Files
UnrealEngineUWP/Engine/Source/Developer/iOS/MetalShaderFormat/Private/MetalBackend.h
Rolando Caloca c0db1bfb0e UE4 - hlslcc & Metal
- Metal - Fix for RWBuffer<uint> generating swizzle .x
- hlslcc - Support for RWStructuredBuffer

[CL 2388726 by Rolando Caloca in Main branch]
2014-12-15 12:21:10 -05:00

54 lines
2.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "hlslcc.h"
#include "LanguageSpec.h"
class FMetalLanguageSpec : public ILanguageSpec
{
public:
virtual bool SupportsDeterminantIntrinsic() const
{
//@todo-rco: Temp workaround for Seed 2 & 3
return false;// true;
}
virtual bool SupportsTransposeIntrinsic() const
{
//@todo-rco: Temp workaround for Seed 2 & 3
return false;// true;
}
virtual bool SupportsIntegerModulo() const { return true; }
virtual bool SupportsMatrixConversions() const { return false; }
virtual void SetupLanguageIntrinsics(_mesa_glsl_parse_state* State, exec_list* ir) override;
virtual bool UseSamplerInnerType() const { return true; }
};
struct FBuffers;
// Generates Metal compliant code from IR tokens
struct FMetalCodeBackend : public FCodeBackend
{
FMetalCodeBackend(unsigned int InHlslCompileFlags);
virtual char* GenerateCode(struct exec_list* ir, struct _mesa_glsl_parse_state* ParseState, EHlslShaderFrequency Frequency) override;
virtual bool GenerateMain(EHlslShaderFrequency Frequency, const char* EntryPoint, exec_list* Instructions, _mesa_glsl_parse_state* ParseState) override;
// Return false if there were restrictions that made compilation fail
virtual bool ApplyAndVerifyPlatformRestrictions(exec_list* Instructions, _mesa_glsl_parse_state* ParseState, EHlslShaderFrequency Frequency) override;
void PackInputsAndOutputs(exec_list* ir, _mesa_glsl_parse_state* state, EHlslShaderFrequency Frequency, exec_list& InputVars);
void MovePackedUniformsToMain(exec_list* ir, _mesa_glsl_parse_state* state, FBuffers& OutBuffers);
void FixIntrinsics(exec_list* ir, _mesa_glsl_parse_state* state);
void RemovePackedVarReferences(exec_list* ir, _mesa_glsl_parse_state* State);
void PromoteInputsAndOutputsGlobalHalfToFloat(exec_list* ir, _mesa_glsl_parse_state* state, EHlslShaderFrequency Frequency);
void ConvertHalfToFloatUniformsAndSamples(exec_list* ir, _mesa_glsl_parse_state* State, bool bConvertUniforms, bool bConvertSamples);
void BreakPrecisionChangesVisitor(exec_list* ir, _mesa_glsl_parse_state* State);
};