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-rw-r--r--src/3rdparty/angle/src/compiler/OutputHLSL.cpp1304
1 files changed, 932 insertions, 372 deletions
diff --git a/src/3rdparty/angle/src/compiler/OutputHLSL.cpp b/src/3rdparty/angle/src/compiler/OutputHLSL.cpp
index a430695744..f6a984148b 100644
--- a/src/3rdparty/angle/src/compiler/OutputHLSL.cpp
+++ b/src/3rdparty/angle/src/compiler/OutputHLSL.cpp
@@ -1,5 +1,5 @@
//
-// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2013 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.
//
@@ -8,13 +8,14 @@
#include "common/angleutils.h"
#include "compiler/debug.h"
+#include "compiler/DetectDiscontinuity.h"
#include "compiler/InfoSink.h"
-#include "compiler/UnfoldShortCircuit.h"
#include "compiler/SearchSymbol.h"
-#include "compiler/DetectDiscontinuity.h"
+#include "compiler/UnfoldShortCircuit.h"
-#include <stdio.h>
#include <algorithm>
+#include <cfloat>
+#include <stdio.h>
namespace sh
{
@@ -26,7 +27,8 @@ TString str(int i)
return buffer;
}
-OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, true), mContext(context)
+OutputHLSL::OutputHLSL(TParseContext &context, const ShBuiltInResources& resources, ShShaderOutput outputType)
+ : TIntermTraverser(true, true, true), mContext(context), mOutputType(outputType)
{
mUnfoldShortCircuit = new UnfoldShortCircuit(context, this);
mInsideFunction = false;
@@ -46,6 +48,8 @@ OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, tr
mUsesTexture2DProjLod0_bias = false;
mUsesTextureCubeLod0 = false;
mUsesTextureCubeLod0_bias = false;
+ mUsesFragColor = false;
+ mUsesFragData = false;
mUsesDepthRange = false;
mUsesFragCoord = false;
mUsesPointCoord = false;
@@ -80,6 +84,8 @@ OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, tr
mUsesAtan2_3 = false;
mUsesAtan2_4 = false;
+ mNumRenderTargets = resources.EXT_draw_buffers ? resources.MaxDrawBuffers : 1;
+
mScopeDepth = 0;
mUniqueIndex = 0;
@@ -89,6 +95,24 @@ OutputHLSL::OutputHLSL(TParseContext &context) : TIntermTraverser(true, true, tr
mInsideDiscontinuousLoop = false;
mExcessiveLoopIndex = NULL;
+
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ if (mContext.shaderType == SH_FRAGMENT_SHADER)
+ {
+ mUniformRegister = 3; // Reserve registers for dx_DepthRange, dx_ViewCoords and dx_DepthFront
+ }
+ else
+ {
+ mUniformRegister = 2; // Reserve registers for dx_DepthRange and dx_ViewAdjust
+ }
+ }
+ else
+ {
+ mUniformRegister = 0;
+ }
+
+ mSamplerRegister = 0;
}
OutputHLSL::~OutputHLSL()
@@ -98,7 +122,7 @@ OutputHLSL::~OutputHLSL()
void OutputHLSL::output()
{
- mContainsLoopDiscontinuity = containsLoopDiscontinuity(mContext.treeRoot);
+ mContainsLoopDiscontinuity = mContext.shaderType == SH_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
mContext.treeRoot->traverse(this); // Output the body first to determine what has to go in the header
header();
@@ -112,6 +136,11 @@ TInfoSinkBase &OutputHLSL::getBodyStream()
return mBody;
}
+const ActiveUniforms &OutputHLSL::getUniforms()
+{
+ return mActiveUniforms;
+}
+
int OutputHLSL::vectorSize(const TType &type) const
{
int elementSize = type.isMatrix() ? type.getNominalSize() : 1;
@@ -135,58 +164,71 @@ void OutputHLSL::header()
out << *constructor;
}
- if (shaderType == SH_FRAGMENT_SHADER)
+ TString uniforms;
+ TString varyings;
+ TString attributes;
+
+ for (ReferencedSymbols::const_iterator uniform = mReferencedUniforms.begin(); uniform != mReferencedUniforms.end(); uniform++)
{
- TString uniforms;
- TString varyings;
+ const TType &type = uniform->second->getType();
+ const TString &name = uniform->second->getSymbol();
- TSymbolTableLevel *symbols = mContext.symbolTable.getGlobalLevel();
- int semanticIndex = 0;
+ if (mOutputType == SH_HLSL11_OUTPUT && IsSampler(type.getBasicType())) // Also declare the texture
+ {
+ int index = samplerRegister(mReferencedUniforms[name]);
+
+ uniforms += "uniform SamplerState sampler_" + decorateUniform(name, type) + arrayString(type) +
+ " : register(s" + str(index) + ");\n";
- for (TSymbolTableLevel::const_iterator namedSymbol = symbols->begin(); namedSymbol != symbols->end(); namedSymbol++)
+ uniforms += "uniform " + textureString(type) + " texture_" + decorateUniform(name, type) + arrayString(type) +
+ " : register(t" + str(index) + ");\n";
+ }
+ else
{
- const TSymbol *symbol = (*namedSymbol).second;
- const TString &name = symbol->getName();
+ uniforms += "uniform " + typeString(type) + " " + decorateUniform(name, type) + arrayString(type) +
+ " : register(" + registerString(mReferencedUniforms[name]) + ");\n";
+ }
+ }
- if (symbol->isVariable())
- {
- const TVariable *variable = static_cast<const TVariable*>(symbol);
