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1 //
2 // Copyright 2012 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 
7 // ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader
8 // executable implementation details.
9 
10 #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h"
11 
12 #include "libANGLE/Context.h"
13 #include "libANGLE/renderer/d3d/d3d11/Context11.h"
14 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
15 
16 namespace rx
17 {
18 
ShaderExecutable11(const void * function,size_t length,d3d11::PixelShader && executable)19 ShaderExecutable11::ShaderExecutable11(const void *function,
20                                        size_t length,
21                                        d3d11::PixelShader &&executable)
22     : ShaderExecutableD3D(function, length),
23       mPixelExecutable(std::move(executable)),
24       mVertexExecutable(),
25       mGeometryExecutable(),
26       mStreamOutExecutable(),
27       mComputeExecutable()
28 {}
29 
ShaderExecutable11(const void * function,size_t length,d3d11::VertexShader && executable,d3d11::GeometryShader && streamOut)30 ShaderExecutable11::ShaderExecutable11(const void *function,
31                                        size_t length,
32                                        d3d11::VertexShader &&executable,
33                                        d3d11::GeometryShader &&streamOut)
34     : ShaderExecutableD3D(function, length),
35       mPixelExecutable(),
36       mVertexExecutable(std::move(executable)),
37       mGeometryExecutable(),
38       mStreamOutExecutable(std::move(streamOut)),
39       mComputeExecutable()
40 {}
41 
ShaderExecutable11(const void * function,size_t length,d3d11::GeometryShader && executable)42 ShaderExecutable11::ShaderExecutable11(const void *function,
43                                        size_t length,
44                                        d3d11::GeometryShader &&executable)
45     : ShaderExecutableD3D(function, length),
46       mPixelExecutable(),
47       mVertexExecutable(),
48       mGeometryExecutable(std::move(executable)),
49       mStreamOutExecutable(),
50       mComputeExecutable()
51 {}
52 
ShaderExecutable11(const void * function,size_t length,d3d11::ComputeShader && executable)53 ShaderExecutable11::ShaderExecutable11(const void *function,
54                                        size_t length,
55                                        d3d11::ComputeShader &&executable)
56     : ShaderExecutableD3D(function, length),
57       mPixelExecutable(),
58       mVertexExecutable(),
59       mGeometryExecutable(),
60       mStreamOutExecutable(),
61       mComputeExecutable(std::move(executable))
62 {}
63 
~ShaderExecutable11()64 ShaderExecutable11::~ShaderExecutable11() {}
65 
getVertexShader() const66 const d3d11::VertexShader &ShaderExecutable11::getVertexShader() const
67 {
68     return mVertexExecutable;
69 }
70 
getPixelShader() const71 const d3d11::PixelShader &ShaderExecutable11::getPixelShader() const
72 {
73     return mPixelExecutable;
74 }
75 
getGeometryShader() const76 const d3d11::GeometryShader &ShaderExecutable11::getGeometryShader() const
77 {
78     return mGeometryExecutable;
79 }
80 
getStreamOutShader() const81 const d3d11::GeometryShader &ShaderExecutable11::getStreamOutShader() const
82 {
83     return mStreamOutExecutable;
84 }
85 
getComputeShader() const86 const d3d11::ComputeShader &ShaderExecutable11::getComputeShader() const
87 {
88     return mComputeExecutable;
89 }
90 
UniformStorage11(size_t initialSize)91 UniformStorage11::UniformStorage11(size_t initialSize)
92     : UniformStorageD3D(initialSize), mConstantBuffer()
93 {}
94 
~UniformStorage11()95 UniformStorage11::~UniformStorage11() {}
96 
getConstantBuffer(const gl::Context * context,Renderer11 * renderer,const d3d11::Buffer ** bufferOut)97 angle::Result UniformStorage11::getConstantBuffer(const gl::Context *context,
98                                                   Renderer11 *renderer,
99                                                   const d3d11::Buffer **bufferOut)
100 {
101     if (size() > 0 && !mConstantBuffer.valid())
102     {
103         D3D11_BUFFER_DESC desc = {};
104         desc.ByteWidth         = static_cast<unsigned int>(size());
105         desc.Usage             = D3D11_USAGE_DEFAULT;
106         desc.BindFlags         = D3D11_BIND_CONSTANT_BUFFER;
107 
108         ANGLE_TRY(
109             renderer->allocateResource(GetImplAs<Context11>(context), desc, &mConstantBuffer));
110     }
111 
112     *bufferOut = &mConstantBuffer;
113     return angle::Result::Continue;
114 }
115 
116 }  // namespace rx
117