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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp2357
1 files changed, 1346 insertions, 1011 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 9ce9a27cd3..72c6f1a1a9 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -8,16 +8,19 @@
#include "libANGLE/renderer/d3d/ProgramD3D.h"
+#include "common/BitSetIterator.h"
#include "common/utilities.h"
#include "libANGLE/Framebuffer.h"
#include "libANGLE/FramebufferAttachment.h"
#include "libANGLE/Program.h"
+#include "libANGLE/VertexArray.h"
#include "libANGLE/features.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "libANGLE/renderer/d3d/FramebufferD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+#include "libANGLE/renderer/d3d/VaryingPacking.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
namespace rx
@@ -26,69 +29,41 @@ namespace rx
namespace
{
-GLenum GetTextureType(GLenum samplerType)
-{
- switch (samplerType)
- {
- case GL_SAMPLER_2D:
- case GL_INT_SAMPLER_2D:
- case GL_UNSIGNED_INT_SAMPLER_2D:
- case GL_SAMPLER_2D_SHADOW:
- return GL_TEXTURE_2D;
- case GL_SAMPLER_3D:
- case GL_INT_SAMPLER_3D:
- case GL_UNSIGNED_INT_SAMPLER_3D:
- return GL_TEXTURE_3D;
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_CUBE_SHADOW:
- return GL_TEXTURE_CUBE_MAP;
- case GL_INT_SAMPLER_CUBE:
- case GL_UNSIGNED_INT_SAMPLER_CUBE:
- return GL_TEXTURE_CUBE_MAP;
- case GL_SAMPLER_2D_ARRAY:
- case GL_INT_SAMPLER_2D_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
- case GL_SAMPLER_2D_ARRAY_SHADOW:
- return GL_TEXTURE_2D_ARRAY;
- default: UNREACHABLE();
- }
-
- return GL_TEXTURE_2D;
-}
-
-void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
+gl::InputLayout GetDefaultInputLayoutFromShader(const gl::Shader *vertexShader)
{
- size_t layoutIndex = 0;
- for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
+ gl::InputLayout defaultLayout;
+ for (const sh::Attribute &shaderAttr : vertexShader->getActiveAttributes())
{
- ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS);
-
- const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex];
-
if (shaderAttr.type != GL_NONE)
{
GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
- for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++)
+ for (size_t rowIndex = 0;
+ static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); ++rowIndex)
{
- gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex];
+ GLenum componentType = gl::VariableComponentType(transposedType);
+ GLuint components = static_cast<GLuint>(gl::VariableColumnCount(transposedType));
+ bool pureInt = (componentType != GL_FLOAT);
+ gl::VertexFormatType defaultType =
+ gl::GetVertexFormatType(componentType, GL_FALSE, components, pureInt);
- defaultFormat->mType = gl::VariableComponentType(transposedType);
- defaultFormat->mNormalized = false;
- defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool
- defaultFormat->mComponents = gl::VariableColumnCount(transposedType);
+ defaultLayout.push_back(defaultType);
}
}
}
+
+ return defaultLayout;
}
-std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
+std::vector<GLenum> GetDefaultOutputLayoutFromShader(
+ const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
{
std::vector<GLenum> defaultPixelOutput;
if (!shaderOutputVars.empty())
{
- defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex);
+ defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 +
+ static_cast<unsigned int>(shaderOutputVars[0].outputIndex));
}
return defaultPixelOutput;
@@ -106,7 +81,7 @@ bool IsRowMajorLayout(const sh::ShaderVariable &var)
struct AttributeSorter
{
- AttributeSorter(const ProgramImpl::SemanticIndexArray &semanticIndices)
+ AttributeSorter(const ProgramD3D::SemanticIndexArray &semanticIndices)
: originalIndices(&semanticIndices)
{
}
@@ -116,26 +91,416 @@ struct AttributeSorter
int indexA = (*originalIndices)[a];
int indexB = (*originalIndices)[b];
- if (indexA == -1) return false;
- if (indexB == -1) return true;
+ if (indexA == -1)
+ return false;
+ if (indexB == -1)
+ return true;
return (indexA < indexB);
}
- const ProgramImpl::SemanticIndexArray *originalIndices;
+ const ProgramD3D::SemanticIndexArray *originalIndices;
};
+// true if varying x has a higher priority in packing than y
+bool ComparePackedVarying(const PackedVarying &x, const PackedVarying &y)
+{
+ return gl::CompareShaderVar(*x.varying, *y.varying);
}
-ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[],
- const GLenum signature[],
- ShaderExecutableD3D *shaderExecutable)
- : mShaderExecutable(shaderExecutable)
+std::vector<PackedVarying> MergeVaryings(const gl::Shader &vertexShader,
+ const gl::Shader &fragmentShader,
+ const std::vector<std::string> &tfVaryings)
+{
+ std::vector<PackedVarying> packedVaryings;
+
+ for (const sh::Varying &output : vertexShader.getVaryings())
+ {
+ bool packed = false;
+
+ // Built-in varyings obey special rules
+ if (output.isBuiltIn())
+ {
+ continue;
+ }
+
+ for (const sh::Varying &input : fragmentShader.getVaryings())
+ {
+ if (output.name == input.name)
+ {
+ if (output.isStruct())
+ {
+ ASSERT(!output.isArray());
+ for (const auto &field : output.fields)
+ {
+ ASSERT(!field.isStruct() && !field.isArray());
+ packedVaryings.push_back(
+ PackedVarying(field, input.interpolation, input.name));
+ }
+ }
+ else
+ {
+ packedVaryings.push_back(PackedVarying(input, input.interpolation));
+ }
+ packed = true;
+ break;
+ }
+ }
+
+ // Keep Transform FB varyings in the merged list always.
+ if (!packed)
+ {
+ for (const std::string &tfVarying : tfVaryings)
+ {
+ if (tfVarying == output.name)
+ {
+ // Transform feedback for varying structs is underspecified.
+ // See Khronos bug 9856.
+ // TODO(jmadill): Figure out how to be spec-compliant here.
+ if (!output.isStruct())
+ {
+ packedVaryings.push_back(PackedVarying(output, output.interpolation));
+ packedVaryings.back().vertexOnly = true;
+ }
+ break;
+ }
+ }
+ }
+ }
+
+ std::sort(packedVaryings.begin(), packedVaryings.end(), ComparePackedVarying);
+
+ return packedVaryings;
+}
+
+template <typename VarT>
+void GetUniformBlockInfo(const std::vector<VarT> &fields,
+ const std::string &prefix,
+ sh::BlockLayoutEncoder *encoder,
+ bool inRowMajorLayout,
+ std::map<std::string, sh::BlockMemberInfo> *blockInfoOut)
+{
+ for (const VarT &field : fields)
+ {
+ const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
+
+ if (field.isStruct())
+ {
+ bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
+
+ for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
+ {
+ encoder->enterAggregateType();
+
+ const std::string uniformElementName =
+ fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
+ GetUniformBlockInfo(field.fields, uniformElementName, encoder, rowMajorLayout,
+ blockInfoOut);
+
+ encoder->exitAggregateType();
+ }
+ }
+ else
+ {
+ bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
+ (*blockInfoOut)[fieldName] =
+ encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
+ }
+ }
+}
+
+template <typename T>
+static inline void SetIfDirty(T *dest, const T &source, bool *dirtyFlag)
+{
+ ASSERT(dest != NULL);
+ ASSERT(dirtyFlag != NULL);
+
+ *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
+ *dest = source;
+}
+
+template <typename T>
+bool TransposeMatrix(T *target,
+ const GLfloat *value,
+ int targetWidth,
+ int targetHeight,
+ int srcWidth,
+ int srcHeight)
+{
+ bool dirty = false;
+ int copyWidth = std::min(targetHeight, srcWidth);
+ int copyHeight = std::min(targetWidth, srcHeight);
+
+ for (int x = 0; x < copyWidth; x++)
+ {
+ for (int y = 0; y < copyHeight; y++)
+ {
+ SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]),
+ &dirty);
+ }
+ }
+ // clear unfilled right side
+ for (int y = 0; y < copyWidth; y++)
+ {
+ for (int x = copyHeight; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+ // clear unfilled bottom.
+ for (int y = copyWidth; y < targetHeight; y++)
+ {
+ for (int x = 0; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+
+ return dirty;
+}
+
+template <typename T>
+bool ExpandMatrix(T *target,
+ const GLfloat *value,
+ int targetWidth,
+ int targetHeight,
+ int srcWidth,
+ int srcHeight)
{
- for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ bool dirty = false;
+ int copyWidth = std::min(targetWidth, srcWidth);
+ int copyHeight = std::min(targetHeight, srcHeight);
+
+ for (int y = 0; y < copyHeight; y++)
+ {
+ for (int x = 0; x < copyWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]),
+ &dirty);
+ }
+ }
+ // clear unfilled right side
+ for (int y = 0; y < copyHeight; y++)
{
- mInputs[attributeIndex] = inputLayout[attributeIndex];
- mSignature[attributeIndex] = signature[attributeIndex];
+ for (int x = copyWidth; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
}
+ // clear unfilled bottom.
+ for (int y = copyHeight; y < targetHeight; y++)
+ {
+ for (int x = 0; x < targetWidth; x++)
+ {
+ SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ }
+ }
+
+ return dirty;
+}
+
+gl::PrimitiveType GetGeometryShaderTypeFromDrawMode(GLenum drawMode)
+{
+ switch (drawMode)
+ {
+ // Uses the point sprite geometry shader.
+ case GL_POINTS:
+ return gl::PRIMITIVE_POINTS;
+
+ // All line drawing uses the same geometry shader.
+ case GL_LINES:
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+ return gl::PRIMITIVE_LINES;
+
+ // The triangle fan primitive is emulated with strips in D3D11.
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_FAN:
+ return gl::PRIMITIVE_TRIANGLES;
+
+ // Special case for triangle strips.
+ case GL_TRIANGLE_STRIP:
+ return gl::PRIMITIVE_TRIANGLE_STRIP;
+
+ default:
+ UNREACHABLE();
+ return gl::PRIMITIVE_TYPE_MAX;
+ }
+}
+
+} // anonymous namespace
+
+// D3DUniform Implementation
+
+D3DUniform::D3DUniform(GLenum typeIn,
+ const std::string &nameIn,
+ unsigned int arraySizeIn,
+ bool defaultBlock)
+ : type(typeIn),
+ name(nameIn),
+ arraySize(arraySizeIn),
+ data(nullptr),
+ dirty(true),
+ vsRegisterIndex(GL_INVALID_INDEX),
+ psRegisterIndex(GL_INVALID_INDEX),
+ registerCount(0),
+ registerElement(0)
+{
+ // We use data storage for default block uniforms to cache values that are sent to D3D during
+ // rendering
+ // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
+ if (defaultBlock)
+ {
+ size_t bytes = gl::VariableInternalSize(type) * elementCount();
+ data = new uint8_t[bytes];
+ memset(data, 0, bytes);
+
+ // TODO(jmadill): is this correct with non-square matrices?