- const TType &type = variable->getType();
- TQualifier qualifier = type.getQualifier();
+ for (ReferencedSymbols::const_iterator varying = mReferencedVaryings.begin(); varying != mReferencedVaryings.end(); varying++)
+ {
+ const TType &type = varying->second->getType();
+ const TString &name = varying->second->getSymbol();
- if (qualifier == EvqUniform)
- {
- if (mReferencedUniforms.find(name.c_str()) != mReferencedUniforms.end())
- {
- uniforms += "uniform " + typeString(type) + " " + decorateUniform(name, type) + arrayString(type) + ";\n";
- }
- }
- else if (qualifier == EvqVaryingIn || qualifier == EvqInvariantVaryingIn)
- {
- if (mReferencedVaryings.find(name.c_str()) != mReferencedVaryings.end())
- {
- // Program linking depends on this exact format
- varyings += "static " + typeString(type) + " " + decorate(name) + arrayString(type) + " = " + initializer(type) + ";\n";
+ // Program linking depends on this exact format
+ varyings += "static " + typeString(type) + " " + decorate(name) + arrayString(type) + " = " + initializer(type) + ";\n";
+ }
- semanticIndex += type.isArray() ? type.getArraySize() : 1;
- }
- }
- else if (qualifier == EvqGlobal || qualifier == EvqTemporary)
- {
- // Globals are declared and intialized as an aggregate node
- }
- else if (qualifier == EvqConst)
- {
- // Constants are repeated as literals where used
- }
- else UNREACHABLE();
- }
- }
+ for (ReferencedSymbols::const_iterator attribute = mReferencedAttributes.begin(); attribute != mReferencedAttributes.end(); attribute++)
+ {
+ const TType &type = attribute->second->getType();
+ const TString &name = attribute->second->getSymbol();
+
+ attributes += "static " + typeString(type) + " " + decorate(name) + arrayString(type) + " = " + initializer(type) + ";\n";
+ }
+
+ if (shaderType == SH_FRAGMENT_SHADER)
+ {
+ TExtensionBehavior::const_iterator iter = mContext.extensionBehavior().find("GL_EXT_draw_buffers");
+ bool usingMRTExtension = iter != mContext.extensionBehavior().end() && iter->second == EBhEnable;
+
+ unsigned int numColorValues = usingMRTExtension ? mNumRenderTargets : 1;
out << "// Varyings\n";
out << varyings;
out << "\n"
- "static float4 gl_Color[1] = {float4(0, 0, 0, 0)};\n";
+ "static float4 gl_Color[" << numColorValues << "] =\n"
+ "{\n";
+ for (unsigned int i = 0; i < numColorValues; i++)
+ {
+ out << " float4(0, 0, 0, 0)";
+ if (i + 1 != numColorValues)
+ {
+ out << ",";
+ }
+ out << "\n";
+ }
+ out << "};\n";
if (mUsesFragCoord)
{
@@ -205,205 +247,379 @@ void OutputHLSL::header()
out << "\n";
- if (mUsesFragCoord)
+ if (mUsesDepthRange)
+ {
+ out << "struct gl_DepthRangeParameters\n"
+ "{\n"
+ " float near;\n"
+ " float far;\n"
+ " float diff;\n"
+ "};\n"
+ "\n";
+ }
+
+ if (mOutputType == SH_HLSL11_OUTPUT)
{
- out << "uniform float4 dx_Coord;\n"
- "uniform float2 dx_Depth;\n";
+ out << "cbuffer DriverConstants : register(b1)\n"
+ "{\n";
+
+ if (mUsesDepthRange)
+ {
+ out << " float3 dx_DepthRange : packoffset(c0);\n";
+ }
+
+ if (mUsesFragCoord)
+ {
+ out << " float4 dx_ViewCoords : packoffset(c1);\n";
+ }
+
+ if (mUsesFragCoord || mUsesFrontFacing)
+ {
+ out << " float3 dx_DepthFront : packoffset(c2);\n";
+ }
+
+ out << "};\n";
}
+ else
+ {
+ if (mUsesDepthRange)
+ {
+ out << "uniform float3 dx_DepthRange : register(c0);";
+ }
- if (mUsesFrontFacing)
+ if (mUsesFragCoord)
+ {
+ out << "uniform float4 dx_ViewCoords : register(c1);\n";
+ }
+
+ if (mUsesFragCoord || mUsesFrontFacing)
+ {
+ out << "uniform float3 dx_DepthFront : register(c2);\n";
+ }
+ }
+
+ out << "\n";
+
+ if (mUsesDepthRange)
{
- out << "uniform bool dx_PointsOrLines;\n"
- "uniform bool dx_FrontCCW;\n";
+ out << "static gl_DepthRangeParameters gl_DepthRange = {dx_DepthRange.x, dx_DepthRange.y, dx_DepthRange.z};\n"
+ "\n";
}
- out << "\n";
out << uniforms;
out << "\n";
if (mUsesTexture2D)
{
- out << "float4 gl_texture2D(sampler2D s, float2 t)\n"
- "{\n"
- " return tex2D(s, t);\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2D(sampler2D s, float2 t)\n"
+ "{\n"
+ " return tex2D(s, t);\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2D(Texture2D t, SamplerState s, float2 uv)\n"
+ "{\n"
+ " return t.Sample(s, uv);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2D_bias)
{
- out << "float4 gl_texture2D(sampler2D s, float2 t, float bias)\n"
- "{\n"
- " return tex2Dbias(s, float4(t.x, t.y, 0, bias));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2D(sampler2D s, float2 t, float bias)\n"
+ "{\n"
+ " return tex2Dbias(s, float4(t.x, t.y, 0, bias));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2D(Texture2D t, SamplerState s, float2 uv, float bias)\n"
+ "{\n"
