Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / third_party / angle / src / libGLESv2 / renderer / d3d / DynamicHLSL.h
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_