blob: b2a0e04eed8a84459a63de4ec207f44499ce0f48 [file]
//
// 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_BLOCKLAYOUT_H_
#define COMMON_BLOCKLAYOUT_H_
#include <vector>
#define GL_APICALL
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include <cstddef>
namespace gl
{
struct ShaderVariable;
struct InterfaceBlockField;
struct BlockMemberInfo;
struct Uniform;
struct Varying;
class BlockLayoutEncoder
{
public:
BlockLayoutEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
void encodeInterfaceBlockFields(const std::vector<InterfaceBlockField> &fields);
void encodeInterfaceBlockField(const InterfaceBlockField &field);
void encodeType(GLenum type, unsigned int arraySize, bool isRowMajorMatrix);
size_t getBlockSize() const { return mCurrentOffset * BytesPerComponent; }
static const size_t BytesPerComponent = 4u;
static const unsigned int ComponentsPerRegister = 4u;
protected:
size_t mCurrentOffset;
void nextRegister();
virtual void enterAggregateType() = 0;
virtual void exitAggregateType() = 0;
virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut) = 0;
virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride) = 0;
private:
std::vector<BlockMemberInfo> *mBlockInfoOut;
};
// Block layout according to the std140 block layout
// See "Standard Uniform Block Layout" in Section 2.11.6 of the OpenGL ES 3.0 specification
class Std140BlockEncoder : public BlockLayoutEncoder
{
public:
Std140BlockEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
protected:
virtual void enterAggregateType();
virtual void exitAggregateType();
virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
};
// Block layout packed according to the default D3D11 register packing rules
// See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx
class HLSLBlockEncoder : public BlockLayoutEncoder
{
public:
HLSLBlockEncoder(std::vector<BlockMemberInfo> *blockInfoOut);
virtual void enterAggregateType();
virtual void exitAggregateType();
protected:
virtual void getBlockLayoutInfo(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int *arrayStrideOut, int *matrixStrideOut);
virtual void advanceOffset(GLenum type, unsigned int arraySize, bool isRowMajorMatrix, int arrayStride, int matrixStride);
};
// This method assigns values to the variable's "registerIndex" and "elementIndex" fields.
// "elementIndex" is only used for structures.
void HLSLVariableGetRegisterInfo(unsigned int baseRegisterIndex, Uniform *variable);
// 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 Varying &variable);
unsigned int HLSLVariableRegisterCount(const Uniform &variable);
}
#endif // COMMON_BLOCKLAYOUT_H_