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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-28 14:29:10 +0000
commit2aa4a82499d4becd2284cdb482213d541b8804dd (patch)
treeb80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h
parentInitial commit. (diff)
downloadfirefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz
firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h')
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+//
+// 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 <GLSLANG/ShaderLang.h>
+#include "angle_gl.h"
+#include "blocklayout.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(const ShaderVariable &structVar) override;
+ void exitAggregateType(const ShaderVariable &structVar) 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);
+} // namespace sh
+
+#endif // COMMON_BLOCKLAYOUTHLSL_H_