+ registerCount = gl::VariableRowCount(type) * elementCount();
+ }
+}
+
+D3DUniform::~D3DUniform()
+{
+ SafeDeleteArray(data);
+}
+
+bool D3DUniform::isSampler() const
+{
+ return gl::IsSamplerType(type);
+}
+
+bool D3DUniform::isReferencedByVertexShader() const
+{
+ return vsRegisterIndex != GL_INVALID_INDEX;
+}
+
+bool D3DUniform::isReferencedByFragmentShader() const
+{
+ return psRegisterIndex != GL_INVALID_INDEX;
+}
+
+// D3DVarying Implementation
+
+D3DVarying::D3DVarying() : semanticIndex(0), componentCount(0), outputSlot(0)
+{
+}
+
+D3DVarying::D3DVarying(const std::string &semanticNameIn,
+ unsigned int semanticIndexIn,
+ unsigned int componentCountIn,
+ unsigned int outputSlotIn)
+ : semanticName(semanticNameIn),
+ semanticIndex(semanticIndexIn),
+ componentCount(componentCountIn),
+ outputSlot(outputSlotIn)
+{
+}
+
+// ProgramD3DMetadata Implementation
+
+ProgramD3DMetadata::ProgramD3DMetadata(int rendererMajorShaderModel,
+ const std::string &shaderModelSuffix,
+ bool usesInstancedPointSpriteEmulation,
+ bool usesViewScale,
+ const ShaderD3D *vertexShader,
+ const ShaderD3D *fragmentShader)
+ : mRendererMajorShaderModel(rendererMajorShaderModel),
+ mShaderModelSuffix(shaderModelSuffix),
+ mUsesInstancedPointSpriteEmulation(usesInstancedPointSpriteEmulation),
+ mUsesViewScale(usesViewScale),
+ mVertexShader(vertexShader),
+ mFragmentShader(fragmentShader)
+{
+}
+
+int ProgramD3DMetadata::getRendererMajorShaderModel() const
+{
+ return mRendererMajorShaderModel;
+}
+
+bool ProgramD3DMetadata::usesBroadcast(const gl::Data &data) const
+{
+ return (mFragmentShader->usesFragColor() && data.clientVersion < 3);
+}
+
+bool ProgramD3DMetadata::usesFragDepth(const gl::Program::Data &programData) const
+{
+ return mFragmentShader->usesFragDepth();
+}
+
+bool ProgramD3DMetadata::usesPointCoord() const
+{
+ return mFragmentShader->usesPointCoord();
+}
+
+bool ProgramD3DMetadata::usesFragCoord() const
+{
+ return mFragmentShader->usesFragCoord();
+}
+
+bool ProgramD3DMetadata::usesPointSize() const
+{
+ return mVertexShader->usesPointSize();
+}
+
+bool ProgramD3DMetadata::usesInsertedPointCoordValue() const
+{
+ return !usesPointSize() && usesPointCoord() && mRendererMajorShaderModel >= 4;
+}
+
+bool ProgramD3DMetadata::usesViewScale() const
+{
+ return mUsesViewScale;
+}
+
+bool ProgramD3DMetadata::addsPointCoordToVertexShader() const
+{
+ // 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.
+ return (mUsesInstancedPointSpriteEmulation && usesPointCoord()) ||
+ usesInsertedPointCoordValue();
+}
+
+bool ProgramD3DMetadata::usesTransformFeedbackGLPosition() const
+{
+ // 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.
+ return !(mRendererMajorShaderModel >= 4 && mShaderModelSuffix != "");
+}
+
+bool ProgramD3DMetadata::usesSystemValuePointSize() const
+{
+ return !mUsesInstancedPointSpriteEmulation && usesPointSize();
+}
+
+bool ProgramD3DMetadata::usesMultipleFragmentOuts() const
+{
+ return mFragmentShader->usesMultipleRenderTargets();
+}
+
+GLint ProgramD3DMetadata::getMajorShaderVersion() const
+{
+ return mVertexShader->getData().getShaderVersion();
+}
+
+const ShaderD3D *ProgramD3DMetadata::getFragmentShader() const
+{
+ return mFragmentShader;
+}
+
+// ProgramD3D Implementation
+
+ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout,
+ const Signature &signature,
+ ShaderExecutableD3D *shaderExecutable)
+ : mInputs(inputLayout), mSignature(signature), mShaderExecutable(shaderExecutable)
+{
}
ProgramD3D::VertexExecutable::~VertexExecutable()
@@ -143,22 +508,46 @@ ProgramD3D::VertexExecutable::~VertexExecutable()
SafeDelete(mShaderExecutable);
}
-bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const
+// static
+void ProgramD3D::VertexExecutable::getSignature(RendererD3D *renderer,
+ const gl::InputLayout &inputLayout,
+ Signature *signatureOut)
{
- for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
+ signatureOut->resize(inputLayout.size());
+
+ for (size_t index = 0; index < inputLayout.size(); ++index)
{
- if (mSignature[attributeIndex] != signature[attributeIndex])
+ gl::VertexFormatType vertexFormatType = inputLayout[index];
+ bool converted = false;
+ if (vertexFormatType != gl::VERTEX_FORMAT_INVALID)
{
- return false;
+ VertexConversionType conversionType =
+ renderer->getVertexConversionType(vertexFormatType);
+ converted = ((conversionType & VERTEX_CONVERT_GPU) != 0);
}
+
+ (*signatureOut)[index] = converted;
+ }
+}
+
+bool ProgramD3D::VertexExecutable::matchesSignature(const Signature &signature) const
+{
+ size_t limit = std::max(mSignature.size(), signature.size());
+ for (size_t index = 0; index < limit; ++index)
+ {
+ // treat undefined indexes as 'not converted'
+ bool a = index < signature.size() ? signature[index] : false;
+ bool b = index < mSignature.size() ? mSignature[index] : false;
+ if (a != b)
+ return false;
}
return true;
}
-ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable)
- : mOutputSignature(outputSignature),
- mShaderExecutable(shaderExecutable)
+ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature,
+ ShaderExecutableD3D *shaderExecutable)
+ : mOutputSignature(outputSignature), mShaderExecutable(shaderExecutable)
{
}
@@ -173,19 +562,18 @@ ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureTy
unsigned int ProgramD3D::mCurrentSerial = 1;
-ProgramD3D::ProgramD3D(RendererD3D *renderer)
- : ProgramImpl(),
+ProgramD3D::ProgramD3D(const gl::Program::Data &data, RendererD3D *renderer)
+ : ProgramImpl(data),
mRenderer(renderer),
mDynamicHLSL(NULL),
- mGeometryExecutable(NULL),
+ mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX, nullptr),
mUsesPointSize(false),
+ mUsesFlatInterpolation(false),
mVertexUniformStorage(NULL),
mFragmentUniformStorage(NULL),
mUsedVertexSamplerRange(0),
mUsedPixelSamplerRange(0),
mDirtySamplerMapping(true),
- mTextureUnitTypesCache(renderer->getRendererCaps().maxCombinedTextureImageUnits),
- mShaderVersion(100),
mSerial(issueSerial())
{
mDynamicHLSL = new DynamicHLSL(renderer);
@@ -202,8 +590,13 @@ bool ProgramD3D::usesPointSpriteEmulation() const
return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
}
-bool ProgramD3D::usesGeometryShader() const
+bool ProgramD3D::usesGeometryShader(GLenum drawMode) const
{
+ if (drawMode != GL_POINTS)
+ {
+ return mUsesFlatInterpolation;
+ }
+
return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
}
@@ -212,30 +605,34 @@ bool ProgramD3D::usesInstancedPointSpriteEmulation() const
return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
}
-GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
+GLint ProgramD3D::getSamplerMapping(gl::SamplerType type,
+ unsigned int samplerIndex,
+ const gl::Caps &caps) const
{
GLint logicalTextureUnit = -1;
switch (type)
{
- case gl::SAMPLER_PIXEL:
- ASSERT(samplerIndex < caps.maxTextureImageUnits);
- if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
- }
- break;
- case gl::SAMPLER_VERTEX:
- ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
- if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
- }
- break;
- default: UNREACHABLE();
+ case gl::SAMPLER_PIXEL:
+ ASSERT(samplerIndex < caps.maxTextureImageUnits);
+ if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ case gl::SAMPLER_VERTEX:
+ ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
+ if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ default:
+ UNREACHABLE();
}
- if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
+ if (logicalTextureUnit >= 0 &&
+ logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
{
return logicalTextureUnit;
}
@@ -249,15 +646,16 @@ GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samp
{
switch (type)
{
- case gl::SAMPLER_PIXEL:
- ASSERT(samplerIndex < mSamplersPS.size());
- ASSERT(mSamplersPS[samplerIndex].active);
- return mSamplersPS[samplerIndex].textureType;
- case gl::SAMPLER_VERTEX:
- ASSERT(samplerIndex < mSamplersVS.size());
- ASSERT(mSamplersVS[samplerIndex].active);
- return mSamplersVS[samplerIndex].textureType;
- default: UNREACHABLE();
+ case gl::SAMPLER_PIXEL:
+ ASSERT(samplerIndex < mSamplersPS.size());
+ ASSERT(mSamplersPS[samplerIndex].active);
+ return mSamplersPS[samplerIndex].textureType;
+ case gl::SAMPLER_VERTEX:
+ ASSERT(samplerIndex < mSamplersVS.size());
+ ASSERT(mSamplersVS[samplerIndex].active);
+ return mSamplersVS[samplerIndex].textureType;
+ default:
+ UNREACHABLE();
}
return GL_TEXTURE_2D;
@@ -267,13 +665,13 @@ GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
{
switch (type)
{
- case gl::SAMPLER_PIXEL:
- return mUsedPixelSamplerRange;
- case gl::SAMPLER_VERTEX:
- return mUsedVertexSamplerRange;
- default:
- UNREACHABLE();
- return 0;
+ case gl::SAMPLER_PIXEL:
+ return mUsedPixelSamplerRange;
+ case gl::SAMPLER_VERTEX:
+ return mUsedVertexSamplerRange;
+ default:
+ UNREACHABLE();
+ return 0;
}
}
@@ -287,145 +685,78 @@ void ProgramD3D::updateSamplerMapping()
mDirtySamplerMapping = false;
// Retrieve sampler uniform values
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ for (const D3DUniform *d3dUniform : mD3DUniforms)
{
- gl::LinkedUniform *targetUniform = mUniforms[uniformIndex];
-
- if (targetUniform->dirty)
- {
- if (gl::IsSamplerType(targetUniform->type))
- {
- int count = targetUniform->elementCount();
- GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
-
- if (targetUniform->isReferencedByFragmentShader())
- {
- unsigned int firstIndex = targetUniform->psRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < mSamplersPS.size())
- {
- ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
- }
- }
- }
-
- if (targetUniform->isReferencedByVertexShader())
- {
- unsigned int firstIndex = targetUniform->vsRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < mSamplersVS.size())
- {
- ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
- }
- }
- }
- }
- }
- }
-}
+ if (!d3dUniform->dirty)
+ continue;
-bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
-{
- // if any two active samplers in a program are of different types, but refer to the same
- // texture image unit, and this is the current program, then ValidateProgram will fail, and
- // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
- updateSamplerMapping();
+ if (!d3dUniform->isSampler())
+ continue;
- std::fill(mTextureUnitTypesCache.begin(), mTextureUnitTypesCache.end(), GL_NONE);
+ int count = d3dUniform->elementCount();
+ const GLint(*v)[4] = reinterpret_cast<const GLint(*)[4]>(d3dUniform->data);
- for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
- {
- if (mSamplersPS[i].active)
+ if (d3dUniform->isReferencedByFragmentShader())
{
- unsigned int unit = mSamplersPS[i].logicalTextureUnit;
+ unsigned int firstIndex = d3dUniform->psRegisterIndex;
- if (unit >= caps.maxCombinedTextureImageUnits)
+ for (int i = 0; i < count; i++)
{
- if (infoLog)
- {
- infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, caps.maxCombinedTextureImageUnits);
- }
+ unsigned int samplerIndex = firstIndex + i;
- return false;
- }
-
- if (mTextureUnitTypesCache[unit] != GL_NONE)
- {
- if (mSamplersPS[i].textureType != mTextureUnitTypesCache[unit])
+ if (samplerIndex < mSamplersPS.size())
{
- if (infoLog)
- {
- infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
-
- return false;
+ ASSERT(mSamplersPS[samplerIndex].active);
+ mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
}
}
- else
- {
- mTextureUnitTypesCache[unit] = mSamplersPS[i].textureType;
- }
}
- }
- for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
- {
- if (mSamplersVS[i].active)
+ if (d3dUniform->isReferencedByVertexShader())
{
- unsigned int unit = mSamplersVS[i].logicalTextureUnit;
+ unsigned int firstIndex = d3dUniform->vsRegisterIndex;
- if (unit >= caps.maxCombinedTextureImageUnits)
+ for (int i = 0; i < count; i++)
{
- if (infoLog)
- {
- infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, caps.maxCombinedTextureImageUnits);
- }
-
- return false;
- }
+ unsigned int samplerIndex = firstIndex + i;
- if (mTextureUnitTypesCache[unit] != GL_NONE)
- {
- if (mSamplersVS[i].textureType != mTextureUnitTypesCache[unit])
+ if (samplerIndex < mSamplersVS.size())
{
- if (infoLog)
- {
- infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
-
- return false;
+ ASSERT(mSamplersVS[samplerIndex].active);
+ mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
}
}
- else
- {
- mTextureUnitTypesCache[unit] = mSamplersVS[i].textureType;
- }
}
}
-
- return true;
}
LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
{
+ reset();
+
+ DeviceIdentifier binaryDeviceIdentifier = {0};
+ stream->readBytes(reinterpret_cast<unsigned char *>(&binaryDeviceIdentifier),
+ sizeof(DeviceIdentifier));
+
+ DeviceIdentifier identifier = mRenderer->getAdapterIdentifier();
+ if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
+ {
+ infoLog << "Invalid program binary, device configuration has changed.";
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
int compileFlags = stream->readInt<int>();
if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
{
- infoLog.append("Mismatched compilation flags.");
+ infoLog << "Mismatched compilation flags.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- stream->readInt(&mShaderVersion);
+ // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
+ for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ {
+ stream->readInt(&mSemanticIndexes[i]);
+ }
const unsigned int psSamplerCount = stream->readInt<unsigned int>();
for (unsigned int i = 0; i < psSamplerCount; ++i)
@@ -452,105 +783,69 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
const unsigned int uniformCount = stream->readInt<unsigned int>();
if (stream->error())
{
- infoLog.append("Invalid program binary.");
+ infoLog << "Invalid program binary.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- mUniforms.resize(uniformCount);
+ const auto &linkedUniforms = mData.getUniforms();
+ ASSERT(mD3DUniforms.empty());
for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
{
- GLenum type = stream->readInt<GLenum>();
- GLenum precision = stream->readInt<GLenum>();
- std::string name = stream->readString();
- unsigned int arraySize = stream->readInt<unsigned int>();
- int blockIndex = stream->readInt<int>();
-
- int offset = stream->readInt<int>();
- int arrayStride = stream->readInt<int>();
- int matrixStride = stream->readInt<int>();
- bool isRowMajorMatrix = stream->readBool();
-
- const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
-
- gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
-
- stream->readInt(&uniform->psRegisterIndex);
- stream->readInt(&uniform->vsRegisterIndex);
- stream->readInt(&uniform->registerCount);
- stream->readInt(&uniform->registerElement);
+ const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex];
- mUniforms[uniformIndex] = uniform;
- }
+ D3DUniform *d3dUniform =
+ new D3DUniform(linkedUniform.type, linkedUniform.name, linkedUniform.arraySize,
+ linkedUniform.isInDefaultBlock());
+ stream->readInt(&d3dUniform->psRegisterIndex);
+ stream->readInt(&d3dUniform->vsRegisterIndex);
+ stream->readInt(&d3dUniform->registerCount);
+ stream->readInt(&d3dUniform->registerElement);
- const unsigned int uniformIndexCount = stream->readInt<unsigned int>();
- if (stream->error())
- {
- infoLog.append("Invalid program binary.");
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
-
- mUniformIndex.resize(uniformIndexCount);
- for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
- {
- stream->readString(&mUniformIndex[uniformIndexIndex].name);
- stream->readInt(&mUniformIndex[uniformIndexIndex].element);
- stream->readInt(&mUniformIndex[uniformIndexIndex].index);
+ mD3DUniforms.push_back(d3dUniform);
}
- unsigned int uniformBlockCount = stream->readInt<unsigned int>();
+ const unsigned int blockCount = stream->readInt<unsigned int>();
if (stream->error())
{
- infoLog.append("Invalid program binary.");
+ infoLog << "Invalid program binary.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- mUniformBlocks.resize(uniformBlockCount);
- for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
+ ASSERT(mD3DUniformBlocks.empty());
+ for (unsigned int blockIndex = 0; blockIndex < blockCount; ++blockIndex)
{
- std::string name = stream->readString();
- unsigned int elementIndex = stream->readInt<unsigned int>();
- unsigned int dataSize = stream->readInt<unsigned int>();
-
- gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize);
-
- stream->readInt(&uniformBlock->psRegisterIndex);
- stream->readInt(&uniformBlock->vsRegisterIndex);
-
- unsigned int numMembers = stream->readInt<unsigned int>();
- uniformBlock->memberUniformIndexes.resize(numMembers);
- for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
- {
- stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
- }
-
- mUniformBlocks[uniformBlockIndex] = uniformBlock;
+ D3DUniformBlock uniformBlock;
+ stream->readInt(&uniformBlock.psRegisterIndex);
+ stream->readInt(&uniformBlock.vsRegisterIndex);
+ mD3DUniformBlocks.push_back(uniformBlock);
}
- stream->readInt(&mTransformFeedbackBufferMode);
- const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>();
- mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount);
- for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++)
+ const unsigned int streamOutVaryingCount = stream->readInt<unsigned int>();
+ mStreamOutVaryings.resize(streamOutVaryingCount);
+ for (unsigned int varyingIndex = 0; varyingIndex < streamOutVaryingCount; ++varyingIndex)
{
- gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex];
+ D3DVarying *varying = &mStreamOutVaryings[varyingIndex];
- stream->readString(&varying.name);
- stream->readInt(&varying.type);
- stream->readInt(&varying.size);
- stream->readString(&varying.semanticName);
- stream->readInt(&varying.semanticIndex);
- stream->readInt(&varying.semanticIndexCount);
+ stream->readString(&varying->semanticName);
+ stream->readInt(&varying->semanticIndex);
+ stream->readInt(&varying->componentCount);
+ stream->readInt(&varying->outputSlot);
}
stream->readString(&mVertexHLSL);
- stream->readBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->readBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds),
+ sizeof(D3DCompilerWorkarounds));
stream->readString(&mPixelHLSL);
- stream->readBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->readBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
+ sizeof(D3DCompilerWorkarounds));
stream->readBool(&mUsesFragDepth);
stream->readBool(&mUsesPointSize);
+ stream->readBool(&mUsesFlatInterpolation);
const size_t pixelShaderKeySize = stream->readInt<unsigned int>();
mPixelShaderKey.resize(pixelShaderKeySize);
- for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++)
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize;
+ pixelShaderKeyIndex++)
{
stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
@@ -558,31 +853,30 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
}
- const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data());
+ stream->readString(&mGeometryShaderPreamble);
+
+ const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data());
const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
- for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
+ for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount;
+ vertexShaderIndex++)
{
- gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
+ size_t inputLayoutSize = stream->readInt<size_t>();
+ gl::InputLayout inputLayout(inputLayoutSize, gl::VERTEX_FORMAT_INVALID);
- for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
+ for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++)
{
- gl::VertexFormat *vertexInput = &inputLayout[inputIndex];
- stream->readInt(&vertexInput->mType);
- stream->readInt(&vertexInput->mNormalized);
- stream->readInt(&vertexInput->mComponents);
- stream->readBool(&vertexInput->mPureInteger);
+ inputLayout[inputIndex] = stream->readInt<gl::VertexFormatType>();
}
- unsigned int vertexShaderSize = stream->readInt<unsigned int>();
+ unsigned int vertexShaderSize = stream->readInt<unsigned int>();
const unsigned char *vertexShaderFunction = binary + stream->offset();
- ShaderExecutableD3D *shaderExecutable = NULL;
- gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
- SHADER_VERTEX,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- &shaderExecutable);
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ gl::Error error = mRenderer->loadExecutable(
+ vertexShaderFunction, vertexShaderSize, SHADER_VERTEX, mStreamOutVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -590,16 +884,17 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (!shaderExecutable)
{
- infoLog.append("Could not create vertex shader.");
+ infoLog << "Could not create vertex shader.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
// generated converted input layout
- GLenum signature[gl::MAX_VERTEX_ATTRIBS];
- getInputLayoutSignature(inputLayout, signature);
+ VertexExecutable::Signature signature;
+ VertexExecutable::getSignature(mRenderer, inputLayout, &signature);
// add new binary
- mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable));
+ mVertexExecutables.push_back(
+ new VertexExecutable(inputLayout, signature, shaderExecutable));
stream->skip(vertexShaderSize);
}
@@ -614,13 +909,13 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
stream->readInt(&outputs[outputIndex]);
}
- const size_t pixelShaderSize = stream->readInt<unsigned int>();
+ const size_t pixelShaderSize = stream->readInt<unsigned int>();
const unsigned char *pixelShaderFunction = binary + stream->offset();
- ShaderExecutableD3D *shaderExecutable = NULL;
- gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- &shaderExecutable);
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ gl::Error error = mRenderer->loadExecutable(
+ pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, mStreamOutVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -628,7 +923,7 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (!shaderExecutable)
{
- infoLog.append("Could not create pixel shader.");
+ infoLog << "Could not create pixel shader.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
@@ -638,38 +933,35 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
stream->skip(pixelShaderSize);
}
- unsigned int geometryShaderSize = stream->readInt<unsigned int>();
-
- if (geometryShaderSize > 0)
+ for (unsigned int geometryExeIndex = 0; geometryExeIndex < gl::PRIMITIVE_TYPE_MAX;
+ ++geometryExeIndex)
{
+ unsigned int geometryShaderSize = stream->readInt<unsigned int>();
+ if (geometryShaderSize == 0)
+ {
+ mGeometryExecutables[geometryExeIndex] = nullptr;
+ continue;
+ }
+
const unsigned char *geometryShaderFunction = binary + stream->offset();
- gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- &mGeometryExecutable);
+ bool splitAttribs = (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
+
+ gl::Error error = mRenderer->loadExecutable(
+ geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY, mStreamOutVaryings,
+ splitAttribs, &mGeometryExecutables[geometryExeIndex]);
if (error.isError())
{
return LinkResult(false, error);
}
- if (!mGeometryExecutable)
+ if (!mGeometryExecutables[geometryExeIndex])
{
- infoLog.append("Could not create geometry shader.");
+ infoLog << "Could not create geometry shader.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
stream->skip(geometryShaderSize);
}
- GUID binaryIdentifier = {0};
- stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
-
- GUID identifier = mRenderer->getAdapterIdentifier();
- if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0)
- {
- infoLog.append("Invalid program binary.");
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
-
initializeUniformStorage();
initAttributesByLayout();
@@ -678,9 +970,20 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
{
+ // Output the DeviceIdentifier before we output any shader code
+ // When we load the binary again later, we can validate the device identifier before trying to
+ // compile any HLSL
+ DeviceIdentifier binaryIdentifier = mRenderer->getAdapterIdentifier();
+ stream->writeBytes(reinterpret_cast<unsigned char *>(&binaryIdentifier),
+ sizeof(DeviceIdentifier));
+
stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
- stream->writeInt(mShaderVersion);
+ // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
+ for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ {
+ stream->writeInt(mSemanticIndexes[i]);
+ }
stream->writeInt(mSamplersPS.size());
for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
@@ -701,79 +1004,46 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeInt(mUsedVertexSamplerRange);
stream->writeInt(mUsedPixelSamplerRange);
- stream->writeInt(mUniforms.size());
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
+ stream->writeInt(mD3DUniforms.size());
+ for (const D3DUniform *uniform : mD3DUniforms)
{
