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/*========================== begin_copyright_notice ============================
Copyright (C) 2017-2021 Intel Corporation
SPDX-License-Identifier: MIT
============================= end_copyright_notice ===========================*/
#pragma once
#include "ShaderTypesEnum.h"
#include "usc_config.h"
#include "ShaderTypes.h"
namespace USC
{
#if defined _MSC_VER
# pragma warning( push )
# pragma warning( disable: 4201 ) // warning C4201: nonstandard extension used : nameless struct/union
#endif
/*****************************************************************************\
STRUCT: SShaderWriteMask
\*****************************************************************************/
union SShaderWriteMask
{
struct
{
unsigned char X : 1; // bool
unsigned char Y : 1; // bool
unsigned char Z : 1; // bool
unsigned char W : 1; // bool
#if defined(__GNUC__) && !defined(__clang__)
unsigned char _Unused : 4; // For GCC 4.7 bug (do not allow to static initialize anonymous members)
#else
unsigned char : 4; // For clang compilation option -Wmissing-field-initializers (every non-anonymous member should be initialized)
#endif //#if defined(__GNUC__) && !defined(__clang__)
};
#if defined _MSC_VER
unsigned char Value;
#else
unsigned char Value : 4;
#endif
inline void EnableChannel ( IGC::SHADER_CHANNEL channel ) { Value |= BIT(channel); }
inline void DisableChannel ( IGC::SHADER_CHANNEL channel ) { Value &= ~BIT(channel); }
inline bool Contains( const SShaderWriteMask wm ) const;
void Set( const int i, const bool val ) { Value = ( Value & (~(1<<i)) ) + (val<<i); }
bool operator[] ( const int i ) const { return (Value>>i)&1; }
bool operator== ( const SShaderWriteMask& o ) const { return 0==(Value^o.Value); }
bool operator!= ( const SShaderWriteMask& o ) const { return 0!=(Value^o.Value); }
};
USC_API_C_ASSERT( sizeof(SShaderWriteMask) == sizeof(unsigned char) );
/*****************************************************************************\
STRUCT: SExtTextureSwizzle
Describes a channel swizzling extended by a possibility of setting each
color channel to zero or one.
Such extended swizzling is used to define texture swizzling
as required by OpenGL GL_EXT_texture_swizzle extension.
\*****************************************************************************/
struct SExtTextureSwizzle
{
IGC::EXT_TEXTURE_SWIZZLE R;
IGC::EXT_TEXTURE_SWIZZLE G;
IGC::EXT_TEXTURE_SWIZZLE B;
IGC::EXT_TEXTURE_SWIZZLE A;
inline bool IsDefault() const;
inline const IGC::EXT_TEXTURE_SWIZZLE & operator[] (unsigned int i) const;
};
/*****************************************************************************\
Function:
SExtTextureSwizzle::IsDefault()
Description:
Returns true if the extended swizzle is the identity swizzle, i.e.
it doesn't change the channels.
Input:
none
Output:
true if channel swizzling is identity, false otherwise.
\*****************************************************************************/
inline bool SExtTextureSwizzle::IsDefault() const
{
return ( R == IGC::EXT_TEXTURE_SWIZZLE_RED ) &&
( G == IGC::EXT_TEXTURE_SWIZZLE_GREEN ) &&
( B == IGC::EXT_TEXTURE_SWIZZLE_BLUE ) &&
( A == IGC::EXT_TEXTURE_SWIZZLE_ALPHA );
}
/*****************************************************************************\
Function:
SExtTextureSwizzle::operator[]()
Description:
This operator assumes that R, G, B, A channels can be indexed by numbers
0, 1, 2, 3 and returns the i-th value.
Note that the operator returns a const ref, so it cannot be used to modify
the value, only to read it.
Input:
i - index of the field in the structure.
Output:
const reference to the i-th member of the structure.
