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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp1554
1 files changed, 691 insertions, 863 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
index 0dbc30ae36..42a534f573 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
@@ -10,14 +10,13 @@
#include "common/utilities.h"
#include "compiler/translator/blocklayoutHLSL.h"
-#include "libANGLE/renderer/d3d/ShaderD3D.h"
-#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include "libANGLE/formatutils.h"
-
-// For use with ArrayString, see angleutils.h
-static_assert(GL_INVALID_INDEX == UINT_MAX, "GL_INVALID_INDEX must be equal to the max unsigned int.");
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/VaryingPacking.h"
using namespace gl;
@@ -31,12 +30,17 @@ std::string 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";
+ 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";
}
}
@@ -49,16 +53,27 @@ std::string 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";
+ 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";
}
}
@@ -69,11 +84,13 @@ std::string HLSLTypeString(GLenum type)
return HLSLMatrixTypeString(type);
}
- return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
+ return HLSLComponentTypeString(gl::VariableComponentType(type),
+ gl::VariableComponentCount(type));
}
-const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
- unsigned int location)
+const PixelShaderOutputVariable *FindOutputAtLocation(
+ const std::vector<PixelShaderOutputVariable> &outputVariables,
+ unsigned int location)
{
for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
{
@@ -83,314 +100,102 @@ const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelSha
}
}
- return NULL;
-}
-
-const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
-const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
-
-}
-
-DynamicHLSL::DynamicHLSL(RendererD3D *const renderer)
- : mRenderer(renderer)
-{
+ return nullptr;
}
-static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
+void WriteArrayString(std::stringstream &strstr, unsigned int i)
{
- // Make sure we use transposed matrix types to count registers correctly.
- int registers = 0;
- int elements = 0;
-
- if (varying->isStruct())
- {
- registers = HLSLVariableRegisterCount(*varying, true) * varying->elementCount();
- elements = 4;
- }
- else
+ static_assert(GL_INVALID_INDEX == UINT_MAX,
+ "GL_INVALID_INDEX must be equal to the max unsigned int.");
+ if (i == UINT_MAX)
{
- GLenum transposedType = TransposeMatrixType(varying->type);
- registers = VariableRowCount(transposedType) * varying->elementCount();
- elements = VariableColumnCount(transposedType);
+ return;
}
- if (elements >= 2 && elements <= 4)
- {
- for (int r = 0; r <= maxVaryingVectors - registers; r++)
- {
- bool available = true;
-
- for (int y = 0; y < registers && available; y++)
- {
- for (int x = 0; x < elements && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->registerIndex = r;
- varying->columnIndex = 0;
-
- for (int y = 0; y < registers; y++)
- {
- for (int x = 0; x < elements; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- return true;
- }
- }
-
- if (elements == 2)
- {
- for (int r = maxVaryingVectors - registers; r >= 0; r--)
- {
- bool available = true;
-
- for (int y = 0; y < registers && available; y++)
- {
- for (int x = 2; x < 4 && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->registerIndex = r;
- varying->columnIndex = 2;
-
- for (int y = 0; y < registers; y++)
- {
- for (int x = 2; x < 4; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- return true;
- }
- }
- }
- }
- else if (elements == 1)
- {
- int space[4] = { 0 };
-
- for (int y = 0; y < maxVaryingVectors; y++)
- {
- for (int x = 0; x < 4; x++)
- {
- space[x] += packing[y][x] ? 0 : 1;
- }
- }
-
- int column = 0;
-
- for (int x = 0; x < 4; x++)
- {
- if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
- {
- column = x;
- }
- }
+ strstr << "[";
+ strstr << i;
+ strstr << "]";
+}
- if (space[column] >= registers)
- {
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (!packing[r][column])
- {
- varying->registerIndex = r;
- varying->columnIndex = column;
+const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
+const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
+} // anonymous namespace
- for (int y = r; y < r + registers; y++)
- {
- packing[y][column] = &*varying;
- }
+std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize)
+{
+ // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+ // In D3D11 we manually compute gl_PointCoord in the GS.
+ return ((programUsesPointSize && majorShaderModel < 4) ? "COLOR" : "TEXCOORD");
+}
- break;
- }
- }
+// DynamicHLSL implementation
- return true;
- }
- }
- else UNREACHABLE();
-
- return false;
+DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer)
+{
}
-// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
-// Returns the number of used varying registers, or -1 if unsuccesful
-int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
- ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
+void DynamicHLSL::generateVaryingHLSL(const VaryingPacking &varyingPacking,
+ std::stringstream &hlslStream) const
{
- // TODO (geofflang): Use context's caps
- const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
-
- vertexShader->resetVaryingsRegisterAssignment();
- fragmentShader->resetVaryingsRegisterAssignment();
+ std::string varyingSemantic =
+ GetVaryingSemantic(mRenderer->getMajorShaderModel(), varyingPacking.usesPointSize());
- std::set<std::string> packedVaryings;
-
- std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
- std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
+ for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
{
- PackedVarying *varying = &fragmentVaryings[varyingIndex];
-
- // Do not assign registers to built-in or unreferenced varyings
- if (varying->isBuiltIn() || !varying->staticUse)
- {
- continue;
- }
-
- if (packVarying(varying, maxVaryingVectors, packing))
- {
- packedVaryings.insert(varying->name);
- }
- else
- {
- infoLog.append("Could not pack varying %s", varying->name.c_str());
- return -1;
- }
- }
+ const auto &varying = *registerInfo.packedVarying->varying;
+ ASSERT(!varying.isStruct());
- for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
- {
- const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
+ // 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.
