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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.h b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ShaderD3D.h
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+//
+// Copyright 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 <map>
+
+namespace angle
+{
+struct FeaturesD3D;
+} // namespace angle
+
+namespace gl
+{
+struct Extensions;
+}
+
+namespace rx
+{
+class DynamicHLSL;
+class RendererD3D;
+struct D3DUniform;
+
+// Workarounds attached to each shader. Do not need to expose information about these workarounds so
+// a simple bool struct suffices.
+struct CompilerWorkaroundsD3D
+{
+ bool skipOptimization = false;
+
+ bool useMaxOptimization = false;
+
+ // IEEE strictness needs to be enabled for NANs to work.
+ bool enableIEEEStrictness = false;
+};
+
+class ShaderD3D : public ShaderImpl
+{
+ public:
+ ShaderD3D(const gl::ShaderState &state, RendererD3D *renderer);
+ ~ShaderD3D() override;
+
+ std::shared_ptr<WaitableCompileEvent> compile(const gl::Context *context,
+ gl::ShCompilerInstance *compilerInstance,
+ ShCompileOptions *options) override;
+
+ std::string getDebugInfo() const override;
+
+ // D3D-specific methods
+ void uncompile();
+
+ bool hasUniform(const std::string &name) const;
+
+ // Query regular uniforms with their name. Query sampler fields of structs with field selection
+ // using dot (.) operator.
+ unsigned int getUniformRegister(const std::string &uniformName) const;
+
+ unsigned int getUniformBlockRegister(const std::string &blockName) const;
+ bool shouldUniformBlockUseStructuredBuffer(const std::string &blockName) const;
+ unsigned int getShaderStorageBlockRegister(const std::string &blockName) const;
+ unsigned int getReadonlyImage2DRegisterIndex() const { return mReadonlyImage2DRegisterIndex; }
+ unsigned int getImage2DRegisterIndex() const { return mImage2DRegisterIndex; }
+ bool useImage2DFunction(const std::string &functionName) const;
+ const std::set<std::string> &getSlowCompilingUniformBlockSet() const;
+ void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
+
+ void generateWorkarounds(CompilerWorkaroundsD3D *workarounds) const;
+
+ bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
+ bool usesFragColor() const { return mUsesFragColor; }
+ bool usesFragData() const { return mUsesFragData; }
+ bool usesSecondaryColor() const { return mUsesSecondaryColor; }
+ bool usesFragCoord() const { return mUsesFragCoord; }
+ bool usesFrontFacing() const { return mUsesFrontFacing; }
+ bool usesHelperInvocation() const { return mUsesHelperInvocation; }
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointCoord() const { return mUsesPointCoord; }
+ bool usesDepthRange() const { return mUsesDepthRange; }
+ bool usesFragDepth() const { return mUsesFragDepth; }
+ bool usesVertexID() const { return mUsesVertexID; }
+ bool usesViewID() const { return mUsesViewID; }
+ bool hasANGLEMultiviewEnabled() const { return mHasANGLEMultiviewEnabled; }
+
+ ShShaderOutput getCompilerOutputType() const;
+
+ private:
+ bool mUsesMultipleRenderTargets;
+ bool mUsesFragColor;
+ bool mUsesFragData;
+ bool mUsesSecondaryColor;
+ bool mUsesFragCoord;
+ bool mUsesFrontFacing;
+ bool mUsesHelperInvocation;
+ bool mUsesPointSize;
+ bool mUsesPointCoord;
+ bool mUsesDepthRange;
+ bool mUsesFragDepth;
+ bool mHasANGLEMultiviewEnabled;
+ bool mUsesVertexID;
+ bool mUsesViewID;
+ bool mUsesDiscardRewriting;
+ bool mUsesNestedBreak;
+ bool mRequiresIEEEStrictCompiling;
+
+ RendererD3D *mRenderer;
+ ShShaderOutput mCompilerOutputType;
+ mutable std::string mDebugInfo;
+ std::map<std::string, unsigned int> mUniformRegisterMap;
+ std::map<std::string, unsigned int> mUniformBlockRegisterMap;
+ std::map<std::string, bool> mUniformBlockUseStructuredBufferMap;
+ std::set<std::string> mSlowCompilingUniformBlockSet;
+ std::map<std::string, unsigned int> mShaderStorageBlockRegisterMap;
+ unsigned int mReadonlyImage2DRegisterIndex;
+ unsigned int mImage2DRegisterIndex;
+ std::set<std::string> mUsedImage2DFunctionNames;
+};
+} // namespace rx
+
+#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_