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//
// 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 "compiler/translator/blocklayout.h"
namespace sh
{
// Block layout packed according to the default D3D10+ register packing rules
// See http://msdn.microsoft.com/en-us/library/windows/desktop/bb509632(v=vs.85).aspx
// This applies to D3D10+ constant blocks and all attributes/varyings.
class HLSLBlockEncoder : public BlockLayoutEncoder
{
public:
explicit HLSLBlockEncoder(bool transposeMatrices);
void enterAggregateType(const ShaderVariable &structVar) override;
void exitAggregateType(const ShaderVariable &structVar) override;
void skipRegisters(unsigned int numRegisters);
protected:
void getBlockLayoutInfo(GLenum type,
size_t bytesPerComponent,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int *arrayStrideOut,
int *matrixStrideOut) override;
void advanceOffset(GLenum type,
size_t bytesPerComponent,
const std::vector<unsigned int> &arraySizes,
bool isRowMajorMatrix,
int arrayStride,
int matrixStride) override;
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);
} // namespace sh
#endif // COMMON_BLOCKLAYOUTHLSL_H_