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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp2867
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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
deleted file mode 100644
index afc318d9fa..0000000000
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ /dev/null
@@ -1,2867 +0,0 @@
-//
-// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-
-// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
-
-#include "libANGLE/renderer/d3d/ProgramD3D.h"
-
-#include "common/bitset_utils.h"
-#include "common/string_utils.h"
-#include "common/utilities.h"
-#include "libANGLE/Context.h"
-#include "libANGLE/Framebuffer.h"
-#include "libANGLE/FramebufferAttachment.h"
-#include "libANGLE/Program.h"
-#include "libANGLE/ProgramLinkedResources.h"
-#include "libANGLE/Uniform.h"
-#include "libANGLE/VertexArray.h"
-#include "libANGLE/features.h"
-#include "libANGLE/queryconversions.h"
-#include "libANGLE/renderer/ContextImpl.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/VertexDataManager.h"
-
-using namespace angle;
-
-namespace rx
-{
-
-namespace
-{
-
-void GetDefaultInputLayoutFromShader(const gl::Context *context,
- gl::Shader *vertexShader,
- gl::InputLayout *inputLayoutOut)
-{
- inputLayoutOut->clear();
-
- for (const sh::Attribute &shaderAttr : vertexShader->getActiveAttributes(context))
- {
- if (shaderAttr.type != GL_NONE)
- {
- GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
-
- for (size_t rowIndex = 0;
- static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); ++rowIndex)
- {
- 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);
-
- inputLayoutOut->push_back(defaultType);
- }
- }
- }
-}
-
-void GetDefaultOutputLayoutFromShader(
- const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
- std::vector<GLenum> *outputLayoutOut)
-{
- outputLayoutOut->clear();
-
- if (!shaderOutputVars.empty())
- {
- outputLayoutOut->push_back(GL_COLOR_ATTACHMENT0 +
- static_cast<unsigned int>(shaderOutputVars[0].outputIndex));
- }
-}
-
-template <typename T, int cols, int rows>
-bool TransposeExpandMatrix(T *target, const GLfloat *value)
-{
- constexpr int targetWidth = 4;
- constexpr int targetHeight = rows;
- constexpr int srcWidth = rows;
- constexpr int srcHeight = cols;
-
- constexpr int copyWidth = std::min(targetHeight, srcWidth);
- constexpr int copyHeight = std::min(targetWidth, srcHeight);
-
- T staging[targetWidth * targetHeight] = {0};
-
- for (int x = 0; x < copyWidth; x++)
- {
- for (int y = 0; y < copyHeight; y++)
- {
- staging[x * targetWidth + y] = static_cast<T>(value[y * srcWidth + x]);
- }
- }
-
- if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0)
- {
- return false;
- }
-
- memcpy(target, staging, targetWidth * targetHeight * sizeof(T));
- return true;
-}
-
-template <typename T, int cols, int rows>
-bool ExpandMatrix(T *target, const GLfloat *value)
-{
- constexpr int targetWidth = 4;
- constexpr int targetHeight = rows;
- constexpr int srcWidth = cols;
- constexpr int srcHeight = rows;
-
- constexpr int copyWidth = std::min(targetWidth, srcWidth);
- constexpr int copyHeight = std::min(targetHeight, srcHeight);
-
- T staging[targetWidth * targetHeight] = {0};
-
- for (int y = 0; y < copyHeight; y++)
- {
- for (int x = 0; x < copyWidth; x++)
- {
- staging[y * targetWidth + x] = static_cast<T>(value[y * srcWidth + x]);
- }
- }
-
- if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0)
- {
- return false;
- }
-
- memcpy(target, staging, targetWidth * targetHeight * sizeof(T));
- return true;
-}
-
-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;
- }
-}
-
-bool FindFlatInterpolationVarying(const std::vector<sh::Varying> &varyings)
-{
- // Note: this assumes nested structs can only be packed with one interpolation.
- for (const auto &varying : varyings)
- {
- if (varying.interpolation == sh::INTERPOLATION_FLAT)
- {
- return true;
- }
- }
-
- return false;
-}
-
-// Helper method to de-tranpose a matrix uniform for an API query.