- const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
-
- stream->writeInt(uniform.type);
- stream->writeInt(uniform.precision);
- stream->writeString(uniform.name);
- stream->writeInt(uniform.arraySize);
- stream->writeInt(uniform.blockIndex);
-
- stream->writeInt(uniform.blockInfo.offset);
- stream->writeInt(uniform.blockInfo.arrayStride);
- stream->writeInt(uniform.blockInfo.matrixStride);
- stream->writeInt(uniform.blockInfo.isRowMajorMatrix);
-
- stream->writeInt(uniform.psRegisterIndex);
- stream->writeInt(uniform.vsRegisterIndex);
- stream->writeInt(uniform.registerCount);
- stream->writeInt(uniform.registerElement);
+ // Type, name and arraySize are redundant, so aren't stored in the binary.
+ stream->writeInt(uniform->psRegisterIndex);
+ stream->writeInt(uniform->vsRegisterIndex);
+ stream->writeInt(uniform->registerCount);
+ stream->writeInt(uniform->registerElement);
}
- stream->writeInt(mUniformIndex.size());
- for (size_t i = 0; i < mUniformIndex.size(); ++i)
+ stream->writeInt(mD3DUniformBlocks.size());
+ for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks)
{
- stream->writeString(mUniformIndex[i].name);
- stream->writeInt(mUniformIndex[i].element);
- stream->writeInt(mUniformIndex[i].index);
- }
-
- stream->writeInt(mUniformBlocks.size());
- for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
- {
- const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
-
- stream->writeString(uniformBlock.name);
- stream->writeInt(uniformBlock.elementIndex);
- stream->writeInt(uniformBlock.dataSize);
-
- stream->writeInt(uniformBlock.memberUniformIndexes.size());
- for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
- {
- stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
- }
-
stream->writeInt(uniformBlock.psRegisterIndex);
stream->writeInt(uniformBlock.vsRegisterIndex);
}
- stream->writeInt(mTransformFeedbackBufferMode);
- stream->writeInt(mTransformFeedbackLinkedVaryings.size());
- for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
+ stream->writeInt(mStreamOutVaryings.size());
+ for (const auto &varying : mStreamOutVaryings)
{
- const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i];
-
- stream->writeString(varying.name);
- stream->writeInt(varying.type);
- stream->writeInt(varying.size);
stream->writeString(varying.semanticName);
stream->writeInt(varying.semanticIndex);
- stream->writeInt(varying.semanticIndexCount);
+ stream->writeInt(varying.componentCount);
+ stream->writeInt(varying.outputSlot);
}
stream->writeString(mVertexHLSL);
- stream->writeBytes(reinterpret_cast<unsigned char*>(&mVertexWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->writeBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds),
+ sizeof(D3DCompilerWorkarounds));
stream->writeString(mPixelHLSL);
- stream->writeBytes(reinterpret_cast<unsigned char*>(&mPixelWorkarounds), sizeof(D3DCompilerWorkarounds));
+ stream->writeBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
+ sizeof(D3DCompilerWorkarounds));
stream->writeInt(mUsesFragDepth);
stream->writeInt(mUsesPointSize);
+ stream->writeInt(mUsesFlatInterpolation);
const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
stream->writeInt(pixelShaderKey.size());
- for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++)
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size();
+ pixelShaderKeyIndex++)
{
const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
stream->writeInt(variable.type);
@@ -782,18 +1052,20 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeInt(variable.outputIndex);
}
+ stream->writeString(mGeometryShaderPreamble);
+
stream->writeInt(mVertexExecutables.size());
- for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++)
+ for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size();
+ vertexExecutableIndex++)
{
VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex];
- for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
+ const auto &inputLayout = vertexExecutable->inputs();
+ stream->writeInt(inputLayout.size());
+
+ for (size_t inputIndex = 0; inputIndex < inputLayout.size(); inputIndex++)
{
- const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex];
- stream->writeInt(vertexInput.mType);
- stream->writeInt(vertexInput.mNormalized);
- stream->writeInt(vertexInput.mComponents);
- stream->writeInt(vertexInput.mPureInteger);
+ stream->writeInt(inputLayout[inputIndex]);
}
size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
@@ -804,7 +1076,8 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
}
stream->writeInt(mPixelExecutables.size());
- for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++)
+ for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size();
+ pixelExecutableIndex++)
{
PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex];
@@ -822,27 +1095,33 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeBytes(pixelBlob, pixelShaderSize);
}
- size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
- stream->writeInt(geometryShaderSize);
-
- if (mGeometryExecutable != NULL && geometryShaderSize > 0)
+ for (const ShaderExecutableD3D *geometryExe : mGeometryExecutables)
{
- const uint8_t *geometryBlob = mGeometryExecutable->getFunction();
- stream->writeBytes(geometryBlob, geometryShaderSize);
- }
+ if (geometryExe == nullptr)
+ {
+ stream->writeInt(0);
+ continue;
+ }
- GUID binaryIdentifier = mRenderer->getAdapterIdentifier();
- stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
+ size_t geometryShaderSize = geometryExe->getLength();
+ stream->writeInt(geometryShaderSize);
+ stream->writeBytes(geometryExe->getFunction(), geometryShaderSize);
+ }
return gl::Error(GL_NO_ERROR);
}
-gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExecutable)
+void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */)
+{
+}
+
+gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo,
+ ShaderExecutableD3D **outExecutable)
{
mPixelShaderOutputFormatCache.clear();
const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo);
- const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender(mRenderer->getWorkarounds());
+ const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender();
for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{
@@ -850,7 +1129,9 @@ gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fb
if (colorbuffer)
{
- mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding());
+ mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK
+ ? GL_COLOR_ATTACHMENT0
+ : colorbuffer->getBinding());
}
else
{
@@ -874,8 +1155,8 @@ gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum
}
}
- std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth,
- outputSignature);
+ std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(
+ mPixelHLSL, mPixelShaderKey, mUsesFragDepth, outputSignature);
// Generate new pixel executable
ShaderExecutableD3D *pixelExecutable = NULL;
@@ -883,10 +1164,10 @@ gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalPixelHLSL, SHADER_PIXEL,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- mPixelWorkarounds, &pixelExecutable);
+ gl::Error error = mRenderer->compileToExecutable(
+ *currentInfoLog, finalPixelHLSL, SHADER_PIXEL, mStreamOutVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds,
+ &pixelExecutable);
if (error.isError())
{
return error;
@@ -899,7 +1180,7 @@ gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum
else if (!infoLog)
{
std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
- tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
+ tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]);
ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]);
}
@@ -907,16 +1188,15 @@ gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum
return gl::Error(GL_NO_ERROR);
}
-gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout,
ShaderExecutableD3D **outExectuable,
gl::InfoLog *infoLog)
{
- GLenum signature[gl::MAX_VERTEX_ATTRIBS];
- getInputLayoutSignature(inputLayout, signature);
+ VertexExecutable::getSignature(mRenderer, inputLayout, &mCachedVertexSignature);
for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
{
- if (mVertexExecutables[executableIndex]->matchesSignature(signature))
+ if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature))
{
*outExectuable = mVertexExecutables[executableIndex]->shaderExecutable();
return gl::Error(GL_NO_ERROR);
@@ -924,7 +1204,8 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat i
}
// Generate new dynamic layout with attribute conversions
- std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, mShaderAttributes);
+ std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
+ mVertexHLSL, inputLayout, mData.getAttributes());
// Generate new vertex executable
ShaderExecutableD3D *vertexExecutable = NULL;
@@ -932,10 +1213,10 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat i
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalVertexHLSL, SHADER_VERTEX,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- mVertexWorkarounds, &vertexExecutable);
+ gl::Error error = mRenderer->compileToExecutable(
+ *currentInfoLog, finalVertexHLSL, SHADER_VERTEX, mStreamOutVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds,
+ &vertexExecutable);
if (error.isError())
{
return error;
@@ -943,12 +1224,13 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat i
if (vertexExecutable)
{
- mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable));
+ mVertexExecutables.push_back(
+ new VertexExecutable(inputLayout, mCachedVertexSignature, vertexExecutable));
}
else if (!infoLog)
{
std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
- tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
+ tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]);
ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
}
@@ -956,50 +1238,96 @@ gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat i
return gl::Error(GL_NO_ERROR);
}
-LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
- int registers)
+gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data,
+ GLenum drawMode,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog)
{
- ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
- ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
+ if (outExecutable)
+ {
+ *outExecutable = nullptr;
+ }
+
+ // Return a null shader if the current rendering doesn't use a geometry shader
+ if (!usesGeometryShader(drawMode))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
+
+ if (mGeometryExecutables[geometryShaderType] != nullptr)
+ {
+ if (outExecutable)
+ {
+ *outExecutable = mGeometryExecutables[geometryShaderType];
+ }
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
+ geometryShaderType, data, mData, mRenderer->presentPathFastEnabled(),
+ mGeometryShaderPreamble);
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ gl::Error error = mRenderer->compileToExecutable(
+ *currentInfoLog, geometryHLSL, SHADER_GEOMETRY, mStreamOutVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), D3DCompilerWorkarounds(),
+ &mGeometryExecutables[geometryShaderType]);
+
+ if (!infoLog && error.isError())
+ {
+ std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
+ tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]);
+ ERR("Error compiling dynamic geometry executable:\n%s\n", &tempCharBuffer[0]);
+ }
+
+ if (outExecutable)
+ {
+ *outExecutable = mGeometryExecutables[geometryShaderType];
+ }
+ return error;
+}
- gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
- GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
+LinkResult ProgramD3D::compileProgramExecutables(const gl::Data &data, gl::InfoLog &infoLog)
+{
+ const gl::InputLayout &defaultInputLayout =
+ GetDefaultInputLayoutFromShader(mData.getAttachedVertexShader());
ShaderExecutableD3D *defaultVertexExecutable = NULL;
- gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
+ gl::Error error =
+ getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
if (error.isError())
{
return LinkResult(false, error);
}
- std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
+ std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
ShaderExecutableD3D *defaultPixelExecutable = NULL;
- error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
+ error =
+ getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
if (error.isError())
{
return LinkResult(false, error);
}
- if (usesGeometryShader())
+ // Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11.
