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      1 //
      2 // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 // DynamicHLSL.h: Interface for link and run-time HLSL generation
      7 //
      8 
      9 #ifndef LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
     10 #define LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
     11 
     12 #include "common/angleutils.h"
     13 #include "libGLESv2/constants.h"
     14 
     15 #include "angle_gl.h"
     16 
     17 #include <vector>
     18 #include <map>
     19 
     20 namespace rx
     21 {
     22 class Renderer;
     23 }
     24 
     25 namespace sh
     26 {
     27 struct Attribute;
     28 struct ShaderVariable;
     29 }
     30 
     31 namespace gl
     32 {
     33 class InfoLog;
     34 struct VariableLocation;
     35 struct LinkedVarying;
     36 struct VertexAttribute;
     37 struct VertexFormat;
     38 struct PackedVarying;
     39 }
     40 
     41 namespace rx
     42 {
     43 class Renderer;
     44 class ShaderD3D;
     45 
     46 typedef const gl::PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
     47 
     48 struct PixelShaderOutputVariable
     49 {
     50     GLenum type;
     51     std::string name;
     52     std::string source;
     53     size_t outputIndex;
     54 };
     55 
     56 class DynamicHLSL
     57 {
     58   public:
     59     explicit DynamicHLSL(rx::Renderer *const renderer);
     60 
     61     int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader,
     62                      rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
     63     std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const gl::VertexFormat inputLayout[],
     64                                                    const sh::Attribute shaderAttributes[]) const;
     65     std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
     66                                                       bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
     67     bool generateShaderLinkHLSL(gl::InfoLog &infoLog, int registers, const VaryingPacking packing,
     68                                 std::string& pixelHLSL, std::string& vertexHLSL,
     69                                 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
     70                                 const std::vector<std::string>& transformFeedbackVaryings,
     71                                 std::vector<gl::LinkedVarying> *linkedVaryings,
     72                                 std::map<int, gl::VariableLocation> *programOutputVars,
     73                                 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
     74                                 bool *outUsesFragDepth) const;
     75 
     76     std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
     77     void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
     78 
     79   private:
     80     DISALLOW_COPY_AND_ASSIGN(DynamicHLSL);
     81 
     82     rx::Renderer *const mRenderer;
     83 
     84     struct SemanticInfo;
     85 
     86     std::string getVaryingSemantic(bool pointSize) const;
     87     SemanticInfo getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord, bool pointSize,
     88                                         bool pixelShader) const;
     89     std::string generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const;
     90     std::string generateVaryingHLSL(const ShaderD3D *shader) const;
     91     void storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader, std::vector<gl::LinkedVarying> *linkedVaryings) const;
     92     void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<gl::LinkedVarying> *linkedVaryings) const;
     93     void defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const;
     94     std::string generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
     95 
     96     // Prepend an underscore
     97     static std::string decorateVariable(const std::string &name);
     98 
     99     std::string generateAttributeConversionHLSL(const gl::VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const;
    100 };
    101 
    102 }
    103 
    104 #endif // LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
    105