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//
// Copyright 2022 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.
//
// CompiledShaderState.h:
// Defines a struct containing any data that is needed to build
// a ShaderState from a TCompiler.
//
#ifndef COMMON_COMPILEDSHADERSTATE_H_
#define COMMON_COMPILEDSHADERSTATE_H_
#include "common/BinaryStream.h"
#include "common/Optional.h"
#include "common/PackedEnums.h"
#include <GLSLANG/ShaderLang.h>
#include <GLSLANG/ShaderVars.h>
#include <string>
namespace sh
{
struct BlockMemberInfo;
}
namespace gl
{
// @todo this type is also defined in compiler/Compiler.h and libANGLE/renderer_utils.h. Move this
// to a single common definition?
using SpecConstUsageBits = angle::PackedEnumBitSet<sh::vk::SpecConstUsage, uint32_t>;
// Helper functions for serializing shader variables
void WriteShaderVar(gl::BinaryOutputStream *stream, const sh::ShaderVariable &var);
void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var);
void WriteShInterfaceBlock(gl::BinaryOutputStream *stream, const sh::InterfaceBlock &block);
void LoadShInterfaceBlock(gl::BinaryInputStream *stream, sh::InterfaceBlock *block);
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
struct CompiledShaderState
{
CompiledShaderState(gl::ShaderType shaderType);
~CompiledShaderState();
void buildCompiledShaderState(const ShHandle compilerHandle, const bool isBinaryOutput);
void serialize(gl::BinaryOutputStream &stream) const;
void deserialize(gl::BinaryInputStream &stream);
const gl::ShaderType shaderType;
int shaderVersion;
std::string translatedSource;
sh::BinaryBlob compiledBinary;
sh::WorkGroupSize localSize;
std::vector<sh::ShaderVariable> inputVaryings;
std::vector<sh::ShaderVariable> outputVaryings;
std::vector<sh::ShaderVariable> uniforms;
std::vector<sh::InterfaceBlock> uniformBlocks;
std::vector<sh::InterfaceBlock> shaderStorageBlocks;
std::vector<sh::ShaderVariable> allAttributes;
std::vector<sh::ShaderVariable> activeAttributes;
std::vector<sh::ShaderVariable> activeOutputVariables;
bool hasClipDistance;
bool hasDiscard;
bool enablesPerSampleShading;
gl::BlendEquationBitSet advancedBlendEquations;
SpecConstUsageBits specConstUsageBits;
// GL_OVR_multiview / GL_OVR_multiview2
int numViews;
// Geometry Shader
Optional<gl::PrimitiveMode> geometryShaderInputPrimitiveType;
Optional<gl::PrimitiveMode> geometryShaderOutputPrimitiveType;
Optional<GLint> geometryShaderMaxVertices;
int geometryShaderInvocations;
// Tessellation Shader
int tessControlShaderVertices;
GLenum tessGenMode;
GLenum tessGenSpacing;
GLenum tessGenVertexOrder;
GLenum tessGenPointMode;
};
} // namespace gl
#endif // COMMON_COMPILEDSHADERSTATE_H_