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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h')
-rw-r--r-- | gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h | 68 |
1 files changed, 68 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h b/gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h new file mode 100644 index 0000000000..8ed46b7728 --- /dev/null +++ b/gfx/angle/checkout/src/compiler/translator/blocklayoutHLSL.h @@ -0,0 +1,68 @@ +// +// Copyright 2013 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 ShaderVariable &variable, ShShaderOutput outputType); +} // namespace sh + +#endif // COMMON_BLOCKLAYOUTHLSL_H_ |