- if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
+ switch (registerInfo.packedVarying->interpolation)
{
- // do not pack builtin XFB varyings
- continue;
+ case sh::INTERPOLATION_SMOOTH:
+ hlslStream << " ";
+ break;
+ case sh::INTERPOLATION_FLAT:
+ hlslStream << " nointerpolation ";
+ break;
+ case sh::INTERPOLATION_CENTROID:
+ hlslStream << " centroid ";
+ break;
+ default:
+ UNREACHABLE();
}
- if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
- {
- bool found = false;
- for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
- {
- PackedVarying *varying = &vertexVaryings[varyingIndex];
- if (transformFeedbackVarying == varying->name)
- {
- if (!packVarying(varying, maxVaryingVectors, packing))
- {
- infoLog.append("Could not pack varying %s", varying->name.c_str());
- return -1;
- }
-
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
- return -1;
- }
- }
- }
-
- // Return the number of used registers
- int registers = 0;
-
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
- {
- registers++;
- }
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+ GLenum componentType = gl::VariableComponentType(transposedType);
+ int columnCount = gl::VariableColumnCount(transposedType);
+ hlslStream << HLSLComponentTypeString(componentType, columnCount);
+ unsigned int semanticIndex = registerInfo.semanticIndex;
+ hlslStream << " v" << semanticIndex << " : " << varyingSemantic << semanticIndex << ";\n";
}
-
- return registers;
}
-std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
+std::string DynamicHLSL::generateVertexShaderForInputLayout(
+ const std::string &sourceShader,
+ const InputLayout &inputLayout,
+ const std::vector<sh::Attribute> &shaderAttributes) const
{
- std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
- std::string varyingHLSL;
-
- const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
+ std::stringstream structStream;
+ std::stringstream initStream;
- for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
- {
- const PackedVarying &varying = varyings[varyingIndex];
- if (varying.registerAssigned())
- {
- ASSERT(!varying.isBuiltIn());
- GLenum transposedType = TransposeMatrixType(varying.type);
- int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
-
- for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
- {
- for (int row = 0; row < variableRows; row++)
- {
- // 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 (varying.interpolation)
- {
- case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
- case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
- case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
- default: UNREACHABLE();
- }
-
- unsigned int semanticIndex = elementIndex * variableRows +
- varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors +
- varying.registerIndex + row;
- std::string n = Str(semanticIndex);
-
- std::string typeString;
-
- if (varying.isStruct())
- {
- // TODO(jmadill): pass back translated name from the shader translator
- typeString = decorateVariable(varying.structName);
- }
- else
- {
- GLenum componentType = VariableComponentType(transposedType);
- int columnCount = VariableColumnCount(transposedType);
- typeString = HLSLComponentTypeString(componentType, columnCount);
- }
- varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
- }
- }
- }
- }
-
- return varyingHLSL;
-}
+ structStream << "struct VS_INPUT\n"
+ << "{\n";
-std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
- const VertexFormat inputLayout[],
- const sh::Attribute shaderAttributes[]) const
-{
- std::string structHLSL, initHLSL;
-
- int semanticIndex = 0;
+ 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;
+ 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.
@@ -402,102 +207,109 @@ std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &s
// before per instance data in the shader.
if (useInstancedPointSpriteEmulation)
{
- structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n";
- structHLSL += " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
+ structStream << " float3 spriteVertexPos : SPRITEPOSITION0;\n"
+ << " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
}
- for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
{
const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
if (!shaderAttribute.name.empty())
{
ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
- const VertexFormat &vertexFormat = inputLayout[inputIndex];
+ VertexFormatType vertexFormatType =
+ inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID;
// HLSL code for input structure
if (IsMatrixType(shaderAttribute.type))
{
// Matrix types are always transposed
- structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
+ structStream << " "
+ << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
}
else
{
- GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
+ GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType);
if (shaderAttribute.name == "gl_InstanceID")
{
- // The input type of the instance ID in HLSL (uint) differs from the one in ESSL (int).
- structHLSL += " uint";
+ // The input type of the instance ID in HLSL (uint) differs from the one in ESSL
+ // (int).
