// // 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. // // ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl. #ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_ #define LIBANGLE_RENDERER_D3D_SHADERD3D_H_ #include "libANGLE/renderer/ShaderImpl.h" #include "libANGLE/renderer/Workarounds.h" #include "libANGLE/Shader.h" #include namespace rx { class DynamicHLSL; class RendererD3D; class ShaderD3D : public ShaderImpl { friend class DynamicHLSL; public: ShaderD3D(GLenum type); virtual ~ShaderD3D(); static ShaderD3D *makeShaderD3D(ShaderImpl *impl); static const ShaderD3D *makeShaderD3D(const ShaderImpl *impl); // ShaderImpl implementation virtual std::string getDebugInfo() const; // D3D-specific methods virtual void uncompile(); void resetVaryingsRegisterAssignment(); unsigned int getUniformRegister(const std::string &uniformName) const; unsigned int getInterfaceBlockRegister(const std::string &blockName) const; void appendDebugInfo(const std::string &info) { mDebugInfo += info; } void generateWorkarounds(D3DCompilerWorkarounds *workarounds) const; int getShaderVersion() const { return mShaderVersion; } bool usesDepthRange() const { return mUsesDepthRange; } bool usesPointSize() const { return mUsesPointSize; } bool usesDeferredInit() const { return mUsesDeferredInit; } GLenum getShaderType() const; ShShaderOutput getCompilerOutputType() const; virtual bool compile(gl::Compiler *compiler, const std::string &source); private: void compileToHLSL(ShHandle compiler, const std::string &source); void parseVaryings(ShHandle compiler); void parseAttributes(ShHandle compiler); static bool compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y); GLenum mShaderType; int mShaderVersion; bool mUsesMultipleRenderTargets; bool mUsesFragColor; bool mUsesFragData; bool mUsesFragCoord; bool mUsesFrontFacing; bool mUsesPointSize; bool mUsesPointCoord; bool mUsesDepthRange; bool mUsesFragDepth; bool mUsesDiscardRewriting; bool mUsesNestedBreak; bool mUsesDeferredInit; bool mRequiresIEEEStrictCompiling; ShShaderOutput mCompilerOutputType; std::string mDebugInfo; std::map mUniformRegisterMap; std::map mInterfaceBlockRegisterMap; }; } #endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_