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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp
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index 0000000000..a22757cf9f
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp
@@ -0,0 +1,128 @@
+//
+// 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.
+//
+
+// CompilerD3D.cpp: Implementation of the rx::CompilerD3D class.
+
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+
+#include "libANGLE/Caps.h"
+#include "libANGLE/Data.h"
+
+#include "common/debug.h"
+
+namespace rx
+{
+
+// Global count of active shader compiler handles. Needed to know when to call ShInitialize and ShFinalize.
+static size_t activeCompilerHandles = 0;
+
+CompilerD3D::CompilerD3D(const gl::Data &data, ShShaderOutput outputType)
+ : mSpec(data.clientVersion > 2 ? SH_GLES3_SPEC : SH_GLES2_SPEC),
+ mOutputType(outputType),
+ mResources(),
+ mFragmentCompiler(NULL),
+ mVertexCompiler(NULL)
+{
+ ASSERT(data.clientVersion == 2 || data.clientVersion == 3);
+
+ const gl::Caps &caps = *data.caps;
+ const gl::Extensions &extensions = *data.extensions;
+
+ ShInitBuiltInResources(&mResources);
+ mResources.MaxVertexAttribs = caps.maxVertexAttributes;
+ mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
+ mResources.MaxVaryingVectors = caps.maxVaryingVectors;
+ mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
+ mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
+ mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
+ mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
+ mResources.MaxDrawBuffers = caps.maxDrawBuffers;
+ mResources.OES_standard_derivatives = extensions.standardDerivatives;
+ mResources.EXT_draw_buffers = extensions.drawBuffers;
+ mResources.EXT_shader_texture_lod = 1;
+ // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
+ mResources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
+ mResources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
+
+ // GLSL ES 3.0 constants
+ mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
+ mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
+ mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
+ mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
+}
+
+CompilerD3D::~CompilerD3D()
+{
+ release();
+}
+
+CompilerD3D *CompilerD3D::makeCompilerD3D(CompilerImpl *compiler)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(CompilerD3D*, compiler));
+ return static_cast<CompilerD3D*>(compiler);
+}
+
+gl::Error CompilerD3D::release()
+{
+ if (mFragmentCompiler)
+ {
+ ShDestruct(mFragmentCompiler);
+ mFragmentCompiler = NULL;
+
+ ASSERT(activeCompilerHandles > 0);
+ activeCompilerHandles--;
+ }
+
+ if (mVertexCompiler)
+ {
+ ShDestruct(mVertexCompiler);
+ mVertexCompiler = NULL;
+
+ ASSERT(activeCompilerHandles > 0);
+ activeCompilerHandles--;
+ }
+
+ if (activeCompilerHandles == 0)
+ {
+ ShFinalize();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+ShHandle CompilerD3D::getCompilerHandle(GLenum type)
+{
+ ShHandle *compiler = NULL;
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ compiler = &mVertexCompiler;
+ break;
+
+ case GL_FRAGMENT_SHADER:
+ compiler = &mFragmentCompiler;
+ break;
+
+ default:
+ UNREACHABLE();
+ return NULL;
+ }
+
+ if (!(*compiler))
+ {
+ if (activeCompilerHandles == 0)
+ {
+ ShInitialize();
+ }
+
+ *compiler = ShConstructCompiler(type, mSpec, mOutputType, &mResources);
+ activeCompilerHandles++;
+ }
+
+ return *compiler;
+}
+
+}