// // 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 #include #include "angle_gl.h" #include "blocklayout.h" #include 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 &arraySizes, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut) override; void advanceOffset(GLenum type, const std::vector &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_