+ structStream << " uint";
}
else
{
- structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
+ structStream << " " << HLSLComponentTypeString(
+ componentType,
+ VariableComponentCount(shaderAttribute.type));
}
}
- structHLSL += " " + decorateVariable(shaderAttribute.name) + " : ";
+ structStream << " " << decorateVariable(shaderAttribute.name) << " : ";
if (shaderAttribute.name == "gl_InstanceID")
{
- structHLSL += "SV_InstanceID";
+ structStream << "SV_InstanceID";
}
else
{
- structHLSL += "TEXCOORD" + Str(semanticIndex);
+ structStream << "TEXCOORD" << semanticIndex;
semanticIndex += VariableRegisterCount(shaderAttribute.type);
}
- structHLSL += ";\n";
+ structStream << ";\n";
// HLSL code for initialization
- initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
+ 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(vertexFormat) & VERTEX_CONVERT_GPU) != 0)
+ (mRenderer->getVertexConversionType(vertexFormatType) & VERTEX_CONVERT_GPU) != 0)
{
- initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
+ initStream << generateAttributeConversionHLSL(vertexFormatType, shaderAttribute);
}
else
{
- initHLSL += "input." + decorateVariable(shaderAttribute.name);
+ initStream << "input." << decorateVariable(shaderAttribute.name);
}
- initHLSL += ";\n";
+ initStream << ";\n";
inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
}
}
- std::string replacementHLSL = "struct VS_INPUT\n"
- "{\n" +
- structHLSL +
- "};\n"
- "\n"
- "void initAttributes(VS_INPUT input)\n"
- "{\n" +
- initHLSL +
- "}\n";
+ structStream << "};\n"
+ "\n"
+ "void initAttributes(VS_INPUT input)\n"
+ "{\n"
+ << initStream.str() << "}\n";
std::string vertexHLSL(sourceShader);
size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
- vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
+ vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), structStream.str());
return vertexHLSL;
}
-std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
- bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
+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();
+ const int shaderModel = mRenderer->getMajorShaderModel();
std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
- std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
+ std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
+
+ std::stringstream declarationStream;
+ std::stringstream copyStream;
- std::string declarationHLSL;
- std::string copyHLSL;
+ declarationStream << "struct PS_OUTPUT\n"
+ "{\n";
for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
{
@@ -507,703 +319,680 @@ std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string
{
unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
- const PixelShaderOutputVariable *outputVariable = FindOutputAtLocation(outputVariables, location);
+ const PixelShaderOutputVariable *outputVariable =
+ 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
+ // If [...] not all user-defined output variables are written, the values of fragment
+ // colors
// corresponding to unwritten variables are similarly undefined.
if (outputVariable)
{
- declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " + outputVariable->name +
- " : " + targetSemantic + Str(layoutIndex) + ";\n";
+ declarationStream << " " + HLSLTypeString(outputVariable->type) << " "
+ << outputVariable->name << " : " << targetSemantic
+ << static_cast<int>(layoutIndex) << ";\n";
- copyHLSL += " output." + outputVariable->name + " = " + outputVariable->source + ";\n";
+ copyStream << " output." << outputVariable->name << " = "
+ << outputVariable->source << ";\n";
}
}
}
if (usesFragDepth)
{
- declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
- copyHLSL += " output.gl_Depth = gl_Depth; \n";
+ declarationStream << " float gl_Depth : " << depthSemantic << ";\n";
+ copyStream << " output.gl_Depth = gl_Depth; \n";
}
- std::string replacementHLSL = "struct PS_OUTPUT\n"
- "{\n" +
- declarationHLSL +
- "};\n"
- "\n"
- "PS_OUTPUT generateOutput()\n"
- "{\n"
- " PS_OUTPUT output;\n" +
- copyHLSL +
- " return output;\n"
- "}\n";
+ declarationStream << "};\n"
+ "\n"
+ "PS_OUTPUT generateOutput()\n"
+ "{\n"
+ " PS_OUTPUT output;\n"
+ << copyStream.str() << " return output;\n"
+ "}\n";
std::string pixelHLSL(sourceShader);
size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
- pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
+ pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(),
+ declarationStream.str());
return pixelHLSL;
}
-std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
-{
- // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
- // In D3D11 we manually compute gl_PointCoord in the GS.