-void GetMatrixUniform(GLint columns, GLint rows, GLfloat *dataOut, const GLfloat *source)
-{
- for (GLint col = 0; col < columns; ++col)
- {
- for (GLint row = 0; row < rows; ++row)
- {
- GLfloat *outptr = dataOut + ((col * rows) + row);
- const GLfloat *inptr = source + ((row * 4) + col);
- *outptr = *inptr;
- }
- }
-}
-
-template <typename NonFloatT>
-void GetMatrixUniform(GLint columns, GLint rows, NonFloatT *dataOut, const NonFloatT *source)
-{
- UNREACHABLE();
-}
-
-class UniformBlockInfo final : angle::NonCopyable
-{
- public:
- UniformBlockInfo() {}
-
- void getShaderBlockInfo(const gl::Context *context, gl::Shader *shader);
-
- bool getBlockSize(const std::string &name, const std::string &mappedName, size_t *sizeOut);
- bool getBlockMemberInfo(const std::string &name,
- const std::string &mappedName,
- sh::BlockMemberInfo *infoOut);
-
- private:
- size_t getBlockInfo(const sh::InterfaceBlock &interfaceBlock);
-
- std::map<std::string, size_t> mBlockSizes;
- sh::BlockLayoutMap mBlockLayout;
-};
-
-void UniformBlockInfo::getShaderBlockInfo(const gl::Context *context, gl::Shader *shader)
-{
- for (const sh::InterfaceBlock &interfaceBlock : shader->getUniformBlocks(context))
- {
- if (!interfaceBlock.staticUse && interfaceBlock.layout == sh::BLOCKLAYOUT_PACKED)
- continue;
-
- if (mBlockSizes.count(interfaceBlock.name) > 0)
- continue;
-
- size_t dataSize = getBlockInfo(interfaceBlock);
- mBlockSizes[interfaceBlock.name] = dataSize;
- }
-}
-
-size_t UniformBlockInfo::getBlockInfo(const sh::InterfaceBlock &interfaceBlock)
-{
- ASSERT(interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED);
-
- // define member uniforms
- sh::Std140BlockEncoder std140Encoder;
- sh::HLSLBlockEncoder hlslEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false);
- sh::BlockLayoutEncoder *encoder = nullptr;
-
- if (interfaceBlock.layout == sh::BLOCKLAYOUT_STD140)
- {
- encoder = &std140Encoder;
- }
- else
- {
- encoder = &hlslEncoder;
- }
-
- sh::GetUniformBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder,
- interfaceBlock.isRowMajorLayout, &mBlockLayout);
-
- return encoder->getBlockSize();
-}
-
-bool UniformBlockInfo::getBlockSize(const std::string &name,
- const std::string &mappedName,
- size_t *sizeOut)
-{
- size_t nameLengthWithoutArrayIndex;
- gl::ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
- std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex);
- auto sizeIter = mBlockSizes.find(baseName);
- if (sizeIter == mBlockSizes.end())
- {
- *sizeOut = 0;
- return false;
- }
-
- *sizeOut = sizeIter->second;
- return true;
-};
-
-bool UniformBlockInfo::getBlockMemberInfo(const std::string &name,
- const std::string &mappedName,
- sh::BlockMemberInfo *infoOut)
-{
- auto infoIter = mBlockLayout.find(name);
- if (infoIter == mBlockLayout.end())
- {
- *infoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
- return false;
- }
-
- *infoOut = infoIter->second;
- return true;
-};
-
-} // anonymous namespace
-
-// D3DUniform Implementation
-
-D3DUniform::D3DUniform(GLenum type,
- const std::string &nameIn,
- const std::vector<unsigned int> &arraySizesIn,
- bool defaultBlock)
- : typeInfo(gl::GetUniformTypeInfo(type)),
- name(nameIn),
- arraySizes(arraySizesIn),
- vsData(nullptr),
- psData(nullptr),
- csData(nullptr),
- vsRegisterIndex(GL_INVALID_INDEX),
- psRegisterIndex(GL_INVALID_INDEX),
- csRegisterIndex(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)
- {
- // Use the row count as register count, will work for non-square matrices.