\*****************************************************************************/
inline const IGC::EXT_TEXTURE_SWIZZLE & SExtTextureSwizzle::operator[] (unsigned int i) const
{
switch ( i )
{
case 0:
return R;
case 1:
return G;
case 2:
return B;
case 3:
return A;
default:
// index is out of bounds, return the last element (assert?)
return A;
}
}
/*****************************************************************************\
CONST: g_cInitShaderWriteMask
\*****************************************************************************/
USC_API extern const SShaderWriteMask g_cInitShaderWriteMask;
const SShaderWriteMask USC_API_CALL getInitShaderWriteMask();
/*****************************************************************************\
Other commonly used write masks
\*****************************************************************************/
extern const SShaderWriteMask g_cShaderWriteMaskX;
extern const SShaderWriteMask g_cShaderWriteMaskXY;
extern const SShaderWriteMask g_cShaderWriteMaskYZ;
extern const SShaderWriteMask g_cShaderWriteMaskXYZ;
extern const SShaderWriteMask g_cShaderWriteMaskY;
extern const SShaderWriteMask g_cShaderWriteMaskZ;
extern const SShaderWriteMask g_cShaderWriteMaskZW;
extern const SShaderWriteMask g_cShaderWriteMaskW;
/*****************************************************************************\
CONST: g_cShaderWriteMask[channel] - writemasks with only "channel" Set
\*****************************************************************************/
USC_API extern const SShaderWriteMask g_cShaderWriteMask[ IGC::NUM_SHADER_CHANNELS ];
typedef const SShaderWriteMask (&tSShaderWriteMaskHelper)[IGC::NUM_SHADER_CHANNELS];
tSShaderWriteMaskHelper USC_API_CALL getShaderWriteMask();
/*****************************************************************************\
CONST: g_cShaderWriteMaskX
\*****************************************************************************/
extern const SShaderWriteMask g_cShaderWriteMaskEmpty;
/*****************************************************************************\
STRUCT: SShaderSwizzle
\*****************************************************************************/
union SShaderSwizzle
{
struct
{
unsigned char X : IGC::BITS_FOR_SHADER_CHANNEL;
unsigned char Y : IGC::BITS_FOR_SHADER_CHANNEL;
unsigned char Z : IGC::BITS_FOR_SHADER_CHANNEL;
unsigned char W : IGC::BITS_FOR_SHADER_CHANNEL;
};
unsigned char Value;
void Replicate( IGC::SHADER_CHANNEL channel ) { X=Y=Z=W=channel; }
bool IsReplicate( void ) const { return X==Y && X==Z && X==W; }
inline bool IsIntersecting( const SShaderWriteMask wm ) const;
inline SShaderWriteMask Channels( void ) const;
void Set( const int i, const IGC::SHADER_CHANNEL val ) { Value = static_cast<unsigned char>( ( Value & (~(((1<<IGC::BITS_FOR_SHADER_CHANNEL)-1)<<(i*IGC::BITS_FOR_SHADER_CHANNEL))) ) | (val<<(i*IGC::BITS_FOR_SHADER_CHANNEL)) ); }
IGC::SHADER_CHANNEL operator[] ( const int i ) const { return (IGC::SHADER_CHANNEL)( ( Value>>(i*IGC::BITS_FOR_SHADER_CHANNEL) )&((1<<IGC::BITS_FOR_SHADER_CHANNEL)-1) ); }
bool operator== ( const SShaderSwizzle& o ) const { return Value==o.Value; }
bool operator!= ( const SShaderSwizzle& o ) const { return Value!=o.Value; }
};
/*****************************************************************************\
STRUCT: Operator to shuffle the writemask with a swizzle
resultWm[channel] = sourceWm[srcSwizzle[channel]]
\*****************************************************************************/
inline SShaderWriteMask operator * ( SShaderSwizzle swizzle, SShaderWriteMask writemask )
{
SShaderWriteMask resultWritemask =
{
{