- int shaderModel = mRenderer->getMajorShaderModel();
- return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
-}
-
-struct DynamicHLSL::SemanticInfo
-{
- struct BuiltinInfo
- {
- BuiltinInfo()
- : enabled(false),
- index(0),
- systemValue(false)
- {}
-
- bool enabled;
- std::string semantic;
- unsigned int index;
- bool systemValue;
-
- std::string str() const
- {
- return (systemValue ? semantic : (semantic + Str(index)));
- }
-
- void enableSystem(const std::string &systemValueSemantic)
- {
- enabled = true;
- semantic = systemValueSemantic;
- systemValue = true;
- }
-
- void enable(const std::string &semanticVal, unsigned int indexVal)
- {
- enabled = true;
- semantic = semanticVal;
- index = indexVal;
- }
- };
-
- BuiltinInfo dxPosition;
- BuiltinInfo glPosition;
- BuiltinInfo glFragCoord;
- BuiltinInfo glPointCoord;
- BuiltinInfo glPointSize;
-};
-
-DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool position, bool fragCoord,
- bool pointCoord, bool pointSize, bool pixelShader) const
+void DynamicHLSL::generateVaryingLinkHLSL(ShaderType shaderType,
+ const VaryingPacking &varyingPacking,
+ std::stringstream &linkStream) const
{
- SemanticInfo info;
- bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
- const std::string &varyingSemantic = getVaryingSemantic(pointSize);
-
- int reservedRegisterIndex = startRegisters;
+ const auto &builtins = varyingPacking.builtins(shaderType);
+ ASSERT(builtins.dxPosition.enabled);
+ linkStream << "{\n"
+ << " float4 dx_Position : " << builtins.dxPosition.str() << ";\n";
- if (hlsl4)
+ if (builtins.glPosition.enabled)
{
- info.dxPosition.enableSystem("SV_Position");
- }
- else if (pixelShader)
- {
- info.dxPosition.enableSystem("VPOS");
- }
- else
- {
- info.dxPosition.enableSystem("POSITION");
- }
-
- if (position)
- {
- info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
- }
-
- if (fragCoord)
- {
- info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
- }
-
- if (pointCoord)
- {
- // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
- // In D3D11 we manually compute gl_PointCoord in the GS.
- if (hlsl4)
- {
- info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
- }
- else
- {
- info.glPointCoord.enable("TEXCOORD", 0);
- }
- }
-
- // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
- if (pointSize && (!pixelShader || hlsl4))
- {
- info.glPointSize.enableSystem("PSIZE");
+ linkStream << " float4 gl_Position : " << builtins.glPosition.str() << ";\n";
}
- return info;
-}
-
-std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
-{
- std::string linkHLSL = "{\n";
-
- ASSERT(info.dxPosition.enabled);
- linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
-
- if (info.glPosition.enabled)
- {
- linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
- }
-
- if (info.glFragCoord.enabled)
- {
- linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
- }
-
- if (info.glPointCoord.enabled)
- {
- linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
- }
-
- if (info.glPointSize.enabled)
- {
- linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
- }
-
- // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the same register.
- linkHLSL += varyingHLSL;
-
- linkHLSL += "};\n";
-
- return linkHLSL;
-}
-
-void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
- std::vector<LinkedVarying> *linkedVaryings) const
-{
- if (info.glPosition.enabled)
+ if (builtins.glFragCoord.enabled)
{
- linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
- info.glPosition.index, 1));
+ linkStream << " float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n";
}
- if (info.glFragCoord.enabled)
+ if (builtins.glPointCoord.enabled)
{
- linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
- info.glFragCoord.index, 1));
+ linkStream << " float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n";
}
- if (info.glPointSize.enabled)
+ if (builtins.glPointSize.enabled)
{
- linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
+ linkStream << " float gl_PointSize : " << builtins.glPointSize.str() << ";\n";
}
-}
-
-void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
- std::vector<LinkedVarying> *linkedVaryings) const
-{
- const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
- const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
- {
- const PackedVarying &varying = varyings[varyingIndex];
-
- if (varying.registerAssigned())
- {
- ASSERT(!varying.isBuiltIn());
- GLenum transposedType = TransposeMatrixType(varying.type);
- int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+ // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the
+ // same register.
+ generateVaryingHLSL(varyingPacking, linkStream);
- linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
- varyingSemantic, varying.registerIndex,
- variableRows * varying.elementCount()));
- }
- }
+ linkStream << "};\n";
}
-bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, InfoLog &infoLog, int registers,
- const VaryingPacking packing,
- std::string &pixelHLSL, std::string &vertexHLSL,
- ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
- const std::vector<std::string> &transformFeedbackVaryings,
- std::vector<LinkedVarying> *linkedVaryings,
- std::map<int, VariableLocation> *programOutputVars,
- std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
- bool *outUsesFragDepth) const
+bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
+ const gl::Program::Data &programData,
+ const ProgramD3DMetadata &programMetadata,
+ const VaryingPacking &varyingPacking,
+ std::string *pixelHLSL,
+ std::string *vertexHLSL) const
{
- if (pixelHLSL.empty() || vertexHLSL.empty())
- {
- return false;
- }
+ ASSERT(pixelHLSL->empty() && vertexHLSL->empty());
- bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
- bool usesFragColor = fragmentShader->mUsesFragColor;
- bool usesFragData = fragmentShader->mUsesFragData;
- bool usesFragCoord = fragmentShader->mUsesFragCoord;
- bool usesPointCoord = fragmentShader->mUsesPointCoord;
- bool usesPointSize = vertexShader->mUsesPointSize;
- bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
+ const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader();
+ const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(vertexShaderGL);
+ const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader();
+ const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
+ const int shaderModel = mRenderer->getMajorShaderModel();
- if (usesFragColor && usesFragData)
- {
- infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
- return false;
- }
-
- // Write the HLSL input/output declarations
- const int shaderModel = mRenderer->getMajorShaderModel();
- const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
-
- // 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
- const bool broadcast = (fragmentShader->mUsesFragColor && data.clientVersion < 3);
- const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
-
- // gl_Position only needs to be outputted from the vertex shader if transform feedback is active.