- registerCount = typeInfo.rowCount * getArraySizeProduct();
- }
-}
-
-D3DUniform::~D3DUniform()
-{
-}
-
-unsigned int D3DUniform::getArraySizeProduct() const
-{
- return gl::ArraySizeProduct(arraySizes);
-}
-
-const uint8_t *D3DUniform::getDataPtrToElement(size_t elementIndex) const
-{
- ASSERT((!isArray() && elementIndex == 0) ||
- (isArray() && elementIndex < getArraySizeProduct()));
-
- if (isSampler())
- {
- return reinterpret_cast<const uint8_t *>(&mSamplerData[elementIndex]);
- }
-
- return firstNonNullData() + (elementIndex > 0 ? (typeInfo.internalSize * elementIndex) : 0u);
-}
-
-bool D3DUniform::isSampler() const
-{
- return typeInfo.isSampler;
-}
-
-bool D3DUniform::isReferencedByVertexShader() const
-{
- return vsRegisterIndex != GL_INVALID_INDEX;
-}
-
-bool D3DUniform::isReferencedByFragmentShader() const
-{
- return psRegisterIndex != GL_INVALID_INDEX;
-}
-
-bool D3DUniform::isReferencedByComputeShader() const
-{
- return csRegisterIndex != GL_INVALID_INDEX;
-}
-
-const uint8_t *D3DUniform::firstNonNullData() const
-{
- ASSERT(vsData || psData || csData || !mSamplerData.empty());
-
- if (!mSamplerData.empty())
- {
- return reinterpret_cast<const uint8_t *>(mSamplerData.data());
- }
-
- return vsData ? vsData : (psData ? psData : csData);
-}
-
-// 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(RendererD3D *renderer,
- const ShaderD3D *vertexShader,
- const ShaderD3D *fragmentShader)
- : mRendererMajorShaderModel(renderer->getMajorShaderModel()),
- mShaderModelSuffix(renderer->getShaderModelSuffix()),
- mUsesInstancedPointSpriteEmulation(
- renderer->getWorkarounds().useInstancedPointSpriteEmulation),
- mUsesViewScale(renderer->presentPathFastEnabled()),
- mHasANGLEMultiviewEnabled(vertexShader->hasANGLEMultiviewEnabled()),
- mUsesViewID(fragmentShader->usesViewID()),
- mCanSelectViewInVertexShader(renderer->canSelectViewInVertexShader()),
- mVertexShader(vertexShader),
- mFragmentShader(fragmentShader)
-{
-}
-
-int ProgramD3DMetadata::getRendererMajorShaderModel() const
-{
- return mRendererMajorShaderModel;
-}
-
-bool ProgramD3DMetadata::usesBroadcast(const gl::ContextState &data) const
-{
- return (mFragmentShader->usesFragColor() && mFragmentShader->usesMultipleRenderTargets() &&
- data.getClientMajorVersion() < 3);
-}
-
-bool ProgramD3DMetadata::usesFragDepth() 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() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() &&
- mRendererMajorShaderModel >= 4;
-}
-
-bool ProgramD3DMetadata::usesViewScale() const
-{
- return mUsesViewScale;
-}
-
-bool ProgramD3DMetadata::hasANGLEMultiviewEnabled() const
-{
- return mHasANGLEMultiviewEnabled;
-}
-
-bool ProgramD3DMetadata::usesViewID() const
-{
- return mUsesViewID;
-}
-
-bool ProgramD3DMetadata::canSelectViewInVertexShader() const
-{
- return mCanSelectViewInVertexShader;
-}
-
-bool ProgramD3DMetadata::addsPointCoordToVertexShader() const
-{
- // PointSprite emulation requiress that gl_PointCoord is present in the vertex shader
- // VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
- // Even with a geometry shader, the app can render triangles or lines and reference
- // gl_PointCoord in the fragment shader, requiring us to provide a dummy value. For
- // simplicity, we always add this to the vertex shader when the fragment shader
- // references gl_PointCoord, even if we could skip it in the geometry shader.