+ " return t.SampleBias(s, uv, bias);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2DProj)
{
- out << "float4 gl_texture2DProj(sampler2D s, float3 t)\n"
- "{\n"
- " return tex2Dproj(s, float4(t.x, t.y, 0, t.z));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProj(sampler2D s, float4 t)\n"
- "{\n"
- " return tex2Dproj(s, t);\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(sampler2D s, float3 t)\n"
+ "{\n"
+ " return tex2Dproj(s, float4(t.x, t.y, 0, t.z));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(sampler2D s, float4 t)\n"
+ "{\n"
+ " return tex2Dproj(s, t);\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(Texture2D t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.Sample(s, float2(uvw.x / uvw.z, uvw.y / uvw.z));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw)\n"
+ "{\n"
+ " return t.Sample(s, float2(uvw.x / uvw.w, uvw.y / uvw.w));\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2DProj_bias)
{
- out << "float4 gl_texture2DProj(sampler2D s, float3 t, float bias)\n"
- "{\n"
- " return tex2Dbias(s, float4(t.x / t.z, t.y / t.z, 0, bias));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProj(sampler2D s, float4 t, float bias)\n"
- "{\n"
- " return tex2Dbias(s, float4(t.x / t.w, t.y / t.w, 0, bias));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(sampler2D s, float3 t, float bias)\n"
+ "{\n"
+ " return tex2Dbias(s, float4(t.x / t.z, t.y / t.z, 0, bias));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(sampler2D s, float4 t, float bias)\n"
+ "{\n"
+ " return tex2Dbias(s, float4(t.x / t.w, t.y / t.w, 0, bias));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(Texture2D t, SamplerState s, float3 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleBias(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), bias);\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleBias(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), bias);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCube)
{
- out << "float4 gl_textureCube(samplerCUBE s, float3 t)\n"
- "{\n"
- " return texCUBE(s, t);\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCube(samplerCUBE s, float3 t)\n"
+ "{\n"
+ " return texCUBE(s, t);\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCube(TextureCube t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.Sample(s, uvw);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCube_bias)
{
- out << "float4 gl_textureCube(samplerCUBE s, float3 t, float bias)\n"
- "{\n"
- " return texCUBEbias(s, float4(t.x, t.y, t.z, bias));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCube(samplerCUBE s, float3 t, float bias)\n"
+ "{\n"
+ " return texCUBEbias(s, float4(t.x, t.y, t.z, bias));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCube(TextureCube t, SamplerState s, float3 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleBias(s, uvw, bias);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
// These *Lod0 intrinsics are not available in GL fragment shaders.
// They are used to sample using discontinuous texture coordinates.
if (mUsesTexture2DLod0)
{
- out << "float4 gl_texture2DLod0(sampler2D s, float2 t)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod0(sampler2D s, float2 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod0(Texture2D t, SamplerState s, float2 uv)\n"
+ "{\n"
+ " return t.SampleLevel(s, uv, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2DLod0_bias)
{
- out << "float4 gl_texture2DLod0(sampler2D s, float2 t, float bias)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod0(sampler2D s, float2 t, float bias)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod0(Texture2D t, SamplerState s, float2 uv, float bias)\n"
+ "{\n"
+ " return t.SampleLevel(s, uv, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2DProjLod0)
{
- out << "float4 gl_texture2DProjLod0(sampler2D s, float3 t)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProjLod(sampler2D s, float4 t)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProjLod0(sampler2D s, float3 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProjLod(sampler2D s, float4 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProjLod0(Texture2D t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProjLod0(Texture2D t, SamplerState s, float4 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTexture2DProjLod0_bias)
{