- // This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from the vertex shader in this case.
- // This saves us 1 output vector.
- bool outputPositionFromVS = !(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "");
-
- int shaderVersion = vertexShader->getShaderVersion();
-
- if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
- {
- infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
- return false;
- }
+ // usesViewScale() isn't supported in the D3D9 renderer
+ ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale());
- const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
+ bool useInstancedPointSpriteEmulation =
+ programMetadata.usesPointSize() &&
+ mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
- // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
- // structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
- // GeometryShader PointSprite emulation does not require this additional entry because the
- // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the PS_INPUT of the
- // generated pixel shader.
- // The Geometry Shader point sprite implementation needs gl_PointSize to be in VS_OUTPUT and GS_INPUT.
- // Instanced point sprites doesn't need gl_PointSize in VS_OUTPUT.
- const SemanticInfo &vertexSemantics = getSemanticInfo(registers, outputPositionFromVS,
- usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord),
- (!useInstancedPointSpriteEmulation && usesPointSize), false);
+ // Validation done in the compiler
+ ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData());
- storeUserLinkedVaryings(vertexShader, linkedVaryings);
- storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
+ std::stringstream vertexStream;
+ vertexStream << vertexShaderGL->getTranslatedSource();
// Instanced PointSprite emulation requires additional entries originally generated in the
- // GeometryShader HLSL. These include pointsize clamp values.
+ // GeometryShader HLSL. These include pointsize clamp values.
if (useInstancedPointSpriteEmulation)
{
- vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
- "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n";
+ vertexStream << "static float minPointSize = "
+ << static_cast<int>(data.caps->minAliasedPointSize) << ".0f;\n"
+ << "static float maxPointSize = "
+ << static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n";
}
// Add stub string to be replaced when shader is dynamically defined by its layout
- vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
- "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
- "VS_OUTPUT main(VS_INPUT input)\n"
- "{\n"
- " initAttributes(input);\n";
+ vertexStream << "\n" << VERTEX_ATTRIBUTE_STUB_STRING + "\n";
+
+ // Write the HLSL input/output declarations
+ vertexStream << "struct VS_OUTPUT\n";
+ generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, vertexStream);
+ vertexStream << "\n"
+ << "VS_OUTPUT main(VS_INPUT input)\n"
+ << "{\n"
+ << " initAttributes(input);\n";
if (vertexShader->usesDeferredInit())
{
- vertexHLSL += "\n"
- " initializeDeferredGlobals();\n";
+ vertexStream << "\n"
+ << " initializeDeferredGlobals();\n";
}
- vertexHLSL += "\n"
- " gl_main();\n"
- "\n"
- " VS_OUTPUT output;\n";
+ vertexStream << "\n"
+ << " gl_main();\n"
+ << "\n"
+ << " VS_OUTPUT output;\n";
+
+ const auto &vertexBuiltins = varyingPacking.builtins(SHADER_VERTEX);
- if (outputPositionFromVS)
+ if (vertexBuiltins.glPosition.enabled)
{
- vertexHLSL += " output.gl_Position = gl_Position;\n";
+ vertexStream << " output.gl_Position = gl_Position;\n";
}
// On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
- if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
+ if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
{
- vertexHLSL += " output.dx_Position.x = gl_Position.x;\n"
- " output.dx_Position.y = -gl_Position.y;\n"
- " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
- " output.dx_Position.w = gl_Position.w;\n";
+ 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
{
- vertexHLSL += " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
- " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
- " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
- " output.dx_Position.w = gl_Position.w;\n";
+ 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 (usesPointSize && shaderModel >= 3 && !useInstancedPointSpriteEmulation)
+ if (vertexBuiltins.glPointSize.enabled)
{
- vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
+ vertexStream << " output.gl_PointSize = gl_PointSize;\n";
}
- if (usesFragCoord)
+ if (vertexBuiltins.glFragCoord.enabled)
{
- vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
+ vertexStream << " output.gl_FragCoord = gl_Position;\n";
}
- const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
+ for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
{
- const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
- if (varying.registerAssigned())
- {
- for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
- {
- int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
+ const auto &packedVarying = *registerInfo.packedVarying;
+ const auto &varying = *packedVarying.varying;
+ ASSERT(!varying.isStruct());
- for (int row = 0; row < variableRows; row++)
- {
- int r = varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row;
- vertexHLSL += " output.v" + Str(r);
+ vertexStream << " output.v" << registerInfo.semanticIndex << " = ";
- vertexHLSL += " = _" + varying.name;
+ if (packedVarying.isStructField())
+ {
