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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp1427
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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 &registerInfo : 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 &registerInfo : 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 &registerInfo : 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