- 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()
-{
- SafeDelete(mShaderExecutable);
-}
-
-// static
-ProgramD3D::VertexExecutable::HLSLAttribType ProgramD3D::VertexExecutable::GetAttribType(
- GLenum type)
-{
- switch (type)
- {
- case GL_INT:
- return HLSLAttribType::SIGNED_INT;
- case GL_UNSIGNED_INT:
- return HLSLAttribType::UNSIGNED_INT;
- case GL_SIGNED_NORMALIZED:
- case GL_UNSIGNED_NORMALIZED:
- case GL_FLOAT:
- return HLSLAttribType::FLOAT;
- default:
- UNREACHABLE();
- return HLSLAttribType::FLOAT;
- }
-}
-
-// static
-void ProgramD3D::VertexExecutable::getSignature(RendererD3D *renderer,
- const gl::InputLayout &inputLayout,
- Signature *signatureOut)
-{
- signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT);
-
- for (size_t index = 0; index < inputLayout.size(); ++index)
- {
- gl::VertexFormatType vertexFormatType = inputLayout[index];
- if (vertexFormatType == gl::VERTEX_FORMAT_INVALID)
- continue;
-
- VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatType);
- if ((conversionType & VERTEX_CONVERT_GPU) == 0)
- continue;
-
- GLenum componentType = renderer->getVertexComponentType(vertexFormatType);
- (*signatureOut)[index] = GetAttribType(componentType);
- }
-}
-
-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 FLOAT
- auto a = index < signature.size() ? signature[index] : HLSLAttribType::FLOAT;
- auto b = index < mSignature.size() ? mSignature[index] : HLSLAttribType::FLOAT;
- if (a != b)
- return false;
- }
-
- return true;
-}
-
-ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature,
- ShaderExecutableD3D *shaderExecutable)
- : mOutputSignature(outputSignature), mShaderExecutable(shaderExecutable)
-{
-}
-
-ProgramD3D::PixelExecutable::~PixelExecutable()
-{
- SafeDelete(mShaderExecutable);
-}
-
-ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
-{
-}
-
-unsigned int ProgramD3D::mCurrentSerial = 1;
-
-ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer)
- : ProgramImpl(state),
- mRenderer(renderer),
- mDynamicHLSL(nullptr),
- mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX),
- mComputeExecutable(nullptr),
- mUsesPointSize(false),
- mUsesFlatInterpolation(false),
- mVertexUniformStorage(nullptr),
- mFragmentUniformStorage(nullptr),
- mComputeUniformStorage(nullptr),
- mUsedVertexSamplerRange(0),
- mUsedPixelSamplerRange(0),
- mUsedComputeSamplerRange(0),
- mDirtySamplerMapping(true),
- mSerial(issueSerial()),
- mVertexUniformsDirty(true),
- mFragmentUniformsDirty(true),
- mComputeUniformsDirty(true)
-{
- mDynamicHLSL = new DynamicHLSL(renderer);
-}
-
-ProgramD3D::~ProgramD3D()
-{
- reset();
- SafeDelete(mDynamicHLSL);
-}
-
-bool ProgramD3D::usesPointSpriteEmulation() const
-{
- return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
-}
-
-bool ProgramD3D::usesGeometryShaderForPointSpriteEmulation() const
-{
- return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
-}
-
-bool ProgramD3D::usesGeometryShader(GLenum drawMode) const
-{
- if (mHasANGLEMultiviewEnabled && !mRenderer->canSelectViewInVertexShader())
- {
- return true;
- }
- if (drawMode != GL_POINTS)
- {
- return mUsesFlatInterpolation;
- }
- return usesGeometryShaderForPointSpriteEmulation();
-}
-
-bool ProgramD3D::usesInstancedPointSpriteEmulation() const
-{
- return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
-}
-
-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;
- case gl::SAMPLER_COMPUTE:
- ASSERT(samplerIndex < caps.maxComputeTextureImageUnits);
- if (samplerIndex < mSamplersCS.size() && mSamplersCS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersCS[samplerIndex].logicalTextureUnit;
- }
- break;
- default:
- UNREACHABLE();
- }
-
- if (logicalTextureUnit >= 0 &&
- logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
- {
- return logicalTextureUnit;
- }
-
- return -1;
-}
-
