// // 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> #include <GLES3/gl3.h> #include <GLES2/gl2.h> #include <GLSLANG/ShaderLang.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 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 constnat 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(std::vector<BlockMemberInfo> *blockInfoOut, HLSLBlockEncoderStrategy strategy); virtual void enterAggregateType(); virtual void exitAggregateType(); void skipRegisters(unsigned int numRegisters); bool isPacked() const { return mEncoderStrategy == ENCODE_PACKED; } 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); HLSLBlockEncoderStrategy mEncoderStrategy; }; // 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, ShShaderOutput outputType); // 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, ShShaderOutput outputType); } #endif // COMMON_BLOCKLAYOUT_H_