type,
- const std::vector<unsigned int> &arraySizes,
- bool isRowMajorMatrix,
- int arrayStride,
- int matrixStride) override;
-
- HLSLBlockEncoderStrategy mEncoderStrategy;
- bool mTransposeMatrices;
-};
-
-// 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 Uniform &variable, ShShaderOutput outputType);
-}
-
-#endif // COMMON_BLOCKLAYOUTHLSL_H_