static_cast<unsigned char>(writemask[ swizzle[IGC::SHADER_CHANNEL_X] ]),
static_cast<unsigned char>(writemask[ swizzle[IGC::SHADER_CHANNEL_Y] ]),
static_cast<unsigned char>(writemask[ swizzle[IGC::SHADER_CHANNEL_Z] ]),
static_cast<unsigned char>(writemask[ swizzle[IGC::SHADER_CHANNEL_W] ])
}
};
return resultWritemask;
}
/*****************************************************************************\
STRUCT: Operator negates the writemask
only channels that are not set in writemask are set in resulting writemask
\*****************************************************************************/
inline SShaderWriteMask operator ~ ( SShaderWriteMask writemask )
{
SShaderWriteMask resultWritemask =
{
{
static_cast<unsigned char>(!writemask.X),
static_cast<unsigned char>(!writemask.Y),
static_cast<unsigned char>(!writemask.Z),
static_cast<unsigned char>(!writemask.W)
}
};
return resultWritemask;
}
/*****************************************************************************\
STRUCT: Operator intersects the writemask
only channels that are set in both writemasks are set in resulting writemask
\*****************************************************************************/
inline SShaderWriteMask operator & ( SShaderWriteMask writemaskA, SShaderWriteMask writemaskB )
{
SShaderWriteMask resultWritemask =
{
{
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_X ] && writemaskB[ IGC::SHADER_CHANNEL_X ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_Y ] && writemaskB[ IGC::SHADER_CHANNEL_Y ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_Z ] && writemaskB[ IGC::SHADER_CHANNEL_Z ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_W ] && writemaskB[ IGC::SHADER_CHANNEL_W ])
}
};
return resultWritemask;
}
/*****************************************************************************\
OPERATOR: Operator returns Union of the writemasks
In resultWritemask, channel is set if it is set in any of argument Writemask.
\*****************************************************************************/
inline SShaderWriteMask operator | ( SShaderWriteMask writemaskA, SShaderWriteMask writemaskB )
{
SShaderWriteMask resultWritemask =
{
{
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_X ] || writemaskB[ IGC::SHADER_CHANNEL_X ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_Y ] || writemaskB[ IGC::SHADER_CHANNEL_Y ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_Z ] || writemaskB[ IGC::SHADER_CHANNEL_Z ]),
static_cast<unsigned char>(writemaskA[ IGC::SHADER_CHANNEL_W ] || writemaskB[ IGC::SHADER_CHANNEL_W ])
}
};
return resultWritemask;
}
/*****************************************************************************\
STRUCT: Operator XOR for the writemask
\*****************************************************************************/
inline SShaderWriteMask operator ^ ( SShaderWriteMask writemaskA, SShaderWriteMask writemaskB )
{
SShaderWriteMask resultWritemask =
{
{
static_cast<unsigned char>(!( writemaskA[ IGC::SHADER_CHANNEL_X ] == writemaskB[ IGC::SHADER_CHANNEL_X ] )),
static_cast<unsigned char>(!( writemaskA[ IGC::SHADER_CHANNEL_Y ] == writemaskB[ IGC::SHADER_CHANNEL_Y ] )),
static_cast<unsigned char>(!( writemaskA[ IGC::SHADER_CHANNEL_Z ] == writemaskB[ IGC::SHADER_CHANNEL_Z ] )),
static_cast<unsigned char>(!( writemaskA[ IGC::SHADER_CHANNEL_W ] == writemaskB[ IGC::SHADER_CHANNEL_W ] ))
}
};
return resultWritemask;
}
/*****************************************************************************\
Function:
SShaderWriteMask::Contains
Description:
Returns true if all enabled channels in writemask given as input param are
enabled in current writemask.