+ ShaderExecutableD3D *pointGS = nullptr;
+ if (usesGeometryShader(GL_POINTS))
{
- std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
-
-
- error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- D3DCompilerWorkarounds(), &mGeometryExecutable);
- if (error.isError())
- {
- return LinkResult(false, error);
- }
+ getGeometryExecutableForPrimitiveType(data, GL_POINTS, &pointGS, &infoLog);
}
-#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
- if (usesGeometryShader() && mGeometryExecutable)
+ const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
+
+ if (usesGeometryShader(GL_POINTS) && pointGS)
{
- // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level
- // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch
+ // Geometry shaders are currently only used internally, so there is no corresponding shader
+ // object at the interface level. For now the geometry shader debug info is prepended to
+ // the vertex shader.
vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
- vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
+ vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
}
@@ -1010,200 +1338,316 @@ LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shade
if (defaultPixelExecutable)
{
+ const ShaderD3D *fragmentShaderD3D =
+ GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
}
-#endif
- bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable));
+ bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable &&
+ (!usesGeometryShader(GL_POINTS) || pointGS));
return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
}
-LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog,
- gl::Shader *fragmentShader, gl::Shader *vertexShader,
- const std::vector<std::string> &transformFeedbackVaryings,
- GLenum transformFeedbackBufferMode,
- int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
- std::map<int, gl::VariableLocation> *outputVariables)
+LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog)
{
- ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
- ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
+ reset();
- mSamplersPS.resize(data.caps->maxTextureImageUnits);
- mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
+ // TODO(jmadill): structures containing samplers
+ for (const gl::LinkedUniform &linkedUniform : mData.getUniforms())
+ {
+ if (linkedUniform.isSampler() && linkedUniform.isField())
+ {
+ infoLog << "Structures containing samplers not currently supported in D3D.";
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+ }
- mTransformFeedbackBufferMode = transformFeedbackBufferMode;
+ const gl::Shader *vertexShader = mData.getAttachedVertexShader();
+ const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
- mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
- fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
+ const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
+ const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
+
+ mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
+ mSamplersPS.resize(data.caps->maxTextureImageUnits);
- mVertexHLSL = vertexShaderD3D->getTranslatedSource();
vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
- mShaderVersion = vertexShaderD3D->getShaderVersion();
+ fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
+
+ if (mRenderer->getRendererLimitations().noFrontFacingSupport)
+ {
+ if (fragmentShaderD3D->usesFrontFacing())
+ {
+ infoLog << "The current renderer doesn't support gl_FrontFacing";
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+ }
+
+ std::vector<PackedVarying> packedVaryings =
+ MergeVaryings(*vertexShader, *fragmentShader, mData.getTransformFeedbackVaryingNames());
// Map the varyings to the register file
- VaryingPacking packing = { NULL };
- *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
+ VaryingPacking varyingPacking(data.caps->maxVaryingVectors);
+ if (!varyingPacking.packVaryings(infoLog, packedVaryings,
+ mData.getTransformFeedbackVaryingNames()))
+ {
+ return LinkResult(false, gl::Error(GL_NO_ERROR));
+ }
+
+ ProgramD3DMetadata metadata(mRenderer->getMajorShaderModel(), mRenderer->getShaderModelSuffix(),
+ usesInstancedPointSpriteEmulation(),
+ mRenderer->presentPathFastEnabled(), vertexShaderD3D,
+ fragmentShaderD3D);
- if (*registers < 0)
+ varyingPacking.enableBuiltins(SHADER_VERTEX, metadata);
+ varyingPacking.enableBuiltins(SHADER_PIXEL, metadata);
+
+ if (static_cast<GLuint>(varyingPacking.getRegisterCount()) > data.caps->maxVaryingVectors)
{
+ infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- if (!gl::Program::linkVaryings(infoLog, fragmentShader, vertexShader))
+ // TODO(jmadill): Implement more sophisticated component packing in D3D9.
+ // We can fail here because we use one semantic per GLSL varying. D3D11 can pack varyings
+ // intelligently, but D3D9 assumes one semantic per register.
+ if (mRenderer->getRendererClass() == RENDERER_D3D9 &&
+ varyingPacking.getMaxSemanticIndex() > data.caps->maxVaryingVectors)
{
+ infoLog << "Cannot pack these varyings on D3D9.";
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL, mVertexHLSL,
- fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings,
- linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth))
+ if (!mDynamicHLSL->generateShaderLinkHLSL(data, mData, metadata, varyingPacking, &mPixelHLSL,
+ &mVertexHLSL))
{
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
mUsesPointSize = vertexShaderD3D->usesPointSize();
+ mDynamicHLSL->getPixelShaderOutputKey(data, mData, metadata, &mPixelShaderKey);
+ mUsesFragDepth = metadata.usesFragDepth(mData);
- initAttributesByLayout();
+ // Cache if we use flat shading
+ mUsesFlatInterpolation = false;
+ for (const auto &varying : packedVaryings)
+ {
+ if (varying.interpolation == sh::INTERPOLATION_FLAT)
+ {
+ mUsesFlatInterpolation = true;
+ break;
+ }
+ }
+
+ if (mRenderer->getMajorShaderModel() >= 4)
+ {
+ varyingPacking.enableBuiltins(SHADER_GEOMETRY, metadata);
+ mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(varyingPacking);
+ }
+
+ initSemanticIndex();
+
+ defineUniformsAndAssignRegisters();
+
+ gatherTransformFeedbackVaryings(varyingPacking);
+
+ LinkResult result = compileProgramExecutables(data, infoLog);
+ if (result.error.isError() || !result.linkSuccess)
+ {
+ infoLog << "Failed to create D3D shaders.";
+ return result;
+ }
+
+ initUniformBlockInfo();
return LinkResult(true, gl::Error(GL_NO_ERROR));
}
-void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const
+GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
{
- mDynamicHLSL->getInputLayoutSignature(inputLayout, signature);
+ // TODO(jmadill): Do something useful here?
+ return GL_TRUE;
+}
+
+void ProgramD3D::initUniformBlockInfo()
+{
+ const gl::Shader *vertexShader = mData.getAttachedVertexShader();
+
+ for (const sh::InterfaceBlock &vertexBlock : vertexShader->getInterfaceBlocks())
+ {
+ if (!vertexBlock.staticUse && vertexBlock.layout == sh::BLOCKLAYOUT_PACKED)
+ continue;
+
+ if (mBlockDataSizes.count(vertexBlock.name) > 0)
+ continue;
+
+ size_t dataSize = getUniformBlockInfo(vertexBlock);
+ mBlockDataSizes[vertexBlock.name] = dataSize;
+ }
+
+ const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
+
+ for (const sh::InterfaceBlock &fragmentBlock : fragmentShader->getInterfaceBlocks())
+ {
+ if (!fragmentBlock.staticUse && fragmentBlock.layout == sh::BLOCKLAYOUT_PACKED)
+ continue;
+
+ if (mBlockDataSizes.count(fragmentBlock.name) > 0)
+ continue;
+
+ size_t dataSize = getUniformBlockInfo(fragmentBlock);
+ mBlockDataSizes[fragmentBlock.name] = dataSize;
+ }
+}
+
+void ProgramD3D::assignUniformBlockRegisters()
+{
+ mD3DUniformBlocks.clear();
+
+ // Assign registers and update sizes.