+ vertexStream << decorateVariable(packedVarying.parentStructName) << ".";
+ }
- if (varying.isArray())
- {
- vertexHLSL += ArrayString(elementIndex);
- }
+ vertexStream << decorateVariable(varying.name);
- if (variableRows > 1)
- {
- vertexHLSL += ArrayString(row);
- }
+ if (varying.isArray())
+ {
+ WriteArrayString(vertexStream, registerInfo.varyingArrayIndex);
+ }
- vertexHLSL += ";\n";
- }
- }
+ 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)
{
- vertexHLSL += "\n"
- " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
- " output.dx_Position.xyz += float3(input.spriteVertexPos.x * gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * output.dx_Position.w;\n";
+ 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 (usesPointCoord)
+ if (programMetadata.usesViewScale())
{
- vertexHLSL += "\n"
- " output.gl_PointCoord = input.spriteTexCoord;\n";
+ // 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;";
}
- }
-
- vertexHLSL += "\n"
- " return output;\n"
- "}\n";
-
- const SemanticInfo &pixelSemantics = getSemanticInfo(registers, outputPositionFromVS, usesFragCoord, usesPointCoord,
- (!useInstancedPointSpriteEmulation && usesPointSize), true);
-
- pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
-
- if (shaderVersion < 300)
- {
- for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
+ else
{
- 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);
+ vertexStream << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / "
+ "(dx_ViewCoords.y*2)) * output.dx_Position.w;";
}
- *outUsesFragDepth = fragmentShader->mUsesFragDepth;
- }
- else
- {
- defineOutputVariables(fragmentShader, programOutputVars);
+ vertexStream
+ << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n";
- const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
- for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
+ if (programMetadata.usesPointCoord())
{
- const VariableLocation &outputLocation = locationIt->second;
- const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
- const std::string &variableName = "out_" + outputLocation.name;
- const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
-
- ASSERT(outputVariable.staticUse);
-
- PixelShaderOutputVariable outputKeyVariable;
- outputKeyVariable.type = outputVariable.type;
- outputKeyVariable.name = variableName + elementString;
- outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
- outputKeyVariable.outputIndex = locationIt->first;
-
- outPixelShaderKey->push_back(outputKeyVariable);
+ vertexStream << "\n"
+ << " output.gl_PointCoord = input.spriteTexCoord;\n";
}
+ }
- *outUsesFragDepth = false;
+ // 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";
}
- pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
+ vertexStream << "\n"
+ << " return output;\n"
+ << "}\n";
+
+ std::stringstream pixelStream;
+ pixelStream << fragmentShaderGL->getTranslatedSource();
+ pixelStream << "struct PS_INPUT\n";
+ generateVaryingLinkHLSL(SHADER_PIXEL, varyingPacking, pixelStream);
+ pixelStream << "\n";
+
+ pixelStream << PIXEL_OUTPUT_STUB_STRING + "\n";
- if (fragmentShader->mUsesFrontFacing)
+ if (fragmentShader->usesFrontFacing())
{
if (shaderModel >= 4)
{
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
- "{\n";
+ pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
+ << "{\n";
}
else
{
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
- "{\n";
+ pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
+ << "{\n";
}
}
else
{
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
- "{\n";
+ pixelStream << "PS_OUTPUT main(PS_INPUT input)\n"
+ << "{\n";
}
- if (usesFragCoord)
+ const auto &pixelBuiltins = varyingPacking.builtins(SHADER_PIXEL);
+
+ if (pixelBuiltins.glFragCoord.enabled)
{
- pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
+ 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.
+ // 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() == "")
{
- pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
- " gl_FragCoord.y = input.dx_Position.y;\n";
+ pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n"
+ << " gl_FragCoord.y = input.dx_Position.y;\n";
}
else if (shaderModel == 3)
{
- pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
- " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
+ 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()
- pixelHLSL += " 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";
+ // 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";
}
- pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
- " gl_FragCoord.w = rhw;\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 (usesPointCoord && shaderModel >= 3)
+ if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3)
{
- pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
- pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
+ pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n"
+ << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
}
- if (fragmentShader->mUsesFrontFacing)
+ if (fragmentShader->usesFrontFacing())
{
if (shaderModel <= 3)
{
- pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
+ pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
}
else
{
- pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
+ pixelStream << " gl_FrontFacing = isFrontFace;\n";
}
}
- const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
+ for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
{
- const PackedVarying &varying = fragmentVaryings[varyingIndex];
- if (varying.registerAssigned())
+ 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.