Input:
SShaderWriteMask wm
Output:
bool
\*****************************************************************************/
inline bool SShaderWriteMask::Contains( const SShaderWriteMask wm ) const
{
if( ( wm.X && !X ) || ( wm.Y && !Y ) || ( wm.Z && !Z ) || ( wm.W && !W ) )
{
return false;
}
else
{
return true;
}
}
/*****************************************************************************\
STRUCT: Operator - Composition of two swizzles (It is not commutative operation!)
resultSw(channel) = A ( B (channel) )
\*****************************************************************************/
inline SShaderSwizzle operator * ( SShaderSwizzle A, SShaderSwizzle B )
{
SShaderSwizzle resultSw =
{
{
static_cast<unsigned char>(A[ B[IGC::SHADER_CHANNEL_X] ]),
static_cast<unsigned char>(A[ B[IGC::SHADER_CHANNEL_Y] ]),
static_cast<unsigned char>(A[ B[IGC::SHADER_CHANNEL_Z] ]),
static_cast<unsigned char>(A[ B[IGC::SHADER_CHANNEL_W] ])
}
};
return resultSw;
}
USC_API_C_ASSERT( sizeof(SShaderSwizzle) == sizeof(unsigned char) );
/*****************************************************************************\
CONST: g_cInitShaderSwizzle
\*****************************************************************************/
USC_API extern const SShaderSwizzle g_cInitShaderSwizzle;
const SShaderSwizzle USC_API_CALL getInitShaderSwizzle();
/*****************************************************************************\
Other commonly used swizzles
\*****************************************************************************/
extern const SShaderSwizzle g_cShaderSwizzleXXXX;
extern const SShaderSwizzle g_cShaderSwizzleXXXW;
extern const SShaderSwizzle g_cShaderSwizzleYYYY;
extern const SShaderSwizzle g_cShaderSwizzleZZZZ;
extern const SShaderSwizzle g_cShaderSwizzleWWWW;
extern const SShaderSwizzle g_cShaderSwizzleYZZZ;
extern const SShaderSwizzle g_cShaderSwizzleZWXY;
extern const SShaderSwizzle g_cShaderSwizzleXYXY;
extern const SShaderSwizzle g_cShaderSwizzleZWZW;
extern const SShaderSwizzle g_cReplicateShaderSwizzles[ IGC::NUM_SHADER_CHANNELS ];
/*****************************************************************************\
Function:
SShaderSwizzle::Channels
Description:
Returns writemask where channels used in current swizzle are enabled.
Input:
void
Output:
SShaderWriteMask wm
\*****************************************************************************/
inline SShaderWriteMask SShaderSwizzle::Channels( void ) const
{
SShaderWriteMask wm;
wm.Value = ( ( 1 << X ) | ( 1 << Y ) | ( 1 << Z ) | ( 1 << W ) );
return wm;
}
/*****************************************************************************\
Function:
SShaderSwizzle::IsIntersecting
Description:
Returns true if current swizzle has any intersection with writemask given
as input param.
Input:
SShaderWriteMask wm
Output:
bool
\*****************************************************************************/
inline bool SShaderSwizzle::IsIntersecting( const SShaderWriteMask wm ) const
{
if( wm.Value & Channels().Value )
{
return true;
}
else
{
return false;
}
}
/*****************************************************************************\
STRUCT: SShaderOpcodeToken
\*****************************************************************************/
union SShaderOpcodeToken
{
struct
{
// If adding new fields below, update Hash() method too.