-// Returns the texture type for a given Direct3D 9 sampler type and
-// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
-{
- 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;
- case gl::SAMPLER_COMPUTE:
- ASSERT(samplerIndex < mSamplersCS.size());
- ASSERT(mSamplersCS[samplerIndex].active);
- return mSamplersCS[samplerIndex].textureType;
- default:
- UNREACHABLE();
- }
-
- return GL_TEXTURE_2D;
-}
-
-GLuint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
-{
- switch (type)
- {
- case gl::SAMPLER_PIXEL:
- return mUsedPixelSamplerRange;
- case gl::SAMPLER_VERTEX:
- return mUsedVertexSamplerRange;
- case gl::SAMPLER_COMPUTE:
- return mUsedComputeSamplerRange;
- default:
- UNREACHABLE();
- return 0u;
- }
-}
-
-ProgramD3D::SamplerMapping ProgramD3D::updateSamplerMapping()
-{
- if (!mDirtySamplerMapping)
- {
- return SamplerMapping::WasClean;
- }
-
- mDirtySamplerMapping = false;
-
- // Retrieve sampler uniform values
- for (const D3DUniform *d3dUniform : mD3DUniforms)
- {
- if (!d3dUniform->isSampler())
- continue;
-
- int count = d3dUniform->getArraySizeProduct();
-
- if (d3dUniform->isReferencedByFragmentShader())
- {
- unsigned int firstIndex = d3dUniform->psRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < mSamplersPS.size())
- {
- ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
- }
- }
- }
-
- if (d3dUniform->isReferencedByVertexShader())
- {
- unsigned int firstIndex = d3dUniform->vsRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < mSamplersVS.size())
- {
- ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
- }
- }
- }
-
- if (d3dUniform->isReferencedByComputeShader())
- {
- unsigned int firstIndex = d3dUniform->csRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < mSamplersCS.size())
- {
- ASSERT(mSamplersCS[samplerIndex].active);
- mSamplersCS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
- }
- }
- }
- }
-
- return SamplerMapping::WasDirty;
-}
-
-gl::LinkResult ProgramD3D::load(const gl::Context *context,
- gl::InfoLog &infoLog,
- gl::BinaryInputStream *stream)
-{
- // TODO(jmadill): Use Renderer from contextImpl.
-
- 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 false;
- }
-
- int compileFlags = stream->readInt<int>();
- if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
- {
- infoLog << "Mismatched compilation flags.";
- return false;
- }
-
- for (int &index : mAttribLocationToD3DSemantic)
- {
- stream->readInt(&index);
- }
-
- const unsigned int psSamplerCount = stream->readInt<unsigned int>();
- for (unsigned int i = 0; i < psSamplerCount; ++i)
- {
- Sampler sampler;
- stream->readBool(&sampler.active);
- stream->readInt(&sampler.logicalTextureUnit);
- stream->readInt(&sampler.textureType);
- mSamplersPS.push_back(sampler);
- }
- const unsigned int vsSamplerCount = stream->readInt<unsigned int>();
- for (unsigned int i = 0; i < vsSamplerCount; ++i)
- {
- Sampler sampler;
- stream->readBool(&sampler.active);
- stream->readInt(&sampler.logicalTextureUnit);
- stream->readInt(&sampler.textureType);
- mSamplersVS.push_back(sampler);
- }
-
- const unsigned int csSamplerCount = stream->readInt<unsigned int>();
- for (unsigned int i = 0; i < csSamplerCount; ++i)
- {
- Sampler sampler;
- stream->readBool(&sampler.active);
- stream->readInt(&sampler.logicalTextureUnit);
- stream->readInt(&sampler.textureType);
- mSamplersCS.push_back(sampler);
- }
-
- stream->readInt(&mUsedVertexSamplerRange);
- stream->readInt(&mUsedPixelSamplerRange);
- stream->readInt(&mUsedComputeSamplerRange);
-
- const unsigned int uniformCount = stream->readInt<unsigned int>();
- if (stream->error())
- {
- infoLog << "Invalid program binary.";
- return false;
- }
-
- const auto &linkedUniforms = mState.getUniforms();
- ASSERT(mD3DUniforms.empty());
- for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
- {