+ const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
+ const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
+
+ for (const gl::UniformBlock &uniformBlock : mData.getUniformBlocks())
+ {
+ unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
+
+ D3DUniformBlock d3dUniformBlock;
+
+ if (uniformBlock.vertexStaticUse)
+ {
+ unsigned int baseRegister =
+ vertexShaderD3D->getInterfaceBlockRegister(uniformBlock.name);
+ d3dUniformBlock.vsRegisterIndex = baseRegister + uniformBlockElement;
+ }
+
+ if (uniformBlock.fragmentStaticUse)
+ {
+ unsigned int baseRegister =
+ fragmentShaderD3D->getInterfaceBlockRegister(uniformBlock.name);
+ d3dUniformBlock.psRegisterIndex = baseRegister + uniformBlockElement;
+ }
+
+ mD3DUniformBlocks.push_back(d3dUniformBlock);
+ }
}
void ProgramD3D::initializeUniformStorage()
{
// Compute total default block size
- unsigned int vertexRegisters = 0;
+ unsigned int vertexRegisters = 0;
unsigned int fragmentRegisters = 0;
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ for (const D3DUniform *d3dUniform : mD3DUniforms)
{
- const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
-
- if (!gl::IsSamplerType(uniform.type))
+ if (!d3dUniform->isSampler())
{
- if (uniform.isReferencedByVertexShader())
+ if (d3dUniform->isReferencedByVertexShader())
{
- vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount);
+ vertexRegisters = std::max(vertexRegisters,
+ d3dUniform->vsRegisterIndex + d3dUniform->registerCount);
}
- if (uniform.isReferencedByFragmentShader())
+ if (d3dUniform->isReferencedByFragmentShader())
{
- fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount);
+ fragmentRegisters = std::max(
+ fragmentRegisters, d3dUniform->psRegisterIndex + d3dUniform->registerCount);
}
}
}
- mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
+ mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
}
-gl::Error ProgramD3D::applyUniforms()
+gl::Error ProgramD3D::applyUniforms(GLenum drawMode)
{
- updateSamplerMapping();
+ ASSERT(!mDirtySamplerMapping);
- gl::Error error = mRenderer->applyUniforms(*this, mUniforms);
+ gl::Error error = mRenderer->applyUniforms(*this, drawMode, mD3DUniforms);
if (error.isError())
{
return error;
}
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ for (D3DUniform *d3dUniform : mD3DUniforms)
{
- mUniforms[uniformIndex]->dirty = false;
+ d3dUniform->dirty = false;
}
return gl::Error(GL_NO_ERROR);
}
-gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
+gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
{
- GLint vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS];
- GLint fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS];
-
- for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ if (mData.getUniformBlocks().empty())
{
- vertexUniformBuffers[registerIndex] = -1;
+ return gl::Error(GL_NO_ERROR);
}
- for (unsigned int registerIndex = 0; registerIndex < gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS; ++registerIndex)
+ // Lazy init.
+ if (mD3DUniformBlocks.empty())
{
- fragmentUniformBuffers[registerIndex] = -1;
+ assignUniformBlockRegisters();
}
+ mVertexUBOCache.clear();
+ mFragmentUBOCache.clear();
+
const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
- for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size();
+ uniformBlockIndex++)
{
- gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
- GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
-
- ASSERT(uniformBlock);
+ const D3DUniformBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex];
+ GLuint blockBinding = mData.getUniformBlockBinding(uniformBlockIndex);
// Unnecessary to apply an unreferenced standard or shared UBO
- if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
+ if (!uniformBlock.vertexStaticUse() && !uniformBlock.fragmentStaticUse())
{
continue;
}
- if (uniformBlock->isReferencedByVertexShader())
+ if (uniformBlock.vertexStaticUse())
{
- unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
- ASSERT(vertexUniformBuffers[registerIndex] == -1);
+ unsigned int registerIndex = uniformBlock.vsRegisterIndex - reservedBuffersInVS;
ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
- vertexUniformBuffers[registerIndex] = blockBinding;
+
+ if (mVertexUBOCache.size() <= registerIndex)
+ {
+ mVertexUBOCache.resize(registerIndex + 1, -1);
+ }
+
+ ASSERT(mVertexUBOCache[registerIndex] == -1);
+ mVertexUBOCache[registerIndex] = blockBinding;
}
- if (uniformBlock->isReferencedByFragmentShader())
+ if (uniformBlock.fragmentStaticUse())
{
- unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
- ASSERT(fragmentUniformBuffers[registerIndex] == -1);
+ unsigned int registerIndex = uniformBlock.psRegisterIndex - reservedBuffersInFS;
ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
- fragmentUniformBuffers[registerIndex] = blockBinding;
- }
- }
- return mRenderer->setUniformBuffers(data, vertexUniformBuffers, fragmentUniformBuffers);
-}
+ if (mFragmentUBOCache.size() <= registerIndex)
+ {
+ mFragmentUBOCache.resize(registerIndex + 1, -1);
+ }
-bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
- unsigned int registerIndex, const gl::Caps &caps)
-{
- if (shader == GL_VERTEX_SHADER)
- {
- uniformBlock->vsRegisterIndex = registerIndex;
- if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks)
- {
- infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks);
- return false;
+ ASSERT(mFragmentUBOCache[registerIndex] == -1);
+ mFragmentUBOCache[registerIndex] = blockBinding;
}
}
- else if (shader == GL_FRAGMENT_SHADER)
- {
- uniformBlock->psRegisterIndex = registerIndex;
- if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks)
- {
- infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks);
- return false;
- }
- }
- else UNREACHABLE();
- return true;
+ return mRenderer->setUniformBuffers(data, mVertexUBOCache, mFragmentUBOCache);
}
void ProgramD3D::dirtyAllUniforms()
{
- unsigned int numUniforms = mUniforms.size();
- for (unsigned int index = 0; index < numUniforms; index++)
+ for (D3DUniform *d3dUniform : mD3DUniforms)
{
- mUniforms[index]->dirty = true;
+ d3dUniform->dirty = true;
}
}
-void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
setUniform(location, count, v, GL_FLOAT);
}
@@ -1223,47 +1667,74 @@ void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
setUniform(location, count, v, GL_FLOAT_VEC4);
}
-void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
}
-void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
}
-void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
}
-void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
}
-void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
}
-void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
}
-void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
}
-void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
}
-void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
+void ProgramD3D::setUniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
{
setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
}
@@ -1308,106 +1779,86 @@ void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
}
-void ProgramD3D::getUniformfv(GLint location, GLfloat *params)
+void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/,
+ GLuint /*uniformBlockBinding*/)
{
- getUniformv(location, params, GL_FLOAT);
}
-void ProgramD3D::getUniformiv(GLint location, GLint *params)
+void ProgramD3D::defineUniformsAndAssignRegisters()
{
- getUniformv(location, params, GL_INT);
-}
-
-void ProgramD3D::getUniformuiv(GLint location, GLuint *params)
-{
- getUniformv(location, params, GL_UNSIGNED_INT);
-}
+ D3DUniformMap uniformMap;
+ const gl::Shader *vertexShader = mData.getAttachedVertexShader();
+ for (const sh::Uniform &vertexUniform : vertexShader->getUniforms())
-bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
- const gl::Caps &caps)
-{
- const ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader.getImplementation());
- const ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader.getImplementation());
-
- const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
- const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
-
- // Check that uniforms defined in the vertex and fragment shaders are identical
- typedef std::map<std::string, const sh::Uniform*> UniformMap;
- UniformMap linkedUniforms;
-
- for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
{
- const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
- linkedUniforms[vertexUniform.name] = &vertexUniform;
- }
-
- for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
- {
- const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
- UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
- if (entry != linkedUniforms.end())
+ if (vertexUniform.staticUse)
{
- const sh::Uniform &vertexUniform = *entry->second;
- const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
- if (!gl::Program::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
- {
- return false;
- }
+ defineUniformBase(vertexShader, vertexUniform, &uniformMap);
}
}
- for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
+ const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
+ for (const sh::Uniform &fragmentUniform : fragmentShader->getUniforms())
{
- const sh::Uniform &uniform = vertexUniforms[uniformIndex];
-
- if (uniform.staticUse)
+ if (fragmentUniform.staticUse)
{
- defineUniformBase(vertexShaderD3D, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
+ defineUniformBase(fragmentShader, fragmentUniform, &uniformMap);
}
}
- for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
+ // Initialize the D3DUniform list to mirror the indexing of the GL layer.
+ for (const gl::LinkedUniform &glUniform : mData.getUniforms())
{
- const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
-
- if (uniform.staticUse)
- {
- defineUniformBase(fragmentShaderD3D, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
- }
- }
+ if (!glUniform.isInDefaultBlock())
+ continue;
- if (!indexUniforms(infoLog, caps))
- {
- return false;
+ auto mapEntry = uniformMap.find(glUniform.name);
+ ASSERT(mapEntry != uniformMap.end());
+ mD3DUniforms.push_back(mapEntry->second);
}
+ assignAllSamplerRegisters();
initializeUniformStorage();
+}
- // special case for gl_DepthRange, the only built-in uniform (also a struct)
- if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
+void ProgramD3D::defineUniformBase(const gl::Shader *shader,
+ const sh::Uniform &uniform,
+ D3DUniformMap *uniformMap)
+{
+ if (uniform.isBuiltIn())
{
- const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
-
- mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo));
- mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo));
- mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo));
+ defineUniform(shader->getType(), uniform, uniform.name, nullptr, uniformMap);
+ return;
}
- return true;
+ const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader);
+
+ unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name);
+ ShShaderOutput outputType = shaderD3D->getCompilerOutputType();
+ sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
+ encoder.skipRegisters(startRegister);
+
+ defineUniform(shader->getType(), uniform, uniform.name, &encoder, uniformMap);
}
-void ProgramD3D::defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister)
+D3DUniform *ProgramD3D::getD3DUniformByName(const std::string &name)
{
- ShShaderOutput outputType = shader->getCompilerOutputType();
- sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
- encoder.skipRegisters(uniformRegister);
+ for (D3DUniform *d3dUniform : mD3DUniforms)
+ {
+ if (d3dUniform->name == name)
+ {
+ return d3dUniform;
+ }
+ }
- defineUniform(shader, uniform, uniform.name, &encoder);
+ return nullptr;
}
-void ProgramD3D::defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform,
- const std::string &fullName, sh::HLSLBlockEncoder *encoder)
+void ProgramD3D::defineUniform(GLenum shaderType,
+ const sh::ShaderVariable &uniform,
+ const std::string &fullName,
+ sh::HLSLBlockEncoder *encoder,
+ D3DUniformMap *uniformMap)
{
if (uniform.isStruct())
{
@@ -1415,50 +1866,62 @@ void ProgramD3D::defineUniform(const ShaderD3D *shader, const sh::ShaderVariable
{
const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
- encoder->enterAggregateType();
+ if (encoder)
+ encoder->enterAggregateType();
for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
{
- const sh::ShaderVariable &field = uniform.fields[fieldIndex];
+ const sh::ShaderVariable &field = uniform.fields[fieldIndex];
const std::string &fieldFullName = (fullName + elementString + "." + field.name);
- defineUniform(shader, field, fieldFullName, encoder);
+ defineUniform(shaderType, field, fieldFullName, encoder, uniformMap);
}
- encoder->exitAggregateType();
+ if (encoder)
+ encoder->exitAggregateType();
}
+ return;
}
- else // Not a struct
+
+ // Not a struct. Arrays are treated as aggregate types.