- out << "float4 gl_texture2DProjLod0_bias(sampler2D s, float3 t, float bias)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProjLod_bias(sampler2D s, float4 t, float bias)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProjLod0_bias(sampler2D s, float3 t, float bias)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProjLod_bias(sampler2D s, float4 t, float bias)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProjLod_bias(Texture2D t, SamplerState s, float3 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProjLod_bias(Texture2D t, SamplerState s, float4 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCubeLod0)
{
- out << "float4 gl_textureCubeLod0(samplerCUBE s, float3 t)\n"
- "{\n"
- " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod0(samplerCUBE s, float3 t)\n"
+ "{\n"
+ " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod0(TextureCube t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, uvw, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCubeLod0_bias)
{
- out << "float4 gl_textureCubeLod0(samplerCUBE s, float3 t, float bias)\n"
- "{\n"
- " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod0(samplerCUBE s, float3 t, float bias)\n"
+ "{\n"
+ " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod0(TextureCube t, SamplerState s, float3 uvw, float bias)\n"
+ "{\n"
+ " return t.SampleLevel(s, uvw, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
- }
- else // Vertex shader
- {
- TString uniforms;
- TString attributes;
- TString varyings;
- TSymbolTableLevel *symbols = mContext.symbolTable.getGlobalLevel();
-
- for (TSymbolTableLevel::const_iterator namedSymbol = symbols->begin(); namedSymbol != symbols->end(); namedSymbol++)
+ if (usingMRTExtension && mNumRenderTargets > 1)
{
- const TSymbol *symbol = (*namedSymbol).second;
- const TString &name = symbol->getName();
-
- if (symbol->isVariable())
- {
- const TVariable *variable = static_cast<const TVariable*>(symbol);
- const TType &type = variable->getType();
- TQualifier qualifier = type.getQualifier();
+ out << "#define GL_USES_MRT\n";
+ }
- if (qualifier == EvqUniform)
- {
- if (mReferencedUniforms.find(name.c_str()) != mReferencedUniforms.end())
- {
- uniforms += "uniform " + typeString(type) + " " + decorateUniform(name, type) + arrayString(type) + ";\n";
- }
- }
- else if (qualifier == EvqAttribute)
- {
- if (mReferencedAttributes.find(name.c_str()) != mReferencedAttributes.end())
- {
- attributes += "static " + typeString(type) + " " + decorate(name) + arrayString(type) + " = " + initializer(type) + ";\n";
- }
- }
- else if (qualifier == EvqVaryingOut || qualifier == EvqInvariantVaryingOut)
- {
- if (mReferencedVaryings.find(name.c_str()) != mReferencedVaryings.end())
- {
- // Program linking depends on this exact format
- varyings += "static " + typeString(type) + " " + decorate(name) + arrayString(type) + " = " + initializer(type) + ";\n";
- }
- }
- else if (qualifier == EvqGlobal || qualifier == EvqTemporary)
- {
- // Globals are declared and intialized as an aggregate node
- }
- else if (qualifier == EvqConst)
- {
- // Constants are repeated as literals where used
- }
- else UNREACHABLE();
- }
+ if (mUsesFragColor)
+ {
+ out << "#define GL_USES_FRAG_COLOR\n";
}
+ if (mUsesFragData)
+ {
+ out << "#define GL_USES_FRAG_DATA\n";
+ }
+ }
+ else // Vertex shader
+ {
out << "// Attributes\n";
out << attributes;
out << "\n"
@@ -417,74 +633,194 @@ void OutputHLSL::header()
out << "\n"
"// Varyings\n";
out << varyings;
- out << "\n"
- "uniform float2 dx_HalfPixelSize;\n"
- "\n";
- out << uniforms;
out << "\n";
-
- if (mUsesTexture2D)
+
+ if (mUsesDepthRange)
{
- out << "float4 gl_texture2D(sampler2D s, float2 t)\n"
+ out << "struct gl_DepthRangeParameters\n"
"{\n"
- " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
- "}\n"
+ " float near;\n"
+ " float far;\n"
+ " float diff;\n"
+ "};\n"
"\n";
}
- if (mUsesTexture2DLod)
+ if (mOutputType == SH_HLSL11_OUTPUT)
{
- out << "float4 gl_texture2DLod(sampler2D s, float2 t, float lod)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x, t.y, 0, lod));\n"
- "}\n"
+ if (mUsesDepthRange)
+ {
+ out << "cbuffer DriverConstants : register(b1)\n"
+ "{\n"
+ " float3 dx_DepthRange : packoffset(c0);\n"
+ "};\n"
+ "\n";
+ }
+ }
+ else
+ {
+ if (mUsesDepthRange)
+ {
+ out << "uniform float3 dx_DepthRange : register(c0);\n";
+ }
+
+ out << "uniform float4 dx_ViewAdjust : register(c1);\n"
"\n";
}
- if (mUsesTexture2DProj)
+ if (mUsesDepthRange)
{
- out << "float4 gl_texture2DProj(sampler2D s, float3 t)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProj(sampler2D s, float4 t)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
- "}\n"
+ out << "static gl_DepthRangeParameters gl_DepthRange = {dx_DepthRange.x, dx_DepthRange.y, dx_DepthRange.z};\n"
"\n";
}
+ out << uniforms;
+ out << "\n";
+
+ if (mUsesTexture2D)
+ {