- const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex];
-
- D3DUniform *d3dUniform =
- new D3DUniform(linkedUniform.type, linkedUniform.name, linkedUniform.arraySizes,
- linkedUniform.isInDefaultBlock());
- stream->readInt(&d3dUniform->psRegisterIndex);
- stream->readInt(&d3dUniform->vsRegisterIndex);
- stream->readInt(&d3dUniform->csRegisterIndex);
- stream->readInt(&d3dUniform->registerCount);
- stream->readInt(&d3dUniform->registerElement);
-
- mD3DUniforms.push_back(d3dUniform);
- }
-
- const unsigned int blockCount = stream->readInt<unsigned int>();
- if (stream->error())
- {
- infoLog << "Invalid program binary.";
- return false;
- }
-
- ASSERT(mD3DUniformBlocks.empty());
- for (unsigned int blockIndex = 0; blockIndex < blockCount; ++blockIndex)
- {
- D3DUniformBlock uniformBlock;
- stream->readInt(&uniformBlock.psRegisterIndex);
- stream->readInt(&uniformBlock.vsRegisterIndex);
- stream->readInt(&uniformBlock.csRegisterIndex);
- mD3DUniformBlocks.push_back(uniformBlock);
- }
-
- const unsigned int streamOutVaryingCount = stream->readInt<unsigned int>();
- mStreamOutVaryings.resize(streamOutVaryingCount);
- for (unsigned int varyingIndex = 0; varyingIndex < streamOutVaryingCount; ++varyingIndex)
- {
- D3DVarying *varying = &mStreamOutVaryings[varyingIndex];
-
- 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(angle::CompilerWorkaroundsD3D));
- stream->readString(&mPixelHLSL);
- stream->readBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
- sizeof(angle::CompilerWorkaroundsD3D));
- stream->readBool(&mUsesFragDepth);
- stream->readBool(&mHasANGLEMultiviewEnabled);
- stream->readBool(&mUsesViewID);
- 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++)
- {
- stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
- stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
- stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
- stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
- }
-
- stream->readString(&mGeometryShaderPreamble);
-
- const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data());
-
- bool separateAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
-
- const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
- for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount;
- vertexShaderIndex++)
- {
- size_t inputLayoutSize = stream->readInt<size_t>();
- gl::InputLayout inputLayout(inputLayoutSize, gl::VERTEX_FORMAT_INVALID);
-
- for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++)
- {
- inputLayout[inputIndex] = stream->readInt<gl::VertexFormatType>();
- }
-
- unsigned int vertexShaderSize = stream->readInt<unsigned int>();
- const unsigned char *vertexShaderFunction = binary + stream->offset();
-
- ShaderExecutableD3D *shaderExecutable = nullptr;
-
- ANGLE_TRY(mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
- gl::SHADER_VERTEX, mStreamOutVaryings, separateAttribs,
- &shaderExecutable));
-
- if (!shaderExecutable)
- {
- infoLog << "Could not create vertex shader.";
- return false;
- }
-
- // generated converted input layout
- VertexExecutable::Signature signature;
- VertexExecutable::getSignature(mRenderer, inputLayout, &signature);
-
- // add new binary
- mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
- new VertexExecutable(inputLayout, signature, shaderExecutable)));
-
- stream->skip(vertexShaderSize);
- }
-
- const size_t pixelShaderCount = stream->readInt<unsigned int>();
- for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
- {
- const size_t outputCount = stream->readInt<unsigned int>();
- std::vector<GLenum> outputs(outputCount);
- for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
- {
- stream->readInt(&outputs[outputIndex]);
- }
-
- const size_t pixelShaderSize = stream->readInt<unsigned int>();
- const unsigned char *pixelShaderFunction = binary + stream->offset();