unsigned int m_Opcode : BITCOUNT( IGC::NUM_SHADER_OPCODES ); // IGC::SHADER_OPCODE
unsigned int m_Comparison : BITCOUNT( IGC::NUM_SHADER_COMPARISONS ); // IGC::SHADER_COMPARISON
unsigned int m_Conditional : BITCOUNT( IGC::NUM_SHADER_CONDITIONALS ); // IGC::SHADER_CONDITIONAL
unsigned int m_PartialPrecision : 1; // bool
unsigned int m_Predicate : 1; // bool
unsigned int m_Comment : 1; // bool
unsigned int m_Sync : IGC::cNumberOfShaderSyncBits; // IGC::SHADER_SYNC
unsigned int m_ResourceType : 1; // bool
unsigned int m_Precise : 1; // bool
unsigned int m_Feedback : 1; // bool
};
unsigned int Value;
void SetOpcode( IGC::SHADER_OPCODE opcode ) { m_Opcode = opcode; }
IGC::SHADER_OPCODE GetOpcode( void ) const { return (IGC::SHADER_OPCODE)m_Opcode; }
IGC::SHADER_OPCODE_TYPE GetOpcodeType( unsigned int registerNumber ) const;
void SetComparison( IGC::SHADER_COMPARISON comparison ) { m_Comparison = comparison; }
IGC::SHADER_COMPARISON GetComparison( void ) const { return (IGC::SHADER_COMPARISON)m_Comparison; }
void SetConditional( IGC::SHADER_CONDITIONAL conditional ) { m_Conditional = conditional; }
IGC::SHADER_CONDITIONAL GetConditional( void ) const { return (IGC::SHADER_CONDITIONAL)m_Conditional; }
void SetResourceTypeEnable( bool usesResourceType ) { m_ResourceType = usesResourceType; }
bool GetResourceTypeEnable( void ) const { return m_ResourceType; }
void SetPartialPrecisionEnable( bool enable ) { m_PartialPrecision = enable; }
bool GetPartialPrecisionEnable( void ) const { return m_PartialPrecision; }
void SetPredicateEnable( bool enable ) { m_Predicate = enable; }
bool GetPredicateEnable( void ) const { return m_Predicate; }
void SetCommentEnable( bool enable ) { m_Comment = enable; }
bool GetCommentEnable( void ) const { return m_Comment; }
void SetSync( IGC::SHADER_SYNC sync ) { m_Sync = sync; }
IGC::SHADER_SYNC GetSync( void ) const { return IGC::SHADER_SYNC::Create(m_Sync); }
void SetPreciseEnable( const bool precise ) { m_Precise = precise; }
bool GetPreciseEnable( void ) const { return m_Precise; }
void SetFeedbackEnable( const bool feedback ) { m_Feedback = feedback; }
bool GetFeedbackEnable( void ) const { return m_Feedback; }
unsigned int GetDestinationRegisterCount( void ) const;
unsigned int GetSourceRegisterCount( void ) const;
bool HasComparison( void ) const;
bool HasConditional( void ) const;
bool HasLabel( void ) const;
bool IsExplicitPrecisionInstruction( void ) const;
bool IsAddressableStreamOut( void ) const;
bool IsFlowControl( void ) const;
bool IsLoopStart( void ) const;
bool IsSample( void ) const;
bool IsSampleWithComparison( void ) const;
bool HasVariableNumberOfSources( void ) const;
unsigned int SamplerPosition( void ) const;
unsigned int ResourcePosition( void ) const;
bool HasTGSMOrUAVOrTPMSource( unsigned int srcIndex ) const;
bool HasPointerDestination( unsigned int dstIndex ) const;
bool HasPointerSource( unsigned int sourceIndex ) const;
unsigned long long Hash( void ) const;
};
USC_API_C_ASSERT( sizeof(SShaderOpcodeToken) == sizeof(unsigned int) );
/*****************************************************************************\
CONST: g_cInitShaderOpcodeToken
\*****************************************************************************/
USC_API extern const SShaderOpcodeToken g_cInitShaderOpcodeToken;
const SShaderOpcodeToken USC_API_CALL getInitShaderOpcodeToken();
/*****************************************************************************\
STRUCT: SShaderDestinationRegisterToken
\*****************************************************************************/
union SShaderDestinationRegisterToken
{
struct
{
// If adding new fields below, update Hash() method too.