+ if (uniform.isArray() && encoder)
{
- // Arrays are treated as aggregate types
- if (uniform.isArray())
- {
- encoder->enterAggregateType();
- }
+ encoder->enterAggregateType();
+ }
- gl::LinkedUniform *linkedUniform = getUniformByName(fullName);
+ // Advance the uniform offset, to track registers allocation for structs
+ sh::BlockMemberInfo blockInfo =
+ encoder ? encoder->encodeType(uniform.type, uniform.arraySize, false)
+ : sh::BlockMemberInfo::getDefaultBlockInfo();
- // Advance the uniform offset, to track registers allocation for structs
- sh::BlockMemberInfo blockInfo = encoder->encodeType(uniform.type, uniform.arraySize, false);
+ auto uniformMapEntry = uniformMap->find(fullName);
+ D3DUniform *d3dUniform = nullptr;
- if (!linkedUniform)
- {
- linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
- -1, sh::BlockMemberInfo::getDefaultBlockInfo());
- ASSERT(linkedUniform);
- linkedUniform->registerElement = sh::HLSLBlockEncoder::getBlockRegisterElement(blockInfo);
- mUniforms.push_back(linkedUniform);
- }
+ if (uniformMapEntry != uniformMap->end())
+ {
+ d3dUniform = uniformMapEntry->second;
+ }
+ else
+ {
+ d3dUniform = new D3DUniform(uniform.type, fullName, uniform.arraySize, true);
+ (*uniformMap)[fullName] = d3dUniform;
+ }
- if (shader->getShaderType() == GL_FRAGMENT_SHADER)
+ if (encoder)
+ {
+ d3dUniform->registerElement =
+ static_cast<unsigned int>(sh::HLSLBlockEncoder::getBlockRegisterElement(blockInfo));
+ unsigned int reg =
+ static_cast<unsigned int>(sh::HLSLBlockEncoder::getBlockRegister(blockInfo));
+ if (shaderType == GL_FRAGMENT_SHADER)
{
- linkedUniform->psRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
+ d3dUniform->psRegisterIndex = reg;
}
- else if (shader->getShaderType() == GL_VERTEX_SHADER)
+ else
{
- linkedUniform->vsRegisterIndex = sh::HLSLBlockEncoder::getBlockRegister(blockInfo);
+ ASSERT(shaderType == GL_VERTEX_SHADER);
+ d3dUniform->vsRegisterIndex = reg;
}
- else UNREACHABLE();
// Arrays are treated as aggregate types
if (uniform.isArray())
@@ -1469,34 +1932,24 @@ void ProgramD3D::defineUniform(const ShaderD3D *shader, const sh::ShaderVariable
}
template <typename T>
-static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
-{
- ASSERT(dest != NULL);
- ASSERT(dirtyFlag != NULL);
-
- *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
- *dest = source;
-}
-
-template <typename T>
-void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
+void ProgramD3D::setUniform(GLint location, GLsizei countIn, const T *v, GLenum targetUniformType)
{
- const int components = gl::VariableComponentCount(targetUniformType);
+ const int components = gl::VariableComponentCount(targetUniformType);
const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
- gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+ D3DUniform *targetUniform = getD3DUniformFromLocation(location);
- int elementCount = targetUniform->elementCount();
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+ unsigned int elementCount = targetUniform->elementCount();
+ unsigned int arrayElement = mData.getUniformLocations()[location].element;
+ unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn));
if (targetUniform->type == targetUniformType)
{
- T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
+ T *target = reinterpret_cast<T *>(targetUniform->data) + arrayElement * 4;
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < count; i++)
{
- T *dest = target + (i * 4);
+ T *dest = target + (i * 4);
const T *source = v + (i * components);
for (int c = 0; c < components; c++)
@@ -1511,16 +1964,17 @@ void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum ta
}
else if (targetUniform->type == targetBoolType)
{
- GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+ GLint *boolParams = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < count; i++)
{
- GLint *dest = boolParams + (i * 4);
+ GLint *dest = boolParams + (i * 4);
const T *source = v + (i * components);
for (int c = 0; c < components; c++)
{
- SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
+ SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE,
+ &targetUniform->dirty);
}
for (int c = components; c < 4; c++)
{
@@ -1528,18 +1982,18 @@ void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum ta
}
}
}
- else if (gl::IsSamplerType(targetUniform->type))
+ else if (targetUniform->isSampler())
{
ASSERT(targetUniformType == GL_INT);
- GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
+ GLint *target = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
bool wasDirty = targetUniform->dirty;
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < count; i++)
{
- GLint *dest = target + (i * 4);
- const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
+ GLint *dest = target + (i * 4);
+ const GLint *source = reinterpret_cast<const GLint *>(v) + (i * components);
SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
SetIfDirty(dest + 1, 0, &targetUniform->dirty);
@@ -1552,404 +2006,142 @@ void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum ta
mDirtySamplerMapping = true;
}
}
- else UNREACHABLE();
-}
-
-template<typename T>
-bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
-{
- bool dirty = false;
- int copyWidth = std::min(targetHeight, srcWidth);
- int copyHeight = std::min(targetWidth, srcHeight);
-
- for (int x = 0; x < copyWidth; x++)
- {
- for (int y = 0; y < copyHeight; y++)
- {
- SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
- }
- }
- // clear unfilled right side
- for (int y = 0; y < copyWidth; y++)
- {
- for (int x = copyHeight; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
- }
- // clear unfilled bottom.
- for (int y = copyWidth; y < targetHeight; y++)
- {
- for (int x = 0; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
- }
-
- return dirty;
-}
-
-template<typename T>
-bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
-{
- bool dirty = false;
- int copyWidth = std::min(targetWidth, srcWidth);
- int copyHeight = std::min(targetHeight, srcHeight);
-
- for (int y = 0; y < copyHeight; y++)
- {
- for (int x = 0; x < copyWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
- }
- }
- // clear unfilled right side
- for (int y = 0; y < copyHeight; y++)
- {
- for (int x = copyWidth; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
- }
- // clear unfilled bottom.
- for (int y = copyHeight; y < targetHeight; y++)
- {
- for (int x = 0; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
- }
-
- return dirty;
+ else
+ UNREACHABLE();
}
template <int cols, int rows>
-void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
+void ProgramD3D::setUniformMatrixfv(GLint location,
+ GLsizei countIn,
+ GLboolean transpose,
+ const GLfloat *value,
+ GLenum targetUniformType)
{
- gl::LinkedUniform *targetUniform = getUniformByLocation(location);
+ D3DUniform *targetUniform = getD3DUniformFromLocation(location);
- int elementCount = targetUniform->elementCount();
+ unsigned int elementCount = targetUniform->elementCount();
+ unsigned int arrayElement = mData.getUniformLocations()[location].element;
+ unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn));
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
const unsigned int targetMatrixStride = (4 * rows);
- GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
+ GLfloat *target =
+ (GLfloat *)(targetUniform->data + arrayElement * sizeof(GLfloat) * targetMatrixStride);
- for (int i = 0; i < count; i++)
+ for (unsigned int i = 0; i < count; i++)
{
// Internally store matrices as transposed versions to accomodate HLSL matrix indexing
if (transpose == GL_FALSE)
{
- targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
+ targetUniform->dirty = TransposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) ||
+ targetUniform->dirty;
}
else
{
- targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
+ targetUniform->dirty =
+ ExpandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
}
target += targetMatrixStride;
value += cols * rows;
}
}
-template <typename T>
-void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType)
+size_t ProgramD3D::getUniformBlockInfo(const sh::InterfaceBlock &interfaceBlock)
{
- gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ ASSERT(interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED);
- if (gl::IsMatrixType(targetUniform->type))
- {
- const int rows = gl::VariableRowCount(targetUniform->type);
- const int cols = gl::VariableColumnCount(targetUniform->type);
- transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
- }
- else if (uniformType == gl::VariableComponentType(targetUniform->type))
+ // define member uniforms
+ sh::Std140BlockEncoder std140Encoder;
+ sh::HLSLBlockEncoder hlslEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
+ sh::BlockLayoutEncoder *encoder = nullptr;
+
+ if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
{
- unsigned int size = gl::VariableComponentCount(targetUniform->type);
- memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
- size * sizeof(T));
+ encoder = &std140Encoder;
}
else
{
- unsigned int size = gl::VariableComponentCount(targetUniform->type);
- switch (gl::VariableComponentType(targetUniform->type))
- {
- case GL_BOOL:
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
- }
- }
- break;
-
- case GL_FLOAT:
- {
- GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = static_cast<T>(floatParams[i]);
- }
- }
- break;
-
- case GL_INT:
- {
- GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = static_cast<T>(intParams[i]);
- }
- }
- break;
+ encoder = &hlslEncoder;
+ }
- case GL_UNSIGNED_INT:
- {
- GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
+ GetUniformBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder,
+ interfaceBlock.isRowMajorLayout, &mBlockInfo);
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = static_cast<T>(uintParams[i]);
- }
- }
- break;
-
- default: UNREACHABLE();
- }
- }
+ return encoder->getBlockSize();
}
-template <typename VarT>
-void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
- sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
- bool inRowMajorLayout)
+void ProgramD3D::assignAllSamplerRegisters()
{
- for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
+ for (const D3DUniform *d3dUniform : mD3DUniforms)
{
- const VarT &field = fields[uniformIndex];
- const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
-
- if (field.isStruct())
- {
- bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
-
- for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
- {
- encoder->enterAggregateType();
-
- const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
- defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
-
- encoder->exitAggregateType();
- }
- }
- else
+ if (d3dUniform->isSampler())
{
- bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
-
- sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
-
- gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
- blockIndex, memberInfo);
-
- // add to uniform list, but not index, since uniform block uniforms have no location
- blockUniformIndexes->push_back(mUniforms.size());
- mUniforms.push_back(newUniform);
+ assignSamplerRegisters(d3dUniform);
}
}
}
-bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
- const gl::Caps &caps)
+void ProgramD3D::assignSamplerRegisters(const D3DUniform *d3dUniform)
{
- const ShaderD3D* shaderD3D = ShaderD3D::makeShaderD3D(shader.getImplementation());
+ ASSERT(d3dUniform->isSampler());
+ ASSERT(d3dUniform->vsRegisterIndex != GL_INVALID_INDEX ||
+ d3dUniform->psRegisterIndex != GL_INVALID_INDEX);
- // create uniform block entries if they do not exist
- if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
+ if (d3dUniform->vsRegisterIndex != GL_INVALID_INDEX)
