// // 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 namespace rx { class DynamicHLSL; class RendererD3D; struct D3DCompilerWorkarounds; class ShaderD3D : public ShaderImpl { public: ShaderD3D(const gl::Shader::Data &data); virtual ~ShaderD3D(); // ShaderImpl implementation int prepareSourceAndReturnOptions(std::stringstream *sourceStream, std::string *sourcePath) override; bool postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) override; std::string getDebugInfo() const override; // D3D-specific methods void uncompile(); unsigned int getUniformRegister(const std::string &uniformName) const; unsigned int getInterfaceBlockRegister(const std::string &blockName) const; void appendDebugInfo(const std::string &info) const { mDebugInfo += info; } void generateWorkarounds(D3DCompilerWorkarounds *workarounds) const; bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; } bool usesFragColor() const { return mUsesFragColor; } bool usesFragData() const { return mUsesFragData; } bool usesFragCoord() const { return mUsesFragCoord; } bool usesFrontFacing() const { return mUsesFrontFacing; } bool usesPointSize() const { return mUsesPointSize; } bool usesPointCoord() const { return mUsesPointCoord; } bool usesDepthRange() const { return mUsesDepthRange; } bool usesFragDepth() const { return mUsesFragDepth; } bool usesDeferredInit() const { return mUsesDeferredInit; } ShShaderOutput getCompilerOutputType() const; private: 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; mutable std::string mDebugInfo; std::map mUniformRegisterMap; std::map mInterfaceBlockRegisterMap; }; } #endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_