Files
UnrealEngineUWP/Engine/Source/Runtime/ShaderCore/Public/CrossCompilerCommon.h
Rolando Caloca daef6ebed2 UE4 - hlslcc - Common header reader
[CL 2609224 by Rolando Caloca in Main branch]
2015-07-02 11:52:03 -04:00

123 lines
3.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
CrossCompilerCommon.h: Common functionality between compiler & runtime.
=============================================================================*/
#pragma once
#include "Core.h"
namespace CrossCompiler
{
enum
{
SHADER_STAGE_VERTEX = 0,
SHADER_STAGE_PIXEL,
SHADER_STAGE_GEOMETRY,
SHADER_STAGE_HULL,
SHADER_STAGE_DOMAIN,
NUM_NON_COMPUTE_SHADER_STAGES,
SHADER_STAGE_COMPUTE = NUM_NON_COMPUTE_SHADER_STAGES,
NUM_SHADER_STAGES,
PACKED_TYPENAME_HIGHP = 'h', // Make sure these enums match hlslcc
PACKED_TYPENAME_MEDIUMP = 'm',
PACKED_TYPENAME_LOWP = 'l',
PACKED_TYPENAME_INT = 'i',
PACKED_TYPENAME_UINT = 'u',
PACKED_TYPENAME_SAMPLER = 's',
PACKED_TYPENAME_IMAGE = 'g',
PACKED_TYPEINDEX_HIGHP = 0,
PACKED_TYPEINDEX_MEDIUMP = 1,
PACKED_TYPEINDEX_LOWP = 2,
PACKED_TYPEINDEX_INT = 3,
PACKED_TYPEINDEX_UINT = 4,
PACKED_TYPEINDEX_MAX = 5,
};
static FORCEINLINE uint8 PackedTypeIndexToTypeName(uint8 ArrayType)
{
switch (ArrayType)
{
case PACKED_TYPEINDEX_HIGHP: return PACKED_TYPENAME_HIGHP;
case PACKED_TYPEINDEX_MEDIUMP: return PACKED_TYPENAME_MEDIUMP;
case PACKED_TYPEINDEX_LOWP: return PACKED_TYPENAME_LOWP;
case PACKED_TYPEINDEX_INT: return PACKED_TYPENAME_INT;
case PACKED_TYPEINDEX_UINT: return PACKED_TYPENAME_UINT;
}
check(0);
return 0;
}
static FORCEINLINE uint8 PackedTypeNameToTypeIndex(uint8 ArrayName)
{
switch (ArrayName)
{
case PACKED_TYPENAME_HIGHP: return PACKED_TYPEINDEX_HIGHP;
case PACKED_TYPENAME_MEDIUMP: return PACKED_TYPEINDEX_MEDIUMP;
case PACKED_TYPENAME_LOWP: return PACKED_TYPEINDEX_LOWP;
case PACKED_TYPENAME_INT: return PACKED_TYPEINDEX_INT;
case PACKED_TYPENAME_UINT: return PACKED_TYPEINDEX_UINT;
}
check(0);
return 0;
}
struct FPackedArrayInfo
{
uint16 Size; // Bytes
uint8 TypeName; // PACKED_TYPENAME
uint8 TypeIndex; // PACKED_TYPE
};
inline FArchive& operator<<(FArchive& Ar, FPackedArrayInfo& Info)
{
Ar << Info.Size;
Ar << Info.TypeName;
Ar << Info.TypeIndex;
return Ar;
}
struct FShaderBindings
{
TArray<TArray<FPackedArrayInfo>> PackedUniformBuffers;
TArray<FPackedArrayInfo> PackedGlobalArrays;
FShaderResourceTable ShaderResourceTable;
uint16 InOutMask;
uint8 NumSamplers;
uint8 NumUniformBuffers;
uint8 NumUAVs;
bool bHasRegularUniformBuffers;
};
// Information for copying members from uniform buffers to packed
struct FUniformBufferCopyInfo
{
uint16 SourceOffsetInFloats;
uint8 SourceUBIndex;
uint8 DestUBIndex;
uint8 DestUBTypeName;
uint8 DestUBTypeIndex;
uint16 DestOffsetInFloats;
uint16 SizeInFloats;
};
inline FArchive& operator<<(FArchive& Ar, FUniformBufferCopyInfo& Info)
{
Ar << Info.SourceOffsetInFloats;
Ar << Info.SourceUBIndex;
Ar << Info.DestUBIndex;
Ar << Info.DestUBTypeName;
if (Ar.IsLoading())
{
Info.DestUBTypeIndex = CrossCompiler::PackedTypeNameToTypeIndex(Info.DestUBTypeName);
}
Ar << Info.DestOffsetInFloats;
Ar << Info.SizeInFloats;
return Ar;
}
}