+ if (registerInfo.packedVarying->vertexOnly)
+ continue;
+
+ pixelStream << " ";
+
+ if (packedVarying.isStructField())
{
- ASSERT(!varying.isBuiltIn());
- for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
- {
- GLenum transposedType = TransposeMatrixType(varying.type);
- int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
- for (int row = 0; row < variableRows; row++)
- {
- std::string n = Str(varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row);
- pixelHLSL += " _" + varying.name;
-
- if (varying.isArray())
- {
- pixelHLSL += ArrayString(elementIndex);
- }
-
- if (variableRows > 1)
- {
- pixelHLSL += ArrayString(row);
- }
-
- if (varying.isStruct())
- {
- pixelHLSL += " = input.v" + n + ";\n"; break;
- }
- else
- {
- switch (VariableColumnCount(transposedType))
- {
- case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
- case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
- case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
- case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
- default: UNREACHABLE();
- }
- }
- }
- }
+ pixelStream << decorateVariable(packedVarying.parentStructName) << ".";
}
- else
+
+ pixelStream << decorateVariable(varying.name);
+
+ if (varying.isArray())
+ {
+ WriteArrayString(pixelStream, registerInfo.varyingArrayIndex);
+ }
+
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ if (VariableRowCount(transposedType) > 1)
{
- ASSERT(varying.isBuiltIn() || !varying.staticUse);
+ 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";
}
if (fragmentShader->usesDeferredInit())
{
- pixelHLSL += "\n"
- " initializeDeferredGlobals();\n";
+ pixelStream << "\n"
+ << " initializeDeferredGlobals();\n";
}
- pixelHLSL += "\n"
- " gl_main();\n"
- "\n"
- " return generateOutput();\n"
- "}\n";
+ pixelStream << "\n"
+ << " gl_main();\n"
+ << "\n"
+ << " return generateOutput();\n"
+ << "}\n";
+
+ *vertexHLSL = vertexStream.str();
+ *pixelHLSL = pixelStream.str();
return true;
}
-void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
+std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking) const
{
- const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
+ ASSERT(mRenderer->getMajorShaderModel() >= 4);
- for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
- {
- const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
- const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
+ std::stringstream preambleStream;
- ASSERT(outputVariable.staticUse);
+ const auto &builtins = varyingPacking.builtins(SHADER_VERTEX);
- if (outputVariable.arraySize > 0)
- {
- for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
- {
- const int location = baseLocation + elementIndex;
- ASSERT(programOutputVars->count(location) == 0);
- (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
- }
- }
- else
+ preambleStream << "struct GS_INPUT\n";
+ generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, preambleStream);
+ preambleStream << "\n"
+ << "struct GS_OUTPUT\n";
+ generateVaryingLinkHLSL(SHADER_GEOMETRY, varyingPacking, 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 (builtins.glPointSize.enabled)
+ {
+ preambleStream << " output.gl_PointSize = input.gl_PointSize;\n";
+ }
+
+ for (const PackedVaryingRegister &varyingRegister : varyingPacking.getRegisterList())
+ {
+ preambleStream << " output.v" << varyingRegister.semanticIndex << " = ";
+ if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT)
{
- ASSERT(programOutputVars->count(baseLocation) == 0);
- (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
+ preambleStream << "flat";
}
+ preambleStream << "input.v" << varyingRegister.semanticIndex << "; \n";
}
-}
-std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
-{
- // for now we only handle point sprite emulation
- ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
- return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
+ if (builtins.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";
+
+ return preambleStream.str();
}
-std::string DynamicHLSL::generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
+std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
+ const gl::Data &data,
+ const gl::Program::Data &programData,
+ const bool useViewScale,
+ const std::string &preambleString) const
{
- ASSERT(registers >= 0);
- ASSERT(vertexShader->mUsesPointSize);
ASSERT(mRenderer->getMajorShaderModel() >= 4);
- std::string geomHLSL;
-
- const SemanticInfo &inSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
- false, true, false);
- const SemanticInfo &outSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
- fragmentShader->mUsesPointCoord, true, false);
-
- std::string varyingHLSL = generateVaryingHLSL(vertexShader);
- std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
- std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
-
- // TODO(geofflang): use context's caps
- geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
- "\n"
- "struct GS_INPUT\n" + inLinkHLSL + "\n" +
- "struct GS_OUTPUT\n" + outLinkHLSL + "\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 = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
- "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
- "\n"
- "[maxvertexcount(4)]\n"
- "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
- "{\n"
- " GS_OUTPUT output = (GS_OUTPUT)0;\n"
- " output.gl_Position = input[0].gl_Position;\n"
- " output.gl_PointSize = input[0].gl_PointSize;\n";
-