{
- std::vector<unsigned int> blockUniformIndexes;
- const unsigned int blockIndex = mUniformBlocks.size();
-
- // define member uniforms
- sh::BlockLayoutEncoder *encoder = NULL;
-
- if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
- {
- encoder = new sh::Std140BlockEncoder;
- }
- else
- {
- encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
- }
- ASSERT(encoder);
-
- defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
-
- size_t dataSize = encoder->getBlockSize();
-
- // create all the uniform blocks
- if (interfaceBlock.arraySize > 0)
- {
- for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
- {
- gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
- newUniformBlock->memberUniformIndexes = blockUniformIndexes;
- mUniformBlocks.push_back(newUniformBlock);
- }
- }
- else
- {
- gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
- newUniformBlock->memberUniformIndexes = blockUniformIndexes;
- mUniformBlocks.push_back(newUniformBlock);
- }
+ AssignSamplers(d3dUniform->vsRegisterIndex, d3dUniform->type, d3dUniform->arraySize,
+ mSamplersVS, &mUsedVertexSamplerRange);
}
- if (interfaceBlock.staticUse)
+ if (d3dUniform->psRegisterIndex != GL_INVALID_INDEX)
{
- // Assign registers to the uniform blocks
- const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
- const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
- ASSERT(blockIndex != GL_INVALID_INDEX);
- ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
-
- unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
-
- for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
- {
- gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
- ASSERT(uniformBlock->name == interfaceBlock.name);
-
- if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
- interfaceBlockRegister + uniformBlockElement, caps))
- {
- return false;
- }
- }
+ AssignSamplers(d3dUniform->psRegisterIndex, d3dUniform->type, d3dUniform->arraySize,
+ mSamplersPS, &mUsedPixelSamplerRange);
}
-
- return true;
}
-bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex,
- GLenum samplerType,
- unsigned int samplerCount,
- std::vector<Sampler> &outSamplers,
- GLuint *outUsedRange)
+// static
+void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
+ GLenum samplerType,
+ unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers,
+ GLuint *outUsedRange)
{
unsigned int samplerIndex = startSamplerIndex;
do
{
- if (samplerIndex < outSamplers.size())
- {
- Sampler& sampler = outSamplers[samplerIndex];
- sampler.active = true;
- sampler.textureType = GetTextureType(samplerType);
- sampler.logicalTextureUnit = 0;
- *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
- }
- else
- {
- return false;
- }
-
+ ASSERT(samplerIndex < outSamplers.size());
+ Sampler *sampler = &outSamplers[samplerIndex];
+ sampler->active = true;
+ sampler->textureType = gl::SamplerTypeToTextureType(samplerType);
+ sampler->logicalTextureUnit = 0;
+ *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
samplerIndex++;
} while (samplerIndex < startSamplerIndex + samplerCount);
-
- return true;
-}
-
-bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps)
-{
- ASSERT(gl::IsSamplerType(uniform.type));
- ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
-
- if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
- {
- if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
- &mUsedVertexSamplerRange))
- {
- infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).",
- mSamplersVS.size());
- return false;
- }
-
- unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors;
- if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
- {
- infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)",
- caps.maxVertexUniformVectors);
- return false;
- }
- }
-
- if (uniform.psRegisterIndex != GL_INVALID_INDEX)
- {
- if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
- &mUsedPixelSamplerRange))
- {
- infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).",
- mSamplersPS.size());
- return false;
- }
-
- unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors;
- if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
- {
- infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)",
- caps.maxFragmentUniformVectors);
- return false;
- }
- }
-
- return true;
-}
-
-bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps)
-{
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
- {
- const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
-
- if (gl::IsSamplerType(uniform.type))
- {
- if (!indexSamplerUniform(uniform, infoLog, caps))
- {
- return false;
- }
- }
-
- for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++)
- {
- mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex));
- }
- }
-
- return true;
}
void ProgramD3D::reset()
{
- ProgramImpl::reset();
-
SafeDeleteContainer(mVertexExecutables);
SafeDeleteContainer(mPixelExecutables);
- SafeDelete(mGeometryExecutable);
- mTransformFeedbackBufferMode = GL_NONE;
+ for (auto &element : mGeometryExecutables)
+ {
+ SafeDelete(element);
+ }
mVertexHLSL.clear();
- mVertexWorkarounds.reset();
- mShaderVersion = 100;
+ mVertexWorkarounds = D3DCompilerWorkarounds();
mPixelHLSL.clear();
- mPixelWorkarounds.reset();
+ mPixelWorkarounds = D3DCompilerWorkarounds();
mUsesFragDepth = false;
mPixelShaderKey.clear();
mUsesPointSize = false;
+ mUsesFlatInterpolation = false;
+
+ SafeDeleteContainer(mD3DUniforms);
+ mD3DUniformBlocks.clear();
SafeDelete(mVertexUniformStorage);
SafeDelete(mFragmentUniformStorage);
@@ -1958,10 +2150,15 @@ void ProgramD3D::reset()
mSamplersVS.clear();
mUsedVertexSamplerRange = 0;
- mUsedPixelSamplerRange = 0;
- mDirtySamplerMapping = true;
+ mUsedPixelSamplerRange = 0;
+ mDirtySamplerMapping = true;
+ std::fill(mSemanticIndexes, mSemanticIndexes + ArraySize(mSemanticIndexes), -1);
std::fill(mAttributesByLayout, mAttributesByLayout + ArraySize(mAttributesByLayout), -1);
+
+ mStreamOutVaryings.clear();
+
+ mGeometryShaderPreamble.clear();
}
unsigned int ProgramD3D::getSerial() const
@@ -1974,6 +2171,27 @@ unsigned int ProgramD3D::issueSerial()
return mCurrentSerial++;
}
+void ProgramD3D::initSemanticIndex()
+{
+ const gl::Shader *vertexShader = mData.getAttachedVertexShader();
+ ASSERT(vertexShader != nullptr);
+
+ // Init semantic index
+ for (const sh::Attribute &attribute : mData.getAttributes())
+ {
+ int attributeIndex = attribute.location;
+ int index = vertexShader->getSemanticIndex(attribute.name);
+ int regs = gl::VariableRegisterCount(attribute.type);
+
+ for (int reg = 0; reg < regs; ++reg)
+ {
+ mSemanticIndexes[attributeIndex + reg] = index + reg;
+ }
+ }
+
+ initAttributesByLayout();
+}
+
void ProgramD3D::initAttributesByLayout()
{
for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
@@ -1981,25 +2199,142 @@ void ProgramD3D::initAttributesByLayout()
mAttributesByLayout[i] = i;
}
- std::sort(&mAttributesByLayout[0], &mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS], AttributeSorter(mSemanticIndex));
+ std::sort(&mAttributesByLayout[0], &mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS],
+ AttributeSorter(mSemanticIndexes));
}
-void ProgramD3D::sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
- int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const
+void ProgramD3D::sortAttributesByLayout(
+ const std::vector<TranslatedAttribute> &unsortedAttributes,
+ int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
+ const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const
{
- rx::TranslatedAttribute oldTranslatedAttributes[gl::MAX_VERTEX_ATTRIBS];
+ for (size_t attribIndex = 0; attribIndex < unsortedAttributes.size(); ++attribIndex)
+ {
+ int oldIndex = mAttributesByLayout[attribIndex];
+ sortedSemanticIndicesOut[attribIndex] = mSemanticIndexes[oldIndex];
+ sortedAttributesOut[attribIndex] = &unsortedAttributes[oldIndex];
+ }
+}
- for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+void ProgramD3D::updateCachedInputLayout(const gl::State &state)
+{
+ mCachedInputLayout.clear();
+ const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
+
+ for (unsigned int attributeIndex : angle::IterateBitSet(mData.getActiveAttribLocationsMask()))
{
- oldTranslatedAttributes[i] = attributes[i];
+ int semanticIndex = mSemanticIndexes[attributeIndex];
+
+ if (semanticIndex != -1)
+ {
+ if (mCachedInputLayout.size() < static_cast<size_t>(semanticIndex + 1))
+ {
+ mCachedInputLayout.resize(semanticIndex + 1, gl::VERTEX_FORMAT_INVALID);
+ }
+ mCachedInputLayout[semanticIndex] =
+ GetVertexFormatType(vertexAttributes[attributeIndex],
+ state.getVertexAttribCurrentValue(attributeIndex).Type);
+ }
}
+}
- for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+void ProgramD3D::gatherTransformFeedbackVaryings(const VaryingPacking &varyingPacking)
+{
+ const auto &builtins = varyingPacking.builtins(SHADER_VERTEX);
+
+ const std::string &varyingSemantic =
+ GetVaryingSemantic(mRenderer->getMajorShaderModel(), usesPointSize());
+
+ // Gather the linked varyings that are used for transform feedback, they should all exist.
+ mStreamOutVaryings.clear();
+
+ const auto &tfVaryingNames = mData.getTransformFeedbackVaryingNames();
+ for (unsigned int outputSlot = 0; outputSlot < static_cast<unsigned int>(tfVaryingNames.size());
+ ++outputSlot)
+ {
+ const auto &tfVaryingName = tfVaryingNames[outputSlot];
+ if (tfVaryingName == "gl_Position")
+ {
+ if (builtins.glPosition.enabled)
+ {
+ mStreamOutVaryings.push_back(D3DVarying(builtins.glPosition.semantic,
+ builtins.glPosition.index, 4, outputSlot));
+ }
+ }
+ else if (tfVaryingName == "gl_FragCoord")
+ {
+ if (builtins.glFragCoord.enabled)
+ {
+ mStreamOutVaryings.push_back(D3DVarying(builtins.glFragCoord.semantic,
+ builtins.glFragCoord.index, 4, outputSlot));
+ }
+ }
+ else if (tfVaryingName == "gl_PointSize")
+ {
+ if (builtins.glPointSize.enabled)
+ {
+ mStreamOutVaryings.push_back(D3DVarying("PSIZE", 0, 1, outputSlot));
+ }
+ }
+ else
+ {
+ for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
+ {
+ const auto &varying = *registerInfo.packedVarying->varying;
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+ int componentCount = gl::VariableColumnCount(transposedType);
+ ASSERT(!varying.isBuiltIn());
+
+ // Transform feedback for varying structs is underspecified.
+ // See Khronos bug 9856.
+ // TODO(jmadill): Figure out how to be spec-compliant here.
+ if (registerInfo.packedVarying->isStructField() || varying.isStruct())
+ continue;
+
+ // There can be more than one register assigned to a particular varying, and each
+ // register needs its own stream out entry.
+ if (tfVaryingName == varying.name)
+ {
+ mStreamOutVaryings.push_back(D3DVarying(
+ varyingSemantic, registerInfo.semanticIndex, componentCount, outputSlot));
+ }
+ }
+ }
+ }
+}
+
+D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
+{
+ return mD3DUniforms[mData.getUniformLocations()[location].index];
+}
+
+bool ProgramD3D::getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const
+{
+ std::string baseName = blockName;
+ gl::ParseAndStripArrayIndex(&baseName);
+
+ auto sizeIter = mBlockDataSizes.find(baseName);
+ if (sizeIter == mBlockDataSizes.end())
{
- int oldIndex = mAttributesByLayout[i];
- sortedSemanticIndices[i] = mSemanticIndex[oldIndex];
- attributes[i] = oldTranslatedAttributes[oldIndex];
+ *sizeOut = 0;
+ return false;
}
+
+ *sizeOut = sizeIter->second;
+ return true;
}
+bool ProgramD3D::getUniformBlockMemberInfo(const std::string &memberUniformName,
+ sh::BlockMemberInfo *memberInfoOut) const
+{
+ auto infoIter = mBlockInfo.find(memberUniformName);
+ if (infoIter == mBlockInfo.end())
+ {
+ *memberInfoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
+ return false;
+ }
+
+ *memberInfoOut = infoIter->second;
+ return true;
+}
}