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2D(sampler2D s, float2 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x, t.y, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2D(Texture2D t, SamplerState s, float2 uv)\n"
+ "{\n"
+ " return t.SampleLevel(s, uv, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
+ }
+
+ if (mUsesTexture2DLod)
+ {
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod(sampler2D s, float2 t, float lod)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x, t.y, 0, lod));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DLod(Texture2D t, SamplerState s, float2 uv, float lod)\n"
+ "{\n"
+ " return t.SampleLevel(s, uv, lod);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
+ }
+
+ if (mUsesTexture2DProj)
+ {
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(sampler2D s, float3 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, 0));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(sampler2D s, float4 t)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(Texture2D t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), 0);\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
+ }
+
if (mUsesTexture2DProjLod)
{
- out << "float4 gl_texture2DProjLod(sampler2D s, float3 t, float lod)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, lod));\n"
- "}\n"
- "\n"
- "float4 gl_texture2DProjLod(sampler2D s, float4 t, float lod)\n"
- "{\n"
- " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, lod));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_texture2DProjLod(sampler2D s, float3 t, float lod)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.z, t.y / t.z, 0, lod));\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProjLod(sampler2D s, float4 t, float lod)\n"
+ "{\n"
+ " return tex2Dlod(s, float4(t.x / t.w, t.y / t.w, 0, lod));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_texture2DProj(Texture2D t, SamplerState s, float3 uvw, float lod)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.z, uvw.y / uvw.z), lod);\n"
+ "}\n"
+ "\n"
+ "float4 gl_texture2DProj(Texture2D t, SamplerState s, float4 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, float2(uvw.x / uvw.w, uvw.y / uvw.w), lod);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCube)
{
- out << "float4 gl_textureCube(samplerCUBE s, float3 t)\n"
- "{\n"
- " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCube(samplerCUBE s, float3 t)\n"
+ "{\n"
+ " return texCUBElod(s, float4(t.x, t.y, t.z, 0));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCube(TextureCube t, SamplerState s, float3 uvw)\n"
+ "{\n"
+ " return t.SampleLevel(s, uvw, 0);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
if (mUsesTextureCubeLod)
{
- out << "float4 gl_textureCubeLod(samplerCUBE s, float3 t, float lod)\n"
- "{\n"
- " return texCUBElod(s, float4(t.x, t.y, t.z, lod));\n"
- "}\n"
- "\n";
+ if (mOutputType == SH_HLSL9_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod(samplerCUBE s, float3 t, float lod)\n"
+ "{\n"
+ " return texCUBElod(s, float4(t.x, t.y, t.z, lod));\n"
+ "}\n"
+ "\n";
+ }
+ else if (mOutputType == SH_HLSL11_OUTPUT)
+ {
+ out << "float4 gl_textureCubeLod(TextureCube t, SamplerState s, float3 uvw, float lod)\n"
+ "{\n"
+ " return t.SampleLevel(s, uvw, lod);\n"
+ "}\n"
+ "\n";
+ }
+ else UNREACHABLE();
}
}
@@ -508,20 +844,6 @@ void OutputHLSL::header()
out << "#define GL_USES_POINT_SIZE\n";
}
- if (mUsesDepthRange)
- {
- out << "struct gl_DepthRangeParameters\n"
- "{\n"
- " float near;\n"
- " float far;\n"
- " float diff;\n"
- "};\n"
- "\n"
- "uniform float3 dx_DepthRange;"
- "static gl_DepthRangeParameters gl_DepthRange = {dx_DepthRange.x, dx_DepthRange.y, dx_DepthRange.z};\n"
- "\n";
- }
-
if (mUsesXor)
{
out << "bool xor(bool p, bool q)\n"
@@ -812,10 +1134,12 @@ void OutputHLSL::visitSymbol(TIntermSymbol *node)
if (name == "gl_FragColor")
{
out << "gl_Color[0]";
+ mUsesFragColor = true;
}
else if (name == "gl_FragData")
{
out << "gl_Color";
+ mUsesFragData = true;
}
else if (name == "gl_DepthRange")
{
@@ -848,17 +1172,17 @@ void OutputHLSL::visitSymbol(TIntermSymbol *node)
if (qualifier == EvqUniform)
{
- mReferencedUniforms.insert(name.c_str());
+ mReferencedUniforms[name] = node;
out << decorateUniform(name, node->getType());
}
else if (qualifier == EvqAttribute)
{
- mReferencedAttributes.insert(name.c_str());
+ mReferencedAttributes[name] = node;
out << decorate(name);
}
else if (qualifier == EvqVaryingOut || qualifier == EvqInvariantVaryingOut || qualifier == EvqVaryingIn || qualifier == EvqInvariantVaryingIn)
{
- mReferencedVaryings.insert(name.c_str());
+ mReferencedVaryings[name] = node;
out << decorate(name);
}
else
@@ -973,7 +1297,7 @@ bool OutputHLSL::visitBinary(Visit visit, TIntermBinary *node)
if (element)
{