unsigned int m_Number;
unsigned int m_File : BITCOUNT(IGC::NUM_SHADER_REGISTER_FILES); // IGC::SHADER_REGISTER_FILE
unsigned int m_WriteMask : BITCOUNT(IGC::NUM_SHADER_MASKS); // SShaderWriteMask
unsigned int m_Saturate : 1; // bool
unsigned int m_IndirectRegister : 1; // bool
unsigned int m_IndirectOffset : 1; // bool
unsigned int m_Precision : BITCOUNT(NUM_SHADER_OPERAND_PRECISIONS); // SHADER_OPERAND_DATA_TYPES
unsigned int m_ExactPrecision : 1; // bool
unsigned int m_NonUniformIndex : 1; // bool
};
unsigned long long Value;
void SetFile( IGC::SHADER_REGISTER_FILE file ) { m_File = file; }
IGC::SHADER_REGISTER_FILE GetFile( void ) const { return (IGC::SHADER_REGISTER_FILE)m_File; }
void SetNumber( unsigned int number ) { m_Number = number; }
unsigned int GetNumber( void ) const { return m_Number; }
void SetWriteMask( SShaderWriteMask writemask ) { m_WriteMask = writemask.Value; }
SShaderWriteMask GetWriteMask( void ) const { SShaderWriteMask writemask; writemask.Value = m_WriteMask; return writemask; }
void SetSaturateEnable( bool enable ) { m_Saturate = enable; }
bool GetSaturateEnable( void ) const { return (bool)m_Saturate; }
void SetIndirectRegisterEnable( bool enable ) { m_IndirectRegister = enable; }
bool GetIndirectRegisterEnable( void ) const { return (bool)m_IndirectRegister; }
void SetIndirectOffsetEnable( bool enable ) { m_IndirectOffset = enable; }
bool GetIndirectOffsetEnable( void ) const { return (bool)m_IndirectOffset; }
bool HasNoEnables( void ) const { return !m_Saturate && !m_IndirectRegister && !m_IndirectOffset; }
bool HasIndirectAddressing( void ) const { return m_IndirectOffset || m_IndirectRegister; }
unsigned long long Hash( void ) const;
void SetPrecision( SHADER_OPERAND_PRECISION precision ) { m_Precision = precision; }
SHADER_OPERAND_PRECISION GetPrecision( void ) const { return (SHADER_OPERAND_PRECISION)m_Precision; }
void SetExactPrecision( bool exactPrecision ) { m_ExactPrecision = exactPrecision; }
bool IsPrecisionExact( void ) const { return (bool)m_ExactPrecision; }
void SetNonUniformIndex( bool nonUniform ) { m_NonUniformIndex = nonUniform; }
bool IsNonUniformIndex( void ) const { return (bool)m_NonUniformIndex; }
};
USC_API_C_ASSERT( sizeof(SShaderDestinationRegisterToken) == sizeof(unsigned long long) );
/*****************************************************************************\
CONST: g_cInitShaderDestinationRegisterToken
\*****************************************************************************/
USC_API extern const SShaderDestinationRegisterToken g_cInitShaderDestinationRegisterToken;
const SShaderDestinationRegisterToken USC_API_CALL getInitShaderDestinationRegisterToken();
/*****************************************************************************\
STRUCT: SShaderSourceRegisterToken
\*****************************************************************************/
union SShaderSourceRegisterToken
{
struct
{
// If adding new fields below, update Hash() method too.
