diff options
Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp | 1427 |
1 files changed, 0 insertions, 1427 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp deleted file mode 100644 index b4143a3f5f..0000000000 --- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp +++ /dev/null @@ -1,1427 +0,0 @@ -// -// 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. -// -// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation -// - -#include "libANGLE/renderer/d3d/DynamicHLSL.h" - -#include "common/string_utils.h" -#include "common/utilities.h" -#include "compiler/translator/blocklayoutHLSL.h" -#include "libANGLE/Context.h" -#include "libANGLE/Program.h" -#include "libANGLE/Shader.h" -#include "libANGLE/VaryingPacking.h" -#include "libANGLE/formatutils.h" -#include "libANGLE/renderer/d3d/ProgramD3D.h" -#include "libANGLE/renderer/d3d/RendererD3D.h" -#include "libANGLE/renderer/d3d/ShaderD3D.h" - -using namespace gl; - -namespace rx -{ - -namespace -{ - -// This class needs to match OutputHLSL::decorate -class DecorateVariable final : angle::NonCopyable -{ - public: - explicit DecorateVariable(const std::string &str) : mName(str) {} - const std::string &getName() const { return mName; } - - private: - const std::string &mName; -}; - -std::ostream &operator<<(std::ostream &o, const DecorateVariable &dv) -{ - if (dv.getName().compare(0, 3, "gl_") != 0) - { - o << "_"; - } - o << dv.getName(); - return o; -} - -const char *HLSLComponentTypeString(GLenum componentType) -{ - switch (componentType) - { - case GL_UNSIGNED_INT: - return "uint"; - case GL_INT: - return "int"; - case GL_UNSIGNED_NORMALIZED: - case GL_SIGNED_NORMALIZED: - case GL_FLOAT: - return "float"; - default: - UNREACHABLE(); - return "not-component-type"; - } -} - -void HLSLComponentTypeString(std::ostringstream &ostream, GLenum componentType, int componentCount) -{ - ostream << HLSLComponentTypeString(componentType); - if (componentCount > 1) - { - ostream << componentCount; - } -} - -const char *HLSLMatrixTypeString(GLenum type) -{ - switch (type) - { - case GL_FLOAT_MAT2: - return "float2x2"; - case GL_FLOAT_MAT3: - return "float3x3"; - case GL_FLOAT_MAT4: - return "float4x4"; - case GL_FLOAT_MAT2x3: - return "float2x3"; - case GL_FLOAT_MAT3x2: - return "float3x2"; - case GL_FLOAT_MAT2x4: - return "float2x4"; - case GL_FLOAT_MAT4x2: - return "float4x2"; - case GL_FLOAT_MAT3x4: - return "float3x4"; - case GL_FLOAT_MAT4x3: - return "float4x3"; - default: - UNREACHABLE(); - return "not-matrix-type"; - } -} - -void HLSLTypeString(std::ostringstream &ostream, GLenum type) -{ - if (gl::IsMatrixType(type)) - { - ostream << HLSLMatrixTypeString(type); - return; - } - - HLSLComponentTypeString(ostream, gl::VariableComponentType(type), - gl::VariableComponentCount(type)); -} - -const PixelShaderOutputVariable *FindOutputAtLocation( - const std::vector<PixelShaderOutputVariable> &outputVariables, - unsigned int location) -{ - for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex) - { - if (outputVariables[variableIndex].outputIndex == location) - { - return &outputVariables[variableIndex]; - } - } - - return nullptr; -} - -void WriteArrayString(std::ostringstream &strstr, unsigned int i) -{ - static_assert(GL_INVALID_INDEX == UINT_MAX, - "GL_INVALID_INDEX must be equal to the max unsigned int."); - if (i == UINT_MAX) - { - return; - } - - strstr << "["; - strstr << i; - strstr << "]"; -} - -constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; -constexpr const char *PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; -} // anonymous namespace - -// BuiltinInfo implementation - -BuiltinInfo::BuiltinInfo() = default; -BuiltinInfo::~BuiltinInfo() = default; - -// DynamicHLSL implementation - -DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer) -{ -} - -std::string DynamicHLSL::generateVertexShaderForInputLayout( - const std::string &sourceShader, - const InputLayout &inputLayout, - const std::vector<sh::Attribute> &shaderAttributes) const -{ - std::ostringstream structStream; - std::ostringstream initStream; - - structStream << "struct VS_INPUT\n" - << "{\n"; - - int semanticIndex = 0; - unsigned int inputIndex = 0; - - // If gl_PointSize is used in the shader then pointsprites rendering is expected. - // If the renderer does not support Geometry shaders then Instanced PointSprite emulation - // must be used. - bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos; - bool useInstancedPointSpriteEmulation = - usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; - - // Instanced PointSprite emulation requires additional entries in the - // VS_INPUT structure to support the vertices that make up the quad vertices. - // These values must be in sync with the cooresponding values added during inputlayout creation - // in InputLayoutCache::applyVertexBuffers(). - // - // The additional entries must appear first in the VS_INPUT layout because - // Windows Phone 8 era devices require per vertex data to physically come - // before per instance data in the shader. - if (useInstancedPointSpriteEmulation) - { - structStream << " float3 spriteVertexPos : SPRITEPOSITION0;\n" - << " float2 spriteTexCoord : SPRITETEXCOORD0;\n"; - } - - for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex) - { - const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex]; - if (!shaderAttribute.name.empty()) - { - ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); - VertexFormatType vertexFormatType = - inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID; - - // HLSL code for input structure - if (IsMatrixType(shaderAttribute.type)) - { - // Matrix types are always transposed - structStream << " " - << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); - } - else - { - GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType); - - if (shaderAttribute.name == "gl_InstanceID" || - shaderAttribute.name == "gl_VertexID") - { - // The input types of the instance ID and vertex ID in HLSL (uint) differs from - // the ones in ESSL (int). - structStream << " uint"; - } - else - { - structStream << " "; - HLSLComponentTypeString(structStream, componentType, - VariableComponentCount(shaderAttribute.type)); - } - } - - structStream << " " << DecorateVariable(shaderAttribute.name) << " : "; - - if (shaderAttribute.name == "gl_InstanceID") - { - structStream << "SV_InstanceID"; - } - else if (shaderAttribute.name == "gl_VertexID") - { - structStream << "SV_VertexID"; - } - else - { - structStream << "TEXCOORD" << semanticIndex; - semanticIndex += VariableRegisterCount(shaderAttribute.type); - } - - structStream << ";\n"; - - // HLSL code for initialization - initStream << " " << DecorateVariable(shaderAttribute.name) << " = "; - - // Mismatched vertex attribute to vertex input may result in an undefined - // data reinterpretation (eg for pure integer->float, float->pure integer) - // TODO: issue warning with gl debug info extension, when supported - if (IsMatrixType(shaderAttribute.type) || - (mRenderer->getVertexConversionType(vertexFormatType) & VERTEX_CONVERT_GPU) != 0) - { - GenerateAttributeConversionHLSL(vertexFormatType, shaderAttribute, initStream); - } - else - { - initStream << "input." << DecorateVariable(shaderAttribute.name); - } - - initStream << ";\n"; - - inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); - } - } - - structStream << "};\n" - "\n" - "void initAttributes(VS_INPUT input)\n" - "{\n" - << initStream.str() << "}\n"; - - std::string vertexHLSL(sourceShader); - - bool success = - angle::ReplaceSubstring(&vertexHLSL, VERTEX_ATTRIBUTE_STUB_STRING, structStream.str()); - ASSERT(success); - - return vertexHLSL; -} - -std::string DynamicHLSL::generatePixelShaderForOutputSignature( - const std::string &sourceShader, - const std::vector<PixelShaderOutputVariable> &outputVariables, - bool usesFragDepth, - const std::vector<GLenum> &outputLayout) const -{ - const int shaderModel = mRenderer->getMajorShaderModel(); - std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR"; - std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; - - std::ostringstream declarationStream; - std::ostringstream copyStream; - - declarationStream << "struct PS_OUTPUT\n" - "{\n"; - - size_t numOutputs = outputLayout.size(); - - // Workaround for HLSL 3.x: We can't do a depth/stencil only render, the runtime will complain. - if (numOutputs == 0 && (shaderModel == 3 || !mRenderer->getShaderModelSuffix().empty())) - { - numOutputs = 1u; - } - const PixelShaderOutputVariable defaultOutput(GL_FLOAT_VEC4, "dummy", "float4(0, 0, 0, 1)", 0); - - for (size_t layoutIndex = 0; layoutIndex < numOutputs; ++layoutIndex) - { - GLenum binding = outputLayout.empty() ? GL_COLOR_ATTACHMENT0 : outputLayout[layoutIndex]; - - if (binding != GL_NONE) - { - unsigned int location = (binding - GL_COLOR_ATTACHMENT0); - - const PixelShaderOutputVariable *outputVariable = - outputLayout.empty() ? &defaultOutput - : FindOutputAtLocation(outputVariables, location); - - // OpenGL ES 3.0 spec $4.2.1 - // If [...] not all user-defined output variables are written, the values of fragment - // colors - // corresponding to unwritten variables are similarly undefined. - if (outputVariable) - { - declarationStream << " "; - HLSLTypeString(declarationStream, outputVariable->type); - declarationStream << " " << outputVariable->name << " : " << targetSemantic - << static_cast<int>(layoutIndex) << ";\n"; - - copyStream << " output." << outputVariable->name << " = " - << outputVariable->source << ";\n"; - } - } - } - - if (usesFragDepth) - { - declarationStream << " float gl_Depth : " << depthSemantic << ";\n"; - copyStream << " output.gl_Depth = gl_Depth; \n"; - } - - declarationStream << "};\n" - "\n" - "PS_OUTPUT generateOutput()\n" - "{\n" - " PS_OUTPUT output;\n" - << copyStream.str() << " return output;\n" - "}\n"; - - std::string pixelHLSL(sourceShader); - - bool success = - angle::ReplaceSubstring(&pixelHLSL, PIXEL_OUTPUT_STUB_STRING, declarationStream.str()); - ASSERT(success); - - return pixelHLSL; -} - -void DynamicHLSL::generateVaryingLinkHLSL(const VaryingPacking &varyingPacking, - const BuiltinInfo &builtins, - bool programUsesPointSize, - std::ostringstream &hlslStream) const -{ - ASSERT(builtins.dxPosition.enabled); - hlslStream << "{\n" - << " float4 dx_Position : " << builtins.dxPosition.str() << ";\n"; - - if (builtins.glPosition.enabled) - { - hlslStream << " float4 gl_Position : " << builtins.glPosition.str() << ";\n"; - } - - if (builtins.glFragCoord.enabled) - { - hlslStream << " float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n"; - } - - if (builtins.glPointCoord.enabled) - { - hlslStream << " float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n"; - } - - if (builtins.glPointSize.enabled) - { - hlslStream << " float gl_PointSize : " << builtins.glPointSize.str() << ";\n"; - } - - if (builtins.glViewIDOVR.enabled) - { - hlslStream << " nointerpolation uint gl_ViewID_OVR : " << builtins.glViewIDOVR.str() - << ";\n"; - } - - if (builtins.glViewportIndex.enabled) - { - hlslStream << " nointerpolation uint gl_ViewportIndex : " - << builtins.glViewportIndex.str() << ";\n"; - } - - if (builtins.glLayer.enabled) - { - hlslStream << " nointerpolation uint gl_Layer : " << builtins.glLayer.str() << ";\n"; - } - - std::string varyingSemantic = - GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize); - - for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) - { - const auto &varying = *registerInfo.packedVarying->varying; - ASSERT(!varying.isStruct()); - - // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many - // registers being used. - // For example, if there are N registers, and we have N vec3 varyings and 1 float - // varying, then D3D will pack them into N registers. - // If the float varying has the 'nointerpolation' modifier on it then we would need - // N + 1 registers, and D3D compilation will fail. - - switch (registerInfo.packedVarying->interpolation) - { - case sh::INTERPOLATION_SMOOTH: - hlslStream << " "; - break; - case sh::INTERPOLATION_FLAT: - hlslStream << " nointerpolation "; - break; - case sh::INTERPOLATION_CENTROID: - hlslStream << " centroid "; - break; - default: - UNREACHABLE(); - } - - GLenum transposedType = gl::TransposeMatrixType(varying.type); - GLenum componentType = gl::VariableComponentType(transposedType); - int columnCount = gl::VariableColumnCount(transposedType); - HLSLComponentTypeString(hlslStream, componentType, columnCount); - unsigned int semanticIndex = registerInfo.semanticIndex; - hlslStream << " v" << semanticIndex << " : " << varyingSemantic << semanticIndex << ";\n"; - } - - hlslStream << "};\n"; -} - -void DynamicHLSL::generateShaderLinkHLSL(const gl::Context *context, - const gl::ProgramState &programData, - const ProgramD3DMetadata &programMetadata, - const VaryingPacking &varyingPacking, - const BuiltinVaryingsD3D &builtinsD3D, - std::string *pixelHLSL, - std::string *vertexHLSL) const -{ - ASSERT(pixelHLSL->empty() && vertexHLSL->empty()); - - const auto &data = context->getContextState(); - gl::Shader *vertexShaderGL = programData.getAttachedVertexShader(); - gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader(); - const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); - const int shaderModel = mRenderer->getMajorShaderModel(); - - // usesViewScale() isn't supported in the D3D9 renderer - ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale()); - - bool useInstancedPointSpriteEmulation = - programMetadata.usesPointSize() && - mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; - - // Validation done in the compiler - ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData()); - - std::ostringstream vertexStream; - vertexStream << vertexShaderGL->getTranslatedSource(context); - - // Instanced PointSprite emulation requires additional entries originally generated in the - // GeometryShader HLSL. These include pointsize clamp values. - if (useInstancedPointSpriteEmulation) - { - vertexStream << "static float minPointSize = " - << static_cast<int>(data.getCaps().minAliasedPointSize) << ".0f;\n" - << "static float maxPointSize = " - << static_cast<int>(data.getCaps().maxAliasedPointSize) << ".0f;\n"; - } - - // Add stub string to be replaced when shader is dynamically defined by its layout - vertexStream << "\n" << std::string(VERTEX_ATTRIBUTE_STUB_STRING) << "\n"; - - const auto &vertexBuiltins = builtinsD3D[gl::SHADER_VERTEX]; - - // Write the HLSL input/output declarations - vertexStream << "struct VS_OUTPUT\n"; - generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), - vertexStream); - vertexStream << "\n" - << "VS_OUTPUT main(VS_INPUT input)\n" - << "{\n" - << " initAttributes(input);\n"; - - vertexStream << "\n" - << " gl_main();\n" - << "\n" - << " VS_OUTPUT output;\n"; - - if (vertexBuiltins.glPosition.enabled) - { - vertexStream << " output.gl_Position = gl_Position;\n"; - } - - if (vertexBuiltins.glViewIDOVR.enabled) - { - vertexStream << " output.gl_ViewID_OVR = _ViewID_OVR;\n"; - } - if (programMetadata.hasANGLEMultiviewEnabled() && programMetadata.canSelectViewInVertexShader()) - { - ASSERT(vertexBuiltins.glViewportIndex.enabled && vertexBuiltins.glLayer.enabled); - vertexStream << " if (multiviewSelectViewportIndex)\n" - << " {\n" - << " output.gl_ViewportIndex = _ViewID_OVR;\n" - << " } else {\n" - << " output.gl_ViewportIndex = 0;\n" - << " output.gl_Layer = _ViewID_OVR;\n" - << " }\n"; - } - - // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust. - if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") - { - vertexStream << " output.dx_Position.x = gl_Position.x;\n"; - - if (programMetadata.usesViewScale()) - { - // This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f - // when rendering to the default framebuffer. No other values are valid. - vertexStream << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n"; - } - else - { - vertexStream << " output.dx_Position.y = - gl_Position.y;\n"; - } - - vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" - << " output.dx_Position.w = gl_Position.w;\n"; - } - else - { - vertexStream << " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + " - "dx_ViewAdjust.x * gl_Position.w;\n"; - - // If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*, - // then we need to multiply the gl_Position.y by the viewScale. - // usesViewScale() isn't supported when using the D3D9 renderer. - if (programMetadata.usesViewScale() && - (shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "")) - { - vertexStream << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * " - "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"; - } - else - { - vertexStream << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + " - "dx_ViewAdjust.y * gl_Position.w);\n"; - } - - vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" - << " output.dx_Position.w = gl_Position.w;\n"; - } - - // We don't need to output gl_PointSize if we use are emulating point sprites via instancing. - if (vertexBuiltins.glPointSize.enabled) - { - vertexStream << " output.gl_PointSize = gl_PointSize;\n"; - } - - if (vertexBuiltins.glFragCoord.enabled) - { - vertexStream << " output.gl_FragCoord = gl_Position;\n"; - } - - for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) - { - const auto &packedVarying = *registerInfo.packedVarying; - const auto &varying = *packedVarying.varying; - ASSERT(!varying.isStruct()); - - vertexStream << " output.v" << registerInfo.semanticIndex << " = "; - - if (packedVarying.isStructField()) - { - vertexStream << DecorateVariable(packedVarying.parentStructName) << "."; - } - - vertexStream << DecorateVariable(varying.name); - - if (varying.isArray()) - { - WriteArrayString(vertexStream, registerInfo.varyingArrayIndex); - } - - if (VariableRowCount(varying.type) > 1) - { - WriteArrayString(vertexStream, registerInfo.varyingRowIndex); - } - - vertexStream << ";\n"; - } - - // Instanced PointSprite emulation requires additional entries to calculate - // the final output vertex positions of the quad that represents each sprite. - if (useInstancedPointSpriteEmulation) - { - vertexStream << "\n" - << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"; - - vertexStream << " output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / " - "(dx_ViewCoords.x*2)) * output.dx_Position.w;"; - - if (programMetadata.usesViewScale()) - { - // Multiply by ViewScale to invert the rendering when appropriate - vertexStream << " output.dx_Position.y += (-dx_ViewScale.y * " - "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * " - "output.dx_Position.w;"; - } - else - { - vertexStream << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / " - "(dx_ViewCoords.y*2)) * output.dx_Position.w;"; - } - - vertexStream - << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n"; - - if (programMetadata.usesPointCoord()) - { - vertexStream << "\n" - << " output.gl_PointCoord = input.spriteTexCoord;\n"; - } - } - - // Renderers that enable instanced pointsprite emulation require the vertex shader output member - // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same - // default value used in the generated pixel shader. - if (programMetadata.usesInsertedPointCoordValue()) - { - ASSERT(!useInstancedPointSpriteEmulation); - vertexStream << "\n" - << " output.gl_PointCoord = float2(0.5, 0.5);\n"; - } - - vertexStream << "\n" - << " return output;\n" - << "}\n"; - - const auto &pixelBuiltins = builtinsD3D[gl::SHADER_FRAGMENT]; - - std::ostringstream pixelStream; - pixelStream << fragmentShaderGL->getTranslatedSource(context); - pixelStream << "struct PS_INPUT\n"; - generateVaryingLinkHLSL(varyingPacking, pixelBuiltins, builtinsD3D.usesPointSize(), - pixelStream); - pixelStream << "\n"; - - pixelStream << std::string(PIXEL_OUTPUT_STUB_STRING) << "\n"; - - if (fragmentShader->usesFrontFacing()) - { - if (shaderModel >= 4) - { - pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" - << "{\n"; - } - else - { - pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" - << "{\n"; - } - } - else - { - pixelStream << "PS_OUTPUT main(PS_INPUT input)\n" - << "{\n"; - } - - if (fragmentShader->usesViewID()) - { - ASSERT(pixelBuiltins.glViewIDOVR.enabled); - pixelStream << " _ViewID_OVR = input.gl_ViewID_OVR;\n"; - } - - if (pixelBuiltins.glFragCoord.enabled) - { - pixelStream << " float rhw = 1.0 / input.gl_FragCoord.w;\n"; - - // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader. - // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using - // dx_ViewCoords. - if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") - { - pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n" - << " gl_FragCoord.y = input.dx_Position.y;\n"; - } - else if (shaderModel == 3) - { - pixelStream << " gl_FragCoord.x = input.dx_Position.x + 0.5;\n" - << " gl_FragCoord.y = input.dx_Position.y + 0.5;\n"; - } - else - { - // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See - // Renderer::setViewport() - pixelStream << " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + " - "dx_ViewCoords.z;\n" - << " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + " - "dx_ViewCoords.w;\n"; - } - - if (programMetadata.usesViewScale()) - { - // For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account - // for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using - // dx_ViewCoords and is always correct irrespective of dx_ViewScale's value. - // NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+). - if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") - { - // Some assumptions: - // - dx_ViewScale.y = -1.0f when rendering to texture - // - dx_ViewScale.y = +1.0f when rendering to the default framebuffer - // - gl_FragCoord.y has been set correctly above. - // - // When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate. - // This involves subtracting the y coordinate from the height of the area being - // rendered to. - // - // First we calculate the height of the area being rendered to: - // render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) * - // gl_FragCoord.y - // - // Note that when we're rendering to default FB, we want our output to be - // equivalent to: - // "gl_FragCoord.y = render_area_height - gl_FragCoord.y" - // - // When we're rendering to a texture, we want our output to be equivalent to: - // "gl_FragCoord.y = gl_FragCoord.y;" - // - // If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that - // - When rendering to default FB: scale_factor = 1.0f - // - When rendering to texture: scale_factor = 0.0f - // - // Therefore, we can get our desired output by setting: - // "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y * - // gl_FragCoord.y" - // - // Simplifying, this becomes: - pixelStream - << " gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /" - "(1.0f - input.gl_FragCoord.y * rhw) - dx_ViewScale.y * gl_FragCoord.y;\n"; - } - } - - pixelStream << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + " - "dx_DepthFront.y;\n" - << " gl_FragCoord.w = rhw;\n"; - } - - if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3) - { - pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n" - << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; - } - - if (fragmentShader->usesFrontFacing()) - { - if (shaderModel <= 3) - { - pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; - } - else - { - pixelStream << " gl_FrontFacing = isFrontFace;\n"; - } - } - - for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) - { - const auto &packedVarying = *registerInfo.packedVarying; - const auto &varying = *packedVarying.varying; - ASSERT(!varying.isBuiltIn() && !varying.isStruct()); - - // Don't reference VS-only transform feedback varyings in the PS. Note that we're relying on - // that the staticUse flag is set according to usage in the fragment shader. - if (packedVarying.vertexOnly || !varying.staticUse) - continue; - - pixelStream << " "; - - if (packedVarying.isStructField()) - { - pixelStream << DecorateVariable(packedVarying.parentStructName) << "."; - } - - pixelStream << DecorateVariable(varying.name); - - if (varying.isArray()) - { - WriteArrayString(pixelStream, registerInfo.varyingArrayIndex); - } - - GLenum transposedType = TransposeMatrixType(varying.type); - if (VariableRowCount(transposedType) > 1) - { - WriteArrayString(pixelStream, registerInfo.varyingRowIndex); - } - - pixelStream << " = input.v" << registerInfo.semanticIndex; - - switch (VariableColumnCount(transposedType)) - { - case 1: - pixelStream << ".x"; - break; - case 2: - pixelStream << ".xy"; - break; - case 3: - pixelStream << ".xyz"; - break; - case 4: - break; - default: - UNREACHABLE(); - } - pixelStream << ";\n"; - } - - pixelStream << "\n" - << " gl_main();\n" - << "\n" - << " return generateOutput();\n" - << "}\n"; - - *vertexHLSL = vertexStream.str(); - *pixelHLSL = pixelStream.str(); -} - -std::string DynamicHLSL::generateComputeShaderLinkHLSL(const gl::Context *context, - const gl::ProgramState &programData) const -{ - gl::Shader *computeShaderGL = programData.getAttachedComputeShader(); - std::stringstream computeStream; - std::string translatedSource = computeShaderGL->getTranslatedSource(context); - computeStream << translatedSource; - - bool usesWorkGroupID = translatedSource.find("GL_USES_WORK_GROUP_ID") != std::string::npos; - bool usesLocalInvocationID = - translatedSource.find("GL_USES_LOCAL_INVOCATION_ID") != std::string::npos; - bool usesGlobalInvocationID = - translatedSource.find("GL_USES_GLOBAL_INVOCATION_ID") != std::string::npos; - bool usesLocalInvocationIndex = - translatedSource.find("GL_USES_LOCAL_INVOCATION_INDEX") != std::string::npos; - - computeStream << "\nstruct CS_INPUT\n{\n"; - if (usesWorkGroupID) - { - computeStream << " uint3 dx_WorkGroupID : " - << "SV_GroupID;\n"; - } - - if (usesLocalInvocationID) - { - computeStream << " uint3 dx_LocalInvocationID : " - << "SV_GroupThreadID;\n"; - } - - if (usesGlobalInvocationID) - { - computeStream << " uint3 dx_GlobalInvocationID : " - << "SV_DispatchThreadID;\n"; - } - - if (usesLocalInvocationIndex) - { - computeStream << " uint dx_LocalInvocationIndex : " - << "SV_GroupIndex;\n"; - } - - computeStream << "};\n\n"; - - const sh::WorkGroupSize &localSize = computeShaderGL->getWorkGroupSize(context); - computeStream << "[numthreads(" << localSize[0] << ", " << localSize[1] << ", " << localSize[2] - << ")]\n"; - - computeStream << "void main(CS_INPUT input)\n" - << "{\n"; - - if (usesWorkGroupID) - { - computeStream << " gl_WorkGroupID = input.dx_WorkGroupID;\n"; - } - if (usesLocalInvocationID) - { - computeStream << " gl_LocalInvocationID = input.dx_LocalInvocationID;\n"; - } - if (usesGlobalInvocationID) - { - computeStream << " gl_GlobalInvocationID = input.dx_GlobalInvocationID;\n"; - } - if (usesLocalInvocationIndex) - { - computeStream << " gl_LocalInvocationIndex = input.dx_LocalInvocationIndex;\n"; - } - - computeStream << "\n" - << " gl_main();\n" - << "}\n"; - - return computeStream.str(); -} - -std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking, - const BuiltinVaryingsD3D &builtinsD3D, - const bool hasANGLEMultiviewEnabled, - const bool selectViewInVS) const -{ - ASSERT(mRenderer->getMajorShaderModel() >= 4); - - std::ostringstream preambleStream; - - const auto &vertexBuiltins = builtinsD3D[gl::SHADER_VERTEX]; - - preambleStream << "struct GS_INPUT\n"; - generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), - preambleStream); - preambleStream << "\n" - << "struct GS_OUTPUT\n"; - generateVaryingLinkHLSL(varyingPacking, builtinsD3D[gl::SHADER_GEOMETRY], - builtinsD3D.usesPointSize(), preambleStream); - preambleStream - << "\n" - << "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n" - << "{\n" - << " output.gl_Position = input.gl_Position;\n"; - - if (vertexBuiltins.glPointSize.enabled) - { - preambleStream << " output.gl_PointSize = input.gl_PointSize;\n"; - } - - if (hasANGLEMultiviewEnabled) - { - preambleStream << " output.gl_ViewID_OVR = input.gl_ViewID_OVR;\n"; - if (selectViewInVS) - { - ASSERT(builtinsD3D[gl::SHADER_GEOMETRY].glViewportIndex.enabled && - builtinsD3D[gl::SHADER_GEOMETRY].glLayer.enabled); - - // If the view is already selected in the VS, then we just pass the gl_ViewportIndex and - // gl_Layer to the output. - preambleStream << " output.gl_ViewportIndex = input.gl_ViewportIndex;\n" - << " output.gl_Layer = input.gl_Layer;\n"; - } - } - - for (const PackedVaryingRegister &varyingRegister : varyingPacking.getRegisterList()) - { - preambleStream << " output.v" << varyingRegister.semanticIndex << " = "; - if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT) - { - preambleStream << "flat"; - } - preambleStream << "input.v" << varyingRegister.semanticIndex << "; \n"; - } - - if (vertexBuiltins.glFragCoord.enabled) - { - preambleStream << " output.gl_FragCoord = input.gl_FragCoord;\n"; - } - - // Only write the dx_Position if we aren't using point sprites - preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n" - << " output.dx_Position = input.dx_Position;\n" - << "#endif // ANGLE_POINT_SPRITE_SHADER\n" - << "}\n"; - - if (hasANGLEMultiviewEnabled && !selectViewInVS) - { - ASSERT(builtinsD3D[gl::SHADER_GEOMETRY].glViewportIndex.enabled && - builtinsD3D[gl::SHADER_GEOMETRY].glLayer.enabled); - - // According to the HLSL reference, using SV_RenderTargetArrayIndex is only valid if the - // render target is an array resource. Because of this we do not write to gl_Layer if we are - // taking the side-by-side code path. We still select the viewport index in the layered code - // path as that is always valid. See: - // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509647(v=vs.85).aspx - preambleStream << "\n" - << "void selectView(inout GS_OUTPUT output, GS_INPUT input)\n" - << "{\n" - << " if (multiviewSelectViewportIndex)\n" - << " {\n" - << " output.gl_ViewportIndex = input.gl_ViewID_OVR;\n" - << " } else {\n" - << " output.gl_ViewportIndex = 0;\n" - << " output.gl_Layer = input.gl_ViewID_OVR;\n" - << " }\n" - << "}\n"; - } - - return preambleStream.str(); -} - -std::string DynamicHLSL::generateGeometryShaderHLSL(const gl::Context *context, - gl::PrimitiveType primitiveType, - const gl::ProgramState &programData, - const bool useViewScale, - const bool hasANGLEMultiviewEnabled, - const bool selectViewInVS, - const bool pointSpriteEmulation, - const std::string &preambleString) const -{ - ASSERT(mRenderer->getMajorShaderModel() >= 4); - - std::stringstream shaderStream; - - const bool pointSprites = (primitiveType == PRIMITIVE_POINTS) && pointSpriteEmulation; - const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos; - - const char *inputPT = nullptr; - const char *outputPT = nullptr; - int inputSize = 0; - int maxVertexOutput = 0; - - switch (primitiveType) - { - case PRIMITIVE_POINTS: - inputPT = "point"; - inputSize = 1; - - if (pointSprites) - { - outputPT = "Triangle"; - maxVertexOutput = 4; - } - else - { - outputPT = "Point"; - maxVertexOutput = 1; - } - - break; - - case PRIMITIVE_LINES: - case PRIMITIVE_LINE_STRIP: - case PRIMITIVE_LINE_LOOP: - inputPT = "line"; - outputPT = "Line"; - inputSize = 2; - maxVertexOutput = 2; - break; - - case PRIMITIVE_TRIANGLES: - case PRIMITIVE_TRIANGLE_STRIP: - case PRIMITIVE_TRIANGLE_FAN: - inputPT = "triangle"; - outputPT = "Triangle"; - inputSize = 3; - maxVertexOutput = 3; - break; - - default: - UNREACHABLE(); - break; - } - - if (pointSprites || hasANGLEMultiviewEnabled) - { - shaderStream << "cbuffer DriverConstants : register(b0)\n" - "{\n"; - - if (pointSprites) - { - shaderStream << " float4 dx_ViewCoords : packoffset(c1);\n"; - if (useViewScale) - { - shaderStream << " float2 dx_ViewScale : packoffset(c3);\n"; - } - } - - if (hasANGLEMultiviewEnabled) - { - // We have to add a value which we can use to keep track of which multi-view code path - // is to be selected in the GS. - shaderStream << " float multiviewSelectViewportIndex : packoffset(c3.z);\n"; - } - - shaderStream << "};\n\n"; - } - - if (pointSprites) - { - shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n" - "\n" - "static float2 pointSpriteCorners[] = \n" - "{\n" - " float2( 0.5f, -0.5f),\n" - " float2( 0.5f, 0.5f),\n" - " float2(-0.5f, -0.5f),\n" - " float2(-0.5f, 0.5f)\n" - "};\n" - "\n" - "static float2 pointSpriteTexcoords[] = \n" - "{\n" - " float2(1.0f, 1.0f),\n" - " float2(1.0f, 0.0f),\n" - " float2(0.0f, 1.0f),\n" - " float2(0.0f, 0.0f)\n" - "};\n" - "\n" - "static float minPointSize = " - << static_cast<int>(context->getCaps().minAliasedPointSize) - << ".0f;\n" - "static float maxPointSize = " - << static_cast<int>(context->getCaps().maxAliasedPointSize) << ".0f;\n" - << "\n"; - } - - shaderStream << preambleString << "\n" - << "[maxvertexcount(" << maxVertexOutput << ")]\n" - << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], "; - - if (primitiveType == PRIMITIVE_TRIANGLE_STRIP) - { - shaderStream << "uint primitiveID : SV_PrimitiveID, "; - } - - shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n" - << "{\n" - << " GS_OUTPUT output = (GS_OUTPUT)0;\n"; - - if (primitiveType == PRIMITIVE_TRIANGLE_STRIP) - { - shaderStream << " uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n"; - } - else - { - shaderStream << " uint lastVertexIndex = " << (inputSize - 1) << ";\n"; - } - - for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex) - { - shaderStream << " copyVertex(output, input[" << vertexIndex - << "], input[lastVertexIndex]);\n"; - if (hasANGLEMultiviewEnabled && !selectViewInVS) - { - shaderStream << " selectView(output, input[" << vertexIndex << "]);\n"; - } - if (!pointSprites) - { - ASSERT(inputSize == maxVertexOutput); - shaderStream << " outStream.Append(output);\n"; - } - } - - if (pointSprites) - { - shaderStream << "\n" - " float4 dx_Position = input[0].dx_Position;\n" - " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, " - "maxPointSize);\n" - " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / " - "dx_ViewCoords.y) * dx_Position.w;\n"; - - for (int corner = 0; corner < 4; corner++) - { - if (useViewScale) - { - shaderStream << " \n" - " output.dx_Position = dx_Position + float4(1.0f, " - "-dx_ViewScale.y, 1.0f, 1.0f)" - " * float4(pointSpriteCorners[" - << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; - } - else - { - shaderStream << "\n" - " output.dx_Position = dx_Position + float4(pointSpriteCorners[" - << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; - } - - if (usesPointCoord) - { - shaderStream << " output.gl_PointCoord = pointSpriteTexcoords[" << corner - << "];\n"; - } - - shaderStream << " outStream.Append(output);\n"; - } - } - - shaderStream << " \n" - " outStream.RestartStrip();\n" - "}\n"; - - return shaderStream.str(); -} - -// static -void DynamicHLSL::GenerateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType, - const sh::ShaderVariable &shaderAttrib, - std::ostringstream &outStream) -{ - // Matrix - if (IsMatrixType(shaderAttrib.type)) - { - outStream << "transpose(input." << DecorateVariable(shaderAttrib.name) << ")"; - return; - } - - GLenum shaderComponentType = VariableComponentType(shaderAttrib.type); - int shaderComponentCount = VariableComponentCount(shaderAttrib.type); - const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType); - - // Perform integer to float conversion (if necessary) - if (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT) - { - // TODO: normalization for 32-bit integer formats - ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger); - outStream << "float" << shaderComponentCount << "(input." - << DecorateVariable(shaderAttrib.name) << ")"; - return; - } - - // No conversion necessary - outStream << "input." << DecorateVariable(shaderAttrib.name); -} - -void DynamicHLSL::getPixelShaderOutputKey(const gl::ContextState &data, - const gl::ProgramState &programData, - const ProgramD3DMetadata &metadata, - std::vector<PixelShaderOutputVariable> *outPixelShaderKey) -{ - // Two cases when writing to gl_FragColor and using ESSL 1.0: - // - with a 3.0 context, the output color is copied to channel 0 - // - with a 2.0 context, the output color is broadcast to all channels - bool broadcast = metadata.usesBroadcast(data); - const unsigned int numRenderTargets = - (broadcast || metadata.usesMultipleFragmentOuts() ? data.getCaps().maxDrawBuffers : 1); - - if (metadata.getMajorShaderVersion() < 300) - { - for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; - renderTargetIndex++) - { - PixelShaderOutputVariable