- int i = element->getUnionArrayPointer()[0].getIConst();
+ int i = element->getIConst(0);
switch (i)
{
@@ -1276,7 +1600,6 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
{
TIntermSequence &sequence = node->getSequence();
TIntermTyped *variable = sequence[0]->getAsTyped();
- bool visit = true;
if (variable && (variable->getQualifier() == EvqTemporary || variable->getQualifier() == EvqGlobal))
{
@@ -1309,19 +1632,11 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
(*sit)->traverse(this);
}
- if (visit && this->inVisit)
+ if (*sit != sequence.back())
{
- if (*sit != sequence.back())
- {
- visit = this->visitAggregate(InVisit, node);
- }
+ out << ", ";
}
}
-
- if (visit && this->postVisit)
- {
- this->visitAggregate(PostVisit, node);
- }
}
else if (variable->getAsSymbolNode() && variable->getAsSymbolNode()->getSymbol() == "") // Type (struct) declaration
{
@@ -1329,7 +1644,24 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
}
else UNREACHABLE();
}
-
+ else if (variable && (variable->getQualifier() == EvqVaryingOut || variable->getQualifier() == EvqInvariantVaryingOut))
+ {
+ for (TIntermSequence::iterator sit = sequence.begin(); sit != sequence.end(); sit++)
+ {
+ TIntermSymbol *symbol = (*sit)->getAsSymbolNode();
+
+ if (symbol)
+ {
+ // Vertex (output) varyings which are declared but not written to should still be declared to allow successful linking
+ mReferencedVaryings[symbol->getSymbol()] = symbol;
+ }
+ else
+ {
+ (*sit)->traverse(this);
+ }
+ }
+ }
+
return false;
}
else if (visit == InVisit)
@@ -1440,151 +1772,163 @@ bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
break;
case EOpFunctionCall:
{
- if (visit == PreVisit)
- {
- TString name = TFunction::unmangleName(node->getName());
- bool lod0 = mInsideDiscontinuousLoop || mOutputLod0Function;
+ TString name = TFunction::unmangleName(node->getName());
+ bool lod0 = mInsideDiscontinuousLoop || mOutputLod0Function;
- if (node->isUserDefined())
- {
- out << decorate(name) << (lod0 ? "Lod0(" : "(");
- }
- else
+ if (node->isUserDefined())
+ {
+ out << decorate(name) << (lod0 ? "Lod0(" : "(");
+ }
+ else
+ {
+ if (name == "texture2D")
{
- if (name == "texture2D")
+ if (!lod0)
{
- if (!lod0)
+ if (node->getSequence().size() == 2)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTexture2D = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTexture2D_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_texture2D(";
+ mUsesTexture2D = true;
}
- else
+ else if (node->getSequence().size() == 3)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTexture2DLod0 = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTexture2DLod0_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_texture2DLod0(";
+ mUsesTexture2D_bias = true;
}
+ else UNREACHABLE();
+
+ out << "gl_texture2D(";
}
- else if (name == "texture2DProj")
+ else
{
- if (!lod0)
+ if (node->getSequence().size() == 2)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTexture2DProj = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTexture2DProj_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_texture2DProj(";
+ mUsesTexture2DLod0 = true;
}
- else
+ else if (node->getSequence().size() == 3)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTexture2DProjLod0 = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTexture2DProjLod0_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_texture2DProjLod0(";
+ mUsesTexture2DLod0_bias = true;
}
+ else UNREACHABLE();
+
+ out << "gl_texture2DLod0(";
}
- else if (name == "textureCube")
+ }
+ else if (name == "texture2DProj")
+ {
+ if (!lod0)
{
- if (!lod0)
+ if (node->getSequence().size() == 2)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTextureCube = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTextureCube_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_textureCube(";
+ mUsesTexture2DProj = true;
}
- else
+ else if (node->getSequence().size() == 3)
{
- if (node->getSequence().size() == 2)
- {
- mUsesTextureCubeLod0 = true;
- }
- else if (node->getSequence().size() == 3)
- {
- mUsesTextureCubeLod0_bias = true;
- }
- else UNREACHABLE();
-
- out << "gl_textureCubeLod0(";
+ mUsesTexture2DProj_bias = true;
}
+ else UNREACHABLE();
+
+ out << "gl_texture2DProj(";
}
- else if (name == "texture2DLod")
+ else
{
- if (node->getSequence().size() == 3)
+ if (node->getSequence().size() == 2)
+ {
+ mUsesTexture2DProjLod0 = true;
+ }
+ else if (node->getSequence().size() == 3)
{
- mUsesTexture2DLod = true;
+ mUsesTexture2DProjLod0_bias = true;
}
else UNREACHABLE();
- out << "gl_texture2DLod(";
+ out << "gl_texture2DProjLod0(";
}
- else if (name == "texture2DProjLod")
+ }