- for (int r = 0; r < registers; r++)
+ std::stringstream shaderStream;
+
+ const bool pointSprites = (primitiveType == PRIMITIVE_POINTS);
+ 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)
{
- geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
+ case PRIMITIVE_POINTS:
+ inputPT = "point";
+ outputPT = "Triangle";
+ inputSize = 1;
+ maxVertexOutput = 4;
+ 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 (fragmentShader->mUsesFragCoord)
+ if (pointSprites)
{
- geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
+ shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
+ "\n"
+ "uniform float4 dx_ViewCoords : register(c1);\n";
+
+ if (useViewScale)
+ {
+ shaderStream << "uniform float2 dx_ViewScale : register(c3);\n";
+ }
+
+ shaderStream << "\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>(data.caps->minAliasedPointSize)
+ << ".0f;\n"
+ "static float maxPointSize = "
+ << static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n"
+ << "\n";
}
- geomHLSL += " \n"
- " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
- " float4 dx_Position = input[0].dx_Position;\n"
- " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
+ shaderStream << preambleString << "\n"
+ << "[maxvertexcount(" << maxVertexOutput << ")]\n"
+ << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], ";
- for (int corner = 0; corner < 4; corner++)
+ if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
{
- geomHLSL += " \n"
- " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
+ shaderStream << "uint primitiveID : SV_PrimitiveID, ";
+ }
+
+ shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n"
+ << "{\n"
+ << " GS_OUTPUT output = (GS_OUTPUT)0;\n";
- if (fragmentShader->mUsesPointCoord)
+ 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 (!pointSprites)
{
- geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
+ 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";
+ }
- geomHLSL += " outStream.Append(output);\n";
+ if (usesPointCoord)
+ {
+ shaderStream << " output.gl_PointCoord = pointSpriteTexcoords[" << corner
+ << "];\n";
+ }
+
+ shaderStream << " outStream.Append(output);\n";
+ }
}
- geomHLSL += " \n"
- " outStream.RestartStrip();\n"
- "}\n";
+ shaderStream << " \n"
+ " outStream.RestartStrip();\n"
+ "}\n";
- return geomHLSL;
+ return shaderStream.str();
}
// This method needs to match OutputHLSL::decorate
@@ -1217,9 +1006,12 @@ std::string DynamicHLSL::decorateVariable(const std::string &name)
return name;
}
-std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
+std::string DynamicHLSL::generateAttributeConversionHLSL(
+ gl::VertexFormatType vertexFormatType,
+ const sh::ShaderVariable &shaderAttrib) const
{
- std::string attribString = "input." + decorateVariable(shaderAttrib.name);
+ const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
+ std::string attribString = "input." + decorateVariable(shaderAttrib.name);
// Matrix
if (IsMatrixType(shaderAttrib.type))
@@ -1228,15 +1020,16 @@ std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &ver
}
GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
- int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
+ int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
// Perform integer to float conversion (if necessary)
- bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
+ bool requiresTypeConversion =
+ (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT);
if (requiresTypeConversion)
{
// TODO: normalization for 32-bit integer formats
- ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
+ ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
}
@@ -1244,22 +1037,57 @@ std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &ver
return attribString;
}
-void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
+void DynamicHLSL::getPixelShaderOutputKey(const gl::Data &data,
+ const gl::Program::Data &programData,
+ const ProgramD3DMetadata &metadata,
+ std::vector<PixelShaderOutputVariable> *outPixelShaderKey)
{
- for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
- {
- const VertexFormat &vertexFormat = inputLayout[inputIndex];
+ // 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.caps->maxDrawBuffers : 1);
- if (vertexFormat.mType == GL_NONE)
+ if (metadata.getMajorShaderVersion() < 300)
+ {
+ for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets;
+ renderTargetIndex++)
{
- signature[inputIndex] = GL_NONE;
+ 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
+ }
+ else
+ {
+ const auto &shaderOutputVars =
+ metadata.getFragmentShader()->getData().getActiveOutputVariables();
+
+ for (auto outputPair : programData.getOutputVariables())
{
- bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0);
- signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
+ const VariableLocation &outputLocation = outputPair.second;
+ const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
+ const std::string &variableName = "out_" + outputLocation.name;
+ const std::string &elementString =
+ (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
+
+ ASSERT(outputVariable.staticUse);
+
+ PixelShaderOutputVariable outputKeyVariable;
+ outputKeyVariable.type = outputVariable.type;
+ outputKeyVariable.name = variableName + elementString;
+ outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
+ outputKeyVariable.outputIndex = outputPair.first;
+
+ outPixelShaderKey->push_back(outputKeyVariable);
}
}
}
-}
+} // namespace rx