outputKeyVariable; - outputKeyVariable.type = GL_FLOAT_VEC4; - outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex); - outputKeyVariable.source = - broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]"; - outputKeyVariable.outputIndex = renderTargetIndex; - - outPixelShaderKey->push_back(outputKeyVariable); - } - } - else - { - const auto &shaderOutputVars = - metadata.getFragmentShader()->getData().getActiveOutputVariables(); - - for (size_t outputLocationIndex = 0u; - outputLocationIndex < programData.getOutputLocations().size(); ++outputLocationIndex) - { - const VariableLocation &outputLocation = - programData.getOutputLocations().at(outputLocationIndex); - if (!outputLocation.used()) - { - continue; - } - const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; - const std::string &variableName = "out_" + outputVariable.name; - - // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6. - const std::string &elementString = - (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); - - ASSERT(outputVariable.staticUse); - - PixelShaderOutputVariable outputKeyVariable; - outputKeyVariable.type = outputVariable.type; - outputKeyVariable.name = variableName + elementString; - outputKeyVariable.source = - variableName + - (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); - outputKeyVariable.outputIndex = outputLocationIndex; - - outPixelShaderKey->push_back(outputKeyVariable); - } - } -} - -// BuiltinVarying Implementation. -BuiltinVarying::BuiltinVarying() : enabled(false), index(0), systemValue(false) -{ -} - -std::string BuiltinVarying::str() const -{ - return (systemValue ? semantic : (semantic + Str(index))); -} - -void BuiltinVarying::enableSystem(const std::string &systemValueSemantic) -{ - enabled = true; - semantic = systemValueSemantic; - systemValue = true; -} - -void BuiltinVarying::enable(const std::string &semanticVal, unsigned int indexVal) -{ - enabled = true; - semantic = semanticVal; - index = indexVal; -} - -// BuiltinVaryingsD3D Implementation. -BuiltinVaryingsD3D::BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata, - const VaryingPacking &packing) -{ - updateBuiltins(gl::SHADER_VERTEX, metadata, packing); - updateBuiltins(gl::SHADER_FRAGMENT, metadata, packing); - if (metadata.getRendererMajorShaderModel() >= 4) - { - updateBuiltins(gl::SHADER_GEOMETRY, metadata, packing); - } -} - -BuiltinVaryingsD3D::~BuiltinVaryingsD3D() = default; - -void BuiltinVaryingsD3D::updateBuiltins(gl::ShaderType shaderType, - const ProgramD3DMetadata &metadata, - const VaryingPacking &packing) -{ - const std::string &userSemantic = GetVaryingSemantic(metadata.getRendererMajorShaderModel(), - metadata.usesSystemValuePointSize()); - - unsigned int reservedSemanticIndex = packing.getMaxSemanticIndex(); - - BuiltinInfo *builtins = &mBuiltinInfo[shaderType]; - - if (metadata.getRendererMajorShaderModel() >= 4) - { - builtins->dxPosition.enableSystem("SV_Position"); - } - else if (shaderType == gl::SHADER_FRAGMENT) - { - builtins->dxPosition.enableSystem("VPOS"); - } - else - { - builtins->dxPosition.enableSystem("POSITION"); - } - - if (metadata.usesTransformFeedbackGLPosition()) - { - builtins->glPosition.enable(userSemantic, reservedSemanticIndex++); - } - - if (metadata.usesFragCoord()) - { - builtins->glFragCoord.enable(userSemantic, reservedSemanticIndex++); - } - - if (shaderType == gl::SHADER_VERTEX ? metadata.addsPointCoordToVertexShader() - : metadata.usesPointCoord()) - { - // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) - // In D3D11 we manually compute gl_PointCoord in the GS. - if (metadata.getRendererMajorShaderModel() >= 4) - { - builtins->glPointCoord.enable(userSemantic, reservedSemanticIndex++); - } - else - { - builtins->glPointCoord.enable("TEXCOORD", 0); - } - } - - if (shaderType == gl::SHADER_VERTEX && metadata.hasANGLEMultiviewEnabled()) - { - builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++); - if (metadata.canSelectViewInVertexShader()) - { - builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); - builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); - } - } - - if (shaderType == gl::SHADER_FRAGMENT && metadata.hasANGLEMultiviewEnabled()) - { - builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++); - } - - if (shaderType == gl::SHADER_GEOMETRY && metadata.hasANGLEMultiviewEnabled()) - { - // Although it is possible to retrieve gl_ViewID_OVR from the value of - // SV_ViewportArrayIndex or SV_RenderTargetArrayIndex based on the multi-view state in the - // driver constant buffer, it is easier and cleaner to pass it as a varying. - builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++); - - // gl_Layer and gl_ViewportIndex are necessary so that we can write to either based on the - // multiview state in the driver constant buffer. - builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); - builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); - } - - // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders - if (metadata.usesSystemValuePointSize() && - (shaderType != gl::SHADER_FRAGMENT || metadata.getRendererMajorShaderModel() >= 4)) - { - builtins->glPointSize.enableSystem("PSIZE"); - } -} - -} // namespace rx |