Commit 3e217f65 by Qin Jiajia Committed by Commit Bot

Rename UniformHLSL to ResourcesHLSL

In future, atomic counter and shader storage block will be added into UniformHLSL since they all need the UAV register. So this change renames UniformHLSL to ResourcesHLSL. Bug: angleproject:1951 Change-Id: Ie9eda090763fbb516468c138e65e111eb12fe514 Reviewed-on: https://chromium-review.googlesource.com/1193322 Commit-Queue: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: 's avatarCorentin Wallez <cwallez@chromium.org>
parent d310a434
......@@ -235,6 +235,8 @@
'compiler/translator/BuiltInFunctionEmulatorHLSL.h',
'compiler/translator/OutputHLSL.cpp',
'compiler/translator/OutputHLSL.h',
'compiler/translator/ResourcesHLSL.cpp',
'compiler/translator/ResourcesHLSL.h',
'compiler/translator/StructureHLSL.cpp',
'compiler/translator/StructureHLSL.h',
'compiler/translator/TextureFunctionHLSL.cpp',
......@@ -243,8 +245,6 @@
'compiler/translator/ImageFunctionHLSL.h',
'compiler/translator/TranslatorHLSL.cpp',
'compiler/translator/TranslatorHLSL.h',
'compiler/translator/UniformHLSL.cpp',
'compiler/translator/UniformHLSL.h',
'compiler/translator/UtilsHLSL.cpp',
'compiler/translator/UtilsHLSL.h',
'compiler/translator/emulated_builtin_functions_hlsl_autogen.cpp',
......
......@@ -17,10 +17,10 @@
#include "compiler/translator/BuiltInFunctionEmulatorHLSL.h"
#include "compiler/translator/ImageFunctionHLSL.h"
#include "compiler/translator/InfoSink.h"
#include "compiler/translator/ResourcesHLSL.h"
#include "compiler/translator/StructureHLSL.h"
#include "compiler/translator/TextureFunctionHLSL.h"
#include "compiler/translator/TranslatorHLSL.h"
#include "compiler/translator/UniformHLSL.h"
#include "compiler/translator/UtilsHLSL.h"
#include "compiler/translator/blocklayout.h"
#include "compiler/translator/tree_ops/RemoveSwitchFallThrough.h"
......@@ -236,7 +236,7 @@ OutputHLSL::OutputHLSL(sh::GLenum shaderType,
unsigned int firstUniformRegister =
((compileOptions & SH_SKIP_D3D_CONSTANT_REGISTER_ZERO) != 0) ? 1u : 0u;
mUniformHLSL = new UniformHLSL(mStructureHLSL, outputType, uniforms, firstUniformRegister);
mResourcesHLSL = new ResourcesHLSL(mStructureHLSL, outputType, uniforms, firstUniformRegister);
if (mOutputType == SH_HLSL_3_0_OUTPUT)
{
......@@ -244,17 +244,17 @@ OutputHLSL::OutputHLSL(sh::GLenum shaderType,
// Vertex shaders need a slightly different set: dx_DepthRange, dx_ViewCoords and
// dx_ViewAdjust.
// In both cases total 3 uniform registers need to be reserved.
mUniformHLSL->reserveUniformRegisters(3);
mResourcesHLSL->reserveUniformRegisters(3);
}
// Reserve registers for the default uniform block and driver constants
mUniformHLSL->reserveUniformBlockRegisters(2);
mResourcesHLSL->reserveUniformBlockRegisters(2);
}
OutputHLSL::~OutputHLSL()
{
SafeDelete(mStructureHLSL);
SafeDelete(mUniformHLSL);
SafeDelete(mResourcesHLSL);
SafeDelete(mTextureFunctionHLSL);
SafeDelete(mImageFunctionHLSL);
for (auto &eqFunction : mStructEqualityFunctions)
......@@ -310,12 +310,12 @@ void OutputHLSL::output(TIntermNode *treeRoot, TInfoSinkBase &objSink)
const std::map<std::string, unsigned int> &OutputHLSL::getUniformBlockRegisterMap() const
{
return mUniformHLSL->getUniformBlockRegisterMap();
return mResourcesHLSL->getUniformBlockRegisterMap();
}
const std::map<std::string, unsigned int> &OutputHLSL::getUniformRegisterMap() const
{
return mUniformHLSL->getUniformRegisterMap();
return mResourcesHLSL->getUniformRegisterMap();
}
TString OutputHLSL::structInitializerString(int indent,
......@@ -409,7 +409,7 @@ TString OutputHLSL::generateStructMapping(const std::vector<MappedStruct> &std14
unsigned int instanceStringArrayIndex = GL_INVALID_INDEX;
if (isInstanceArray)
instanceStringArrayIndex = instanceArrayIndex;
TString instanceString = mUniformHLSL->UniformBlockInstanceString(
