blob: fafb4d53d8218a07114a54b940f11b4a721ab0a1 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
|
#ifndef __CHANNELASSIGNS_H__
#define __CHANNELASSIGNS_H__
#include <string>
#include "GfxDeviceTypes.h"
namespace ShaderLab {
struct ParserBindChannels;
}
// Tracks which vertex components should be sourced from which shader channels
// TODO: It gets serialized a lot for multithreading, can we make it more compact?
class ChannelAssigns {
public:
ChannelAssigns();
void FromParsedChannels (const ShaderLab::ParserBindChannels& parsed); // ShaderParser.cpp
void Bind( ShaderChannel source, VertexComponent target );
void Unbind( VertexComponent target );
void MergeWith( const ChannelAssigns& additional );
UInt32 GetTargetMap() const { return m_TargetMap; }
UInt32 GetSourceMap() const { return m_SourceMap; }
bool IsEmpty() const { return m_TargetMap == 0; }
// if and only if all source channels directly map to target components
// src.Vertex -> dst.Vertex, src.Normal -> dst.Normal, etc
// there is NO cross-bar connections like: src.TexCoord0 -> dst.TexCoord1
bool IsDirectlyWired() const { return m_DirectlyWired; }
ShaderChannel GetSourceForTarget( VertexComponent target ) const { return ShaderChannel(m_Channels[target]); }
bool operator== (const ChannelAssigns& other) const;
private:
void RecalculateIsDirectlyWired ();
private:
UInt32 m_TargetMap; // bitfield of which vertex components are sourced
UInt32 m_SourceMap; // bitfield of which source channels are used
SInt8 m_Channels[kVertexCompCount]; // for each vertex component: from which channel it is sourced
bool m_DirectlyWired;
// Friends for serialization
friend struct GfxRet_ChannelAssigns;
};
ShaderChannel GetShaderChannelFromName( const std::string& name );
#endif
|