+ else if (name == "textureCube")
+ {
+ if (!lod0)
{
- if (node->getSequence().size() == 3)
+ if (node->getSequence().size() == 2)
+ {
+ mUsesTextureCube = true;
+ }
+ else if (node->getSequence().size() == 3)
{
- mUsesTexture2DProjLod = true;
+ mUsesTextureCube_bias = true;
}
else UNREACHABLE();
- out << "gl_texture2DProjLod(";
+ out << "gl_textureCube(";
}
- else if (name == "textureCubeLod")
+ else
{
- if (node->getSequence().size() == 3)
+ if (node->getSequence().size() == 2)
{
- mUsesTextureCubeLod = true;
+ mUsesTextureCubeLod0 = true;
+ }
+ else if (node->getSequence().size() == 3)
+ {
+ mUsesTextureCubeLod0_bias = true;
}
else UNREACHABLE();
- out << "gl_textureCubeLod(";
+ out << "gl_textureCubeLod0(";
+ }
+ }
+ else if (name == "texture2DLod")
+ {
+ if (node->getSequence().size() == 3)
+ {
+ mUsesTexture2DLod = true;
+ }
+ else UNREACHABLE();
+
+ out << "gl_texture2DLod(";
+ }
+ else if (name == "texture2DProjLod")
+ {
+ if (node->getSequence().size() == 3)
+ {
+ mUsesTexture2DProjLod = true;
}
else UNREACHABLE();
+
+ out << "gl_texture2DProjLod(";
}
+ else if (name == "textureCubeLod")
+ {
+ if (node->getSequence().size() == 3)
+ {
+ mUsesTextureCubeLod = true;
+ }
+ else UNREACHABLE();
+
+ out << "gl_textureCubeLod(";
+ }
+ else UNREACHABLE();
}
- else if (visit == InVisit)
- {
- out << ", ";
- }
- else
+
+ TIntermSequence &arguments = node->getSequence();
+
+ for (TIntermSequence::iterator arg = arguments.begin(); arg != arguments.end(); arg++)
{
- out << ")";
+ if (mOutputType == SH_HLSL11_OUTPUT && IsSampler((*arg)->getAsTyped()->getBasicType()))
+ {
+ out << "texture_";
+ (*arg)->traverse(this);
+ out << ", sampler_";
+ }
+
+ (*arg)->traverse(this);
+
+ if (arg < arguments.end() - 1)
+ {
+ out << ", ";
+ }
}
+
+ out << ")";
+
+ return false;
}
break;
case EOpParameters: outputTriplet(visit, "(", ", ", ")\n{\n"); break;
@@ -1778,14 +2122,17 @@ bool OutputHLSL::visitLoop(Visit visit, TIntermLoop *node)
{
bool wasDiscontinuous = mInsideDiscontinuousLoop;
- if (!mInsideDiscontinuousLoop)
+ if (mContainsLoopDiscontinuity && !mInsideDiscontinuousLoop)
{
mInsideDiscontinuousLoop = containsLoopDiscontinuity(node);
}
- if (handleExcessiveLoop(node))
+ if (mOutputType == SH_HLSL9_OUTPUT)
{
- return false;
+ if (handleExcessiveLoop(node))
+ {
+ return false;
+ }
}
TInfoSinkBase &out = mBody;
@@ -1976,7 +2323,7 @@ bool OutputHLSL::handleExcessiveLoop(TIntermLoop *node)
if (constant->getBasicType() == EbtInt && constant->getNominalSize() == 1)
{
index = symbol;
- initial = constant->getUnionArrayPointer()[0].getIConst();
+ initial = constant->getIConst(0);
}
}
}
@@ -1998,7 +2345,7 @@ bool OutputHLSL::handleExcessiveLoop(TIntermLoop *node)
if (constant->getBasicType() == EbtInt && constant->getNominalSize() == 1)
{
comparator = test->getOp();
- limit = constant->getUnionArrayPointer()[0].getIConst();
+ limit = constant->getIConst(0);
}
}
}
@@ -2019,7 +2366,7 @@ bool OutputHLSL::handleExcessiveLoop(TIntermLoop *node)
{
if (constant->getBasicType() == EbtInt && constant->getNominalSize() == 1)
{
- int value = constant->getUnionArrayPointer()[0].getIConst();
+ int value = constant->getIConst(0);
switch (op)
{
@@ -2191,6 +2538,12 @@ TString OutputHLSL::argumentString(const TIntermSymbol *symbol)
name = decorate(name);
}
+ if (mOutputType == SH_HLSL11_OUTPUT && IsSampler(type.getBasicType()))
+ {
+ return qualifierString(qualifier) + " " + textureString(type) + " texture_" + name + arrayString(type) + ", " +
+ qualifierString(qualifier) + " SamplerState sampler_" + name + arrayString(type);
+ }
+
return qualifierString(qualifier) + " " + typeString(type) + " " + name + arrayString(type);
}
@@ -2285,10 +2638,28 @@ TString OutputHLSL::typeString(const TType &type)
}
}
- UNIMPLEMENTED(); // FIXME
+ UNREACHABLE();
return "<unknown type>";
}
+TString OutputHLSL::textureString(const TType &type)
+{
+ switch (type.getBasicType())
+ {
+ case EbtSampler2D:
+ return "Texture2D";
+ case EbtSamplerCube:
+ return "TextureCube";
+ case EbtSamplerExternalOES:
+ return "Texture2D";
+ default:
+ break;
+ }
+
+ UNREACHABLE();
+ return "<unknown texture type>";
+}
+
TString OutputHLSL::arrayString(const TType &type)
{
if (!type.isArray())
@@ -2565,7 +2936,7 @@ const ConstantUnion *OutputHLSL::writeConstantUnion(const TType &type, const Con
{
switch (constUnion->getType())
{
- case EbtFloat: out << constUnion->getFConst(); break;
+ case EbtFloat: out << std::min(FLT_MAX, std::max(-FLT_MAX, constUnion->getFConst())); break;
case EbtInt: out << constUnion->getIConst(); break;
case EbtBool: out << constUnion->getBConst(); break;
default: UNREACHABLE();
@@ -2640,11 +3011,7 @@ TString OutputHLSL::decorate(const TString &string)
TString OutputHLSL::decorateUniform(const TString &string, const TType &type)
{
- if (type.isArray())
- {
- return "ar_" + string; // Allows identifying arrays of size 1
- }
- else if (type.getBasicType() == EbtSamplerExternalOES)
+ if (type.getBasicType() == EbtSamplerExternalOES)
{
return "ex_" + string;
}
@@ -2661,4 +3028,197 @@ TString OutputHLSL::decorateField(const TString &string, const TType &structure)
return string;
}
+
+TString OutputHLSL::registerString(TIntermSymbol *operand)
+{
+ ASSERT(operand->getQualifier() == EvqUniform);
+
+ if (IsSampler(operand->getBasicType()))
+ {
+ return "s" + str(samplerRegister(operand));
+ }
+
+ return "c" + str(uniformRegister(operand));
+}
+
+int OutputHLSL::samplerRegister(TIntermSymbol *sampler)
+{
+ const TType &type = sampler->getType();
+ ASSERT(IsSampler(type.getBasicType()));
+
+ int index = mSamplerRegister;
+ mSamplerRegister += sampler->totalRegisterCount();
+
+ declareUniform(type, sampler->getSymbol(), index);
+
+ return index;
+}
+
+int OutputHLSL::uniformRegister(TIntermSymbol *uniform)
+{
+ const TType &type = uniform->getType();
+ ASSERT(!IsSampler(type.getBasicType()));
+
+ int index = mUniformRegister;
+ mUniformRegister += uniform->totalRegisterCount();
+
+ declareUniform(type, uniform->getSymbol(), index);
+
+ return index;
+}
+
+void OutputHLSL::declareUniform(const TType &type, const TString &name, int index)
+{
+ const TTypeList *structure = type.getStruct();
+
+ if (!structure)
+ {
+ mActiveUniforms.push_back(Uniform(glVariableType(type), glVariablePrecision(type), name.c_str(), type.getArraySize(), index));
+ }
+ else
+ {
+ if (type.isArray())
+ {
+ int elementIndex = index;
+
+ for (int i = 0; i < type.getArraySize(); i++)
+ {
+ for (size_t j = 0; j < structure->size(); j++)
+ {
+ const TType &fieldType = *(*structure)[j].type;
+ const TString &fieldName = fieldType.getFieldName();
+
+ const TString uniformName = name + "[" + str(i) + "]." + fieldName;
+ declareUniform(fieldType, uniformName, elementIndex);
+ elementIndex += fieldType.totalRegisterCount();
+ }
+ }
+ }
+ else
+ {
+ int fieldIndex = index;
+
+ for (size_t i = 0; i < structure->size(); i++)
+ {
+ const TType &fieldType = *(*structure)[i].type;
+ const TString &fieldName = fieldType.getFieldName();
+
+ const TString uniformName = name + "." + fieldName;
+ declareUniform(fieldType, uniformName, fieldIndex);
+ fieldIndex += fieldType.totalRegisterCount();
+ }
+ }
+ }
+}
+
+GLenum OutputHLSL::glVariableType(const TType &type)
+{
+ if (type.getBasicType() == EbtFloat)
+ {
+ if (type.isScalar())
+ {
+ return GL_FLOAT;
+ }
+ else if (type.isVector())
+ {
+ switch(type.getNominalSize())
+ {
+ case 2: return GL_FLOAT_VEC2;
+ case 3: return GL_FLOAT_VEC3;
+ case 4: return GL_FLOAT_VEC4;
+ default: UNREACHABLE();
+ }
+ }
+ else if (type.isMatrix())
+ {
+ switch(type.getNominalSize())
+ {
+ case 2: return GL_FLOAT_MAT2;
+ case 3: return GL_FLOAT_MAT3;
+ case 4: return GL_FLOAT_MAT4;
+ default: UNREACHABLE();
+ }
+ }
+ else UNREACHABLE();
+ }
+ else if (type.getBasicType() == EbtInt)
+ {
+ if (type.isScalar())
+ {
+ return GL_INT;
+ }
+ else if (type.isVector())
+ {
+ switch(type.getNominalSize())
+ {
+ case 2: return GL_INT_VEC2;
+ case 3: return GL_INT_VEC3;
+ case 4: return GL_INT_VEC4;
+ default: UNREACHABLE();
+ }
+ }
+ else UNREACHABLE();
+ }
+ else if (type.getBasicType() == EbtBool)
+ {
+ if (type.isScalar())
+ {
+ return GL_BOOL;
+ }
+ else if (type.isVector())
+ {
+ switch(type.getNominalSize())
+ {
+ case 2: return GL_BOOL_VEC2;
+ case 3: return GL_BOOL_VEC3;
+ case 4: return GL_BOOL_VEC4;
+ default: UNREACHABLE();
+ }
+ }
+ else UNREACHABLE();
+ }
+ else if (type.getBasicType() == EbtSampler2D)
+ {
+ return GL_SAMPLER_2D;
+ }
+ else if (type.getBasicType() == EbtSamplerCube)
+ {
+ return GL_SAMPLER_CUBE;
+ }
+ else UNREACHABLE();
+
+ return GL_NONE;
+}
+
+GLenum OutputHLSL::glVariablePrecision(const TType &type)
+{
+ if (type.getBasicType() == EbtFloat)
+ {
+ switch (type.getPrecision())
+ {
+ case EbpHigh: return GL_HIGH_FLOAT;
+ case EbpMedium: return GL_MEDIUM_FLOAT;
+ case EbpLow: return GL_LOW_FLOAT;
+ case EbpUndefined:
+ // Should be defined as the default precision by the parser
+ default: UNREACHABLE();
+ }
+ }
+ else if (type.getBasicType() == EbtInt)
+ {
+ switch (type.getPrecision())
+ {
+ case EbpHigh: return GL_HIGH_INT;
+ case EbpMedium: return GL_MEDIUM_INT;
+ case EbpLow: return GL_LOW_INT;
+ case EbpUndefined:
+ // Should be defined as the default precision by the parser
+ default: UNREACHABLE();
+ }
+ }
+
+ // Other types (boolean, sampler) don't have a precision
+ return GL_NONE;
+}
+
}