TString instanceString = mResourcesHLSL->UniformBlockInstanceString(
instanceName, instanceStringArrayIndex);
originalName += instanceString;
mappedName += instanceString;
......@@ -471,8 +471,8 @@ void OutputHLSL::header(TInfoSinkBase &out,
out << mStructureHLSL->structsHeader();
mUniformHLSL->uniformsHeader(out, mOutputType, mReferencedUniforms, mSymbolTable);
out << mUniformHLSL->uniformBlocksHeader(mReferencedUniformBlocks);
mResourcesHLSL->uniformsHeader(out, mOutputType, mReferencedUniforms, mSymbolTable);
out << mResourcesHLSL->uniformBlocksHeader(mReferencedUniformBlocks);
if (!mEqualityFunctions.empty())
{
......@@ -631,7 +631,7 @@ void OutputHLSL::header(TInfoSinkBase &out,
if (mOutputType == SH_HLSL_4_1_OUTPUT)
{
mUniformHLSL->samplerMetadataUniforms(out, "c4");
mResourcesHLSL->samplerMetadataUniforms(out, "c4");
}
out << "};\n";
......@@ -743,7 +743,7 @@ void OutputHLSL::header(TInfoSinkBase &out,
if (mOutputType == SH_HLSL_4_1_OUTPUT)
{
mUniformHLSL->samplerMetadataUniforms(out, "c4");
mResourcesHLSL->samplerMetadataUniforms(out, "c4");
}
out << "};\n"
......@@ -779,7 +779,7 @@ void OutputHLSL::header(TInfoSinkBase &out,
out << " uint3 gl_NumWorkGroups : packoffset(c0);\n";
}
ASSERT(mOutputType == SH_HLSL_4_1_OUTPUT);
mUniformHLSL->samplerMetadataUniforms(out, "c1");
mResourcesHLSL->samplerMetadataUniforms(out, "c1");
out << "};\n";
std::ostringstream systemValueDeclaration;
......@@ -1309,8 +1309,8 @@ bool OutputHLSL::visitBinary(Visit visit, TIntermBinary *node)
new TReferencedBlock(interfaceBlock, &instanceArraySymbol->variable());
}
const int arrayIndex = node->getRight()->getAsConstantUnion()->getIConst(0);
out << mUniformHLSL->UniformBlockInstanceString(instanceArraySymbol->getName(),
arrayIndex);
out << mResourcesHLSL->UniformBlockInstanceString(
instanceArraySymbol->getName(), arrayIndex);
return false;
}
}
......
......@@ -22,13 +22,13 @@ class BuiltInFunctionEmulator;
namespace sh
{
class ImageFunctionHLSL;
class ResourcesHLSL;
class StructureHLSL;
class TextureFunctionHLSL;
class TSymbolTable;
class TVariable;
class ImageFunctionHLSL;
class UnfoldShortCircuit;
class UniformHLSL;
struct TReferencedBlock : angle::NonCopyable
{
......@@ -180,7 +180,7 @@ class OutputHLSL : public TIntermTraverser
ReferencedVariables mReferencedOutputVariables;
StructureHLSL *mStructureHLSL;
UniformHLSL *mUniformHLSL;
ResourcesHLSL *mResourcesHLSL;
TextureFunctionHLSL *mTextureFunctionHLSL;
ImageFunctionHLSL *mImageFunctionHLSL;
......
......@@ -3,12 +3,12 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// UniformHLSL.h:
// Methods for GLSL to HLSL translation for uniforms and uniform blocks.
// ResourcesHLSL.h:
// Methods for GLSL to HLSL translation for uniforms and interface blocks.
//
#ifndef COMPILER_TRANSLATOR_UNIFORMHLSL_H_
#define COMPILER_TRANSLATOR_UNIFORMHLSL_H_
#ifndef COMPILER_TRANSLATOR_RESOURCESHLSL_H_
#define COMPILER_TRANSLATOR_RESOURCESHLSL_H_
#include "compiler/translator/OutputHLSL.h"
#include "compiler/translator/UtilsHLSL.h"
......@@ -19,13 +19,13 @@ class ImmutableString;
class StructureHLSL;
class TSymbolTable;
class UniformHLSL : angle::NonCopyable
class ResourcesHLSL : angle::NonCopyable
{
public:
UniformHLSL(StructureHLSL *structureHLSL,
ShShaderOutput outputType,
const std::vector<Uniform> &uniforms,
unsigned int firstUniformRegister);
ResourcesHLSL(StructureHLSL *structureHLSL,
ShShaderOutput outputType,
const std::vector<Uniform> &uniforms,
unsigned int firstUniformRegister);
void reserveUniformRegisters(unsigned int registerCount);
void reserveUniformBlockRegisters(unsigned int registerCount);
......@@ -115,4 +115,4 @@ class UniformHLSL : angle::NonCopyable
};
}
#endif // COMPILER_TRANSLATOR_UNIFORMHLSL_H_
#endif // COMPILER_TRANSLATOR_RESOURCESHLSL_H_
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment