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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.
//
// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#include <string>
#include <vector>
#include "compiler/translator/hlsl/blocklayoutHLSL.h"
#include "libANGLE/Constants.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/d3d/ProgramExecutableD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "platform/autogen/FeaturesD3D_autogen.h"
namespace rx
{
class RendererD3D;
class ProgramD3DMetadata final : angle::NonCopyable
{
public:
ProgramD3DMetadata(RendererD3D *renderer,
const gl::SharedCompiledShaderState &fragmentShader,
const gl::ShaderMap<SharedCompiledShaderStateD3D> &attachedShaders,
int shaderVersion);
~ProgramD3DMetadata();
int getRendererMajorShaderModel() const;
bool usesBroadcast(const gl::Version &clientVersion) const;
bool usesSecondaryColor() const;
bool usesPointCoord() const;
bool usesFragCoord() const;
bool usesPointSize() const;
bool usesInsertedPointCoordValue() const;
bool usesViewScale() const;
bool hasMultiviewEnabled() const;
bool usesVertexID() const;
bool usesViewID() const;
bool canSelectViewInVertexShader() const;
bool addsPointCoordToVertexShader() const;
bool usesTransformFeedbackGLPosition() const;
bool usesSystemValuePointSize() const;
bool usesMultipleFragmentOuts() const;
bool usesCustomOutVars() const;
bool usesSampleMask() const;
const gl::SharedCompiledShaderState &getFragmentShader() const;
FragDepthUsage getFragDepthUsage() const;
uint8_t getClipDistanceArraySize() const;
uint8_t getCullDistanceArraySize() const;
private:
const int mRendererMajorShaderModel;
const std::string mShaderModelSuffix;
const bool mUsesViewScale;
const bool mCanSelectViewInVertexShader;
gl::SharedCompiledShaderState mFragmentShader;
const gl::ShaderMap<SharedCompiledShaderStateD3D> &mAttachedShaders;
int mShaderVersion;
};
class ProgramD3D : public ProgramImpl
{
public:
ProgramD3D(const gl::ProgramState &data, RendererD3D *renderer);
~ProgramD3D() override;
void destroy(const gl::Context *context) override;
angle::Result load(const gl::Context *context,
gl::BinaryInputStream *stream,
std::shared_ptr<LinkTask> *loadTaskOut,
egl::CacheGetResult *resultOut) override;
void save(const gl::Context *context, gl::BinaryOutputStream *stream) override;
void setBinaryRetrievableHint(bool retrievable) override;
void setSeparable(bool separable) override;
void prepareForLink(const gl::ShaderMap<ShaderImpl *> &shaders) override;
angle::Result link(const gl::Context *context, std::shared_ptr<LinkTask> *linkTaskOut) override;
GLboolean validate(const gl::Caps &caps) override;
const gl::ProgramState &getState() const { return mState; }
const ProgramExecutableD3D *getExecutable() const
{
return GetImplAs<ProgramExecutableD3D>(&mState.getExecutable());
}
ProgramExecutableD3D *getExecutable()
{
return GetImplAs<ProgramExecutableD3D>(&mState.getExecutable());
}
private:
class GetVertexExecutableTask;
class GetPixelExecutableTask;
class GetGeometryExecutableTask;
class GetComputeExecutableTask;
class LinkLoadTaskD3D;
class LinkTaskD3D;
class LoadTaskD3D;
friend class LinkTaskD3D;
friend class LoadTaskD3D;
angle::Result linkJobImpl(d3d::Context *context,
const gl::Caps &caps,
const gl::Version &clientVersion,
const gl::ProgramLinkedResources &resources,
const gl::ProgramMergedVaryings &mergedVaryings);
const SharedCompiledShaderStateD3D &getAttachedShader(gl::ShaderType shaderType)
{
return getExecutable()->mAttachedShaders[shaderType];
}
void linkResources(const gl::ProgramLinkedResources &resources);
RendererD3D *mRenderer;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_