unsigned int m_Number;
unsigned int m_File : BITCOUNT( IGC::NUM_SHADER_REGISTER_FILES ); // IGC::SHADER_REGISTER_FILE
unsigned int m_Swizzle : BITCOUNT( IGC::NUM_SHADER_CHANNELS ) * IGC::NUM_SHADER_CHANNELS; // SShaderSwizzle
unsigned int m_Negate : 1; // bool
unsigned int m_Absolute : 1; // bool
unsigned int m_AddressOffset : 1; // bool
unsigned int m_IndirectRegister : 1; // bool
unsigned int m_IndirectOffset : 1; // bool
unsigned int m_AccessRegister : 1; // bool
unsigned int m_AccessOffset : 1; // bool
unsigned int m_Precision : BITCOUNT(NUM_SHADER_OPERAND_PRECISIONS); // NUM_SHADER_OPERAND_PRECISIONS
unsigned int m_NonUniformIndex : 1; // bool
};
unsigned long long Value;
void SetFile( IGC::SHADER_REGISTER_FILE file ) { m_File = file; }
IGC::SHADER_REGISTER_FILE GetFile( void ) const { return (IGC::SHADER_REGISTER_FILE)m_File; }
void SetNumber( unsigned int number ) { m_Number = number; }
unsigned int GetNumber( void ) const { return m_Number; }
void SetSwizzle( SShaderSwizzle swizzle ) { m_Swizzle = swizzle.Value; }
SShaderSwizzle GetSwizzle( void ) const { SShaderSwizzle swizzle; swizzle.Value = m_Swizzle; return swizzle; }
void SetNegateEnable( bool enable ) { m_Negate = enable; }
bool GetNegateEnable( void ) const { return (bool)m_Negate; }
void SetAbsoluteEnable( bool enable ) { m_Absolute = enable; }
bool GetAbsoluteEnable( void ) const { return (bool)m_Absolute; }
void SetAddressOffsetEnable( bool enable ) { m_AddressOffset = enable; }
bool GetAddressOffsetEnable( void ) const { return (bool)m_AddressOffset; }
void SetIndirectRegisterEnable( bool enable ) { m_IndirectRegister = enable; }
bool GetIndirectRegisterEnable( void ) const { return (bool)m_IndirectRegister; }
void SetIndirectOffsetEnable( bool enable ) { m_IndirectOffset = enable; }
bool GetIndirectOffsetEnable( void ) const { return (bool)m_IndirectOffset; }
void SetAccessRegisterEnable( bool enable ) { m_AccessRegister = enable; }
bool GetAccessRegisterEnable( void ) const { return (bool)m_AccessRegister; }
void SetAccessOffsetEnable( bool enable ) { m_AccessOffset = enable; }
bool GetAccessOffsetEnable( void ) const { return (bool)m_AccessOffset; }
void SetPrecision( SHADER_OPERAND_PRECISION precision ) { m_Precision = precision; }
SHADER_OPERAND_PRECISION GetPrecision( void ) const { return (SHADER_OPERAND_PRECISION)m_Precision; }
void SetNonUniformIndex( bool nonUniform ) { m_NonUniformIndex = nonUniform; }
bool IsNonUniformIndex( void ) const { return (bool)m_NonUniformIndex; }
bool HasNoEnables( void ) const { return !m_Negate && !m_Absolute && !m_AddressOffset && !m_IndirectRegister && !m_IndirectOffset && !m_AccessRegister && !m_AccessOffset; }
bool HasIndirectAddressing( void ) const { return m_IndirectRegister || m_IndirectOffset || m_AddressOffset || m_AccessRegister || m_AccessOffset; }
unsigned long long Hash( void ) const;
};
USC_API_C_ASSERT( sizeof(SShaderSourceRegisterToken) == sizeof(unsigned long long) );
/*****************************************************************************\
CONST: g_cInitShaderSourceRegisterToken
\*****************************************************************************/
USC_API extern const SShaderSourceRegisterToken g_cInitShaderSourceRegisterToken;
const SShaderSourceRegisterToken USC_API_CALL getInitShaderSourceRegisterToken();
/*****************************************************************************\
CONST: g_cShadingFuncIdNone
\*****************************************************************************/
USC_API extern const unsigned int g_cShadingFuncIdNone;
#ifdef _MSC_VER
#pragma warning( pop ) // warning C4201: nonstandard extension used : nameless struct/union
#endif
} // namespace USC
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