diff options
author | Andrew Knight <andrew.knight@intopalo.com> | 2015-04-08 17:04:36 +0300 |
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committer | Andrew Knight <qt@panimo.net> | 2015-04-09 10:31:12 +0000 |
commit | a218a252c4200cfe7048de81a46f7e48349084d5 (patch) | |
tree | c1a82865d97e610cd0abb3a1360408363b38205b /src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h | |
parent | 331ddacfca90c91c5b44484bf3c78e2aa5b85947 (diff) |
Upgrade ANGLE to 2.1~99f075dade7c
This aligns with Chromium branch 2356.
This version brings more complete OpenGL ES 3 support as well as various
bug fixes and performance improvements.
The following changes were made to earlier patches:
-0000-General-fixes-for-ANGLE-2.1
Removed. All changes are now handled elsewhere.
+0001-ANGLE-Improve-Windows-Phone-support
Consolidated remaining parts from 0009/0010.
+0002-ANGLE-Fix-compilation-with-MinGW
Remaining issues from patch 0016.
+0003-ANGLE-Fix-compilation-with-MSVC2010
Remaining issues from patch 0015.
+0004-ANGLE-Dynamically-load-D3D-compiler-from-list
Renamed from patch 0008.
+0005-ANGLE-Add-support-for-querying-platform-device
Renamed from patch 0013.
-0004-Make-it-possible-to-link-ANGLE-statically-for-single
Removed. Fixed by adding defines to project files.
-0008-ANGLE-Dynamically-load-D3D-compiler-from-a-list-or-t
Renamed to patch 0005.
-0009-ANGLE-Support-WinRT
Removed. Mostly fixed upstream; remaining parts in patch 0001.
-0010-ANGLE-Enable-D3D11-for-feature-level-9-cards
Removed. Mostly fixed upstream; remaining parts in patch 0001.
-0012-ANGLE-fix-semantic-index-lookup
Removed. Fixed upstream.
-0013-ANGLE-Add-support-for-querying-platform-device
Renamed to patch 0005.
-0014-Let-ANGLE-use-multithreaded-devices-if-necessary
Removed. No longer needed.
-0015-ANGLE-Fix-angle-d3d11-on-MSVC2010
Moved remaining parts to patch 0003.
-0016-ANGLE-Fix-compilation-with-MinGW-D3D11
Moved remaining parts to patch 0002.
-0017-ANGLE-Fix-compilation-with-D3D9
Removed. Fixed upstream.
-0018-ANGLE-Fix-releasing-textures-after-we-kill-D3D11
Removed. Fixed upstream.
-0019-ANGLE-Fix-handling-of-shader-source-with-fixed-lengt
Removed. Fixed upstream.
-0020-ANGLE-Do-not-use-std-strlen
Removed. Fixed upstream.
-0020-ANGLE-Fix-compilation-with-MSVC2013-Update4
Removed. Fixed upstream.
[ChangeLog][Third-party libraries] ANGLE was updated to Chromium branch
2356 (2.1~99f075dade7c).
Change-Id: I32ccbfe95e10986bd94be7191dfd53445ea09158
Task-number: QTBUG-44815
Task-number: QTBUG-37660
Task-number: QTBUG-44694
Task-number: QTBUG-42443
Reviewed-by: Andrew Knight <qt@panimo.net>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@theqtcompany.com>
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h | 244 |
1 files changed, 244 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h new file mode 100644 index 0000000000..6f3eade81d --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h @@ -0,0 +1,244 @@ +// +// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl. + +#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_ +#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_ + +#include "compiler/translator/blocklayoutHLSL.h" +#include "libANGLE/Constants.h" +#include "libANGLE/renderer/ProgramImpl.h" +#include "libANGLE/renderer/Workarounds.h" +#include "libANGLE/renderer/d3d/DynamicHLSL.h" + +#include <string> +#include <vector> + +namespace gl +{ +struct LinkedUniform; +struct VariableLocation; +struct VertexFormat; +} + +namespace rx +{ +class RendererD3D; +class UniformStorageD3D; +class ShaderExecutableD3D; + +#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) +// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang. +// It should only be used selectively to work around specific bugs. +#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1 +#endif + +class ProgramD3D : public ProgramImpl +{ + public: + ProgramD3D(RendererD3D *renderer); + virtual ~ProgramD3D(); + + const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; } + int getShaderVersion() const { return mShaderVersion; } + GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; } + + GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const; + GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const; + GLint getUsedSamplerRange(gl::SamplerType type) const; + void updateSamplerMapping(); + bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps); + + bool usesPointSize() const { return mUsesPointSize; } + bool usesPointSpriteEmulation() const; + bool usesGeometryShader() const; + bool usesInstancedPointSpriteEmulation() const; + + GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; } + LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream); + gl::Error save(gl::BinaryOutputStream *stream); + + gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable); + gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog); + gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog); + ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; } + + LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, + int registers); + + LinkResult link(const gl::Data &data, gl::InfoLog &infoLog, + gl::Shader *fragmentShader, gl::Shader *vertexShader, + const std::vector<std::string> &transformFeedbackVaryings, + GLenum transformFeedbackBufferMode, + int *registers, std::vector<gl::LinkedVarying> *linkedVaryings, + std::map<int, gl::VariableLocation> *outputVariables); + + void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const; + + void initializeUniformStorage(); + gl::Error applyUniforms(); + gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override; + bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader, + unsigned int registerIndex, const gl::Caps &caps); + void dirtyAllUniforms(); + + void setUniform1fv(GLint location, GLsizei count, const GLfloat *v); + void setUniform2fv(GLint location, GLsizei count, const GLfloat *v); + void setUniform3fv(GLint location, GLsizei count, const GLfloat *v); + void setUniform4fv(GLint location, GLsizei count, const GLfloat *v); + void setUniform1iv(GLint location, GLsizei count, const GLint *v); + void setUniform2iv(GLint location, GLsizei count, const GLint *v); + void setUniform3iv(GLint location, GLsizei count, const GLint *v); + void setUniform4iv(GLint location, GLsizei count, const GLint *v); + void setUniform1uiv(GLint location, GLsizei count, const GLuint *v); + void setUniform2uiv(GLint location, GLsizei count, const GLuint *v); + void setUniform3uiv(GLint location, GLsizei count, const GLuint *v); + void setUniform4uiv(GLint location, GLsizei count, const GLuint *v); + void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); + + void getUniformfv(GLint location, GLfloat *params); + void getUniformiv(GLint location, GLint *params); + void getUniformuiv(GLint location, GLuint *params); + + const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; } + const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; } + + bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader, + const gl::Caps &caps); + bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps); + + void reset(); + + unsigned int getSerial() const; + + void initAttributesByLayout(); + void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], + int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const; + + private: + class VertexExecutable + { + public: + VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], + const GLenum signature[gl::MAX_VERTEX_ATTRIBS], + ShaderExecutableD3D *shaderExecutable); + ~VertexExecutable(); + + bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const; + + const gl::VertexFormat *inputs() const { return mInputs; } + const GLenum *signature() const { return mSignature; } + ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; } + + private: + gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS]; + GLenum mSignature[gl::MAX_VERTEX_ATTRIBS]; + ShaderExecutableD3D *mShaderExecutable; + }; + + class PixelExecutable + { + public: + PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable); + ~PixelExecutable(); + + bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; } + + const std::vector<GLenum> &outputSignature() const { return mOutputSignature; } + ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; } + + private: + std::vector<GLenum> mOutputSignature; + ShaderExecutableD3D *mShaderExecutable; + }; + + struct Sampler + { + Sampler(); + + bool active; + GLint logicalTextureUnit; + GLenum textureType; + }; + + void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister); + void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName, + sh::HLSLBlockEncoder *encoder); + bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps); + bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps); + static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount, + std::vector<Sampler> &outSamplers, GLuint *outUsedRange); + + template <typename T> + void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType); + + template <int cols, int rows> + void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType); + + template <typename T> + void getUniformv(GLint location, T *params, GLenum uniformType); + + template <typename VarT> + void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex, + sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes, + bool inRowMajorLayout); + + RendererD3D *mRenderer; + DynamicHLSL *mDynamicHLSL; + + std::vector<VertexExecutable *> mVertexExecutables; + std::vector<PixelExecutable *> mPixelExecutables; + ShaderExecutableD3D *mGeometryExecutable; + + std::string mVertexHLSL; + D3DCompilerWorkarounds mVertexWorkarounds; + + std::string mPixelHLSL; + D3DCompilerWorkarounds mPixelWorkarounds; + bool mUsesFragDepth; + std::vector<PixelShaderOutputVariable> mPixelShaderKey; + + bool mUsesPointSize; + + UniformStorageD3D *mVertexUniformStorage; + UniformStorageD3D *mFragmentUniformStorage; + + GLenum mTransformFeedbackBufferMode; + + std::vector<Sampler> mSamplersPS; + std::vector<Sampler> mSamplersVS; + GLuint mUsedVertexSamplerRange; + GLuint mUsedPixelSamplerRange; + bool mDirtySamplerMapping; + + // Cache for validateSamplers + std::vector<GLenum> mTextureUnitTypesCache; + + // Cache for getPixelExecutableForFramebuffer + std::vector<GLenum> mPixelShaderOutputFormatCache; + + int mShaderVersion; + + int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS]; + + unsigned int mSerial; + + static unsigned int issueSerial(); + static unsigned int mCurrentSerial; +}; + +} + +#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_ |