- ShaderExecutableD3D *shaderExecutable = nullptr;
-
- ANGLE_TRY(mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize,
- gl::SHADER_FRAGMENT, mStreamOutVaryings,
- separateAttribs, &shaderExecutable));
-
- if (!shaderExecutable)
- {
- infoLog << "Could not create pixel shader.";
- return false;
- }
-
- // add new binary
- mPixelExecutables.push_back(
- std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable)));
-
- stream->skip(pixelShaderSize);
- }
-
- for (unsigned int geometryExeIndex = 0; geometryExeIndex < gl::PRIMITIVE_TYPE_MAX;
- ++geometryExeIndex)
- {
- unsigned int geometryShaderSize = stream->readInt<unsigned int>();
- if (geometryShaderSize == 0)
- {
- continue;
- }
-
- const unsigned char *geometryShaderFunction = binary + stream->offset();
-
- ShaderExecutableD3D *geometryExecutable = nullptr;
- ANGLE_TRY(mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize,
- gl::SHADER_GEOMETRY, mStreamOutVaryings,
- separateAttribs, &geometryExecutable));
-
- if (!geometryExecutable)
- {
- infoLog << "Could not create geometry shader.";
- return false;
- }
-
- mGeometryExecutables[geometryExeIndex].reset(geometryExecutable);
-
- stream->skip(geometryShaderSize);
- }
-
- unsigned int computeShaderSize = stream->readInt<unsigned int>();
- if (computeShaderSize > 0)
- {
- const unsigned char *computeShaderFunction = binary + stream->offset();
-
- ShaderExecutableD3D *computeExecutable = nullptr;
- ANGLE_TRY(mRenderer->loadExecutable(computeShaderFunction, computeShaderSize,
- gl::SHADER_COMPUTE, std::vector<D3DVarying>(), false,
- &computeExecutable));
-
- if (!computeExecutable)
- {
- infoLog << "Could not create compute shader.";
- return false;
- }
-
- mComputeExecutable.reset(computeExecutable);
- }
-
- initializeUniformStorage();
-
- return true;
-}
-
-void ProgramD3D::save(const gl::Context *context, 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);
-
- for (int d3dSemantic : mAttribLocationToD3DSemantic)
- {
- stream->writeInt(d3dSemantic);
- }
-
- stream->writeInt(mSamplersPS.size());
- for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
- {
- stream->writeInt(mSamplersPS[i].active);
- stream->writeInt(mSamplersPS[i].logicalTextureUnit);
- stream->writeInt(mSamplersPS[i].textureType);
- }
-
- stream->writeInt(mSamplersVS.size());
- for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
- {
- stream->writeInt(mSamplersVS[i].active);
- stream->writeInt(mSamplersVS[i].logicalTextureUnit);
- stream->writeInt(mSamplersVS[i].textureType);
- }
-
- stream->writeInt(mSamplersCS.size());
- for (unsigned int i = 0; i < mSamplersCS.size(); ++i)
- {
- stream->writeInt(mSamplersCS[i].active);
- stream->writeInt(mSamplersCS[i].logicalTextureUnit);
- stream->writeInt(mSamplersCS[i].textureType);
- }
-
- stream->writeInt(mUsedVertexSamplerRange);
- stream->writeInt(mUsedPixelSamplerRange);
- stream->writeInt(mUsedComputeSamplerRange);
-
- stream->writeInt(mD3DUniforms.size());
- for (const D3DUniform *uniform : mD3DUniforms)
- {
- // Type, name and arraySize are redundant, so aren't stored in the binary.
- stream->writeIntOrNegOne(uniform->psRegisterIndex);
- stream->writeIntOrNegOne(uniform->vsRegisterIndex);
- stream->writeIntOrNegOne(uniform->csRegisterIndex);
- stream->writeInt(uniform->registerCount);
- stream->writeInt(uniform->registerElement);
- }
-
- stream->writeInt(mD3DUniformBlocks.size());
- for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks)
- {
- stream->writeIntOrNegOne(uniformBlock.psRegisterIndex);
- stream->writeIntOrNegOne(uniformBlock.vsRegisterIndex);
- stream->writeIntOrNegOne(uniformBlock.csRegisterIndex);
- }
-
- stream->writeInt(mStreamOutVaryings.size());
- for (const auto &varying : mStreamOutVaryings)
- {
- stream->writeString(varying.semanticName);
- stream->writeInt(varying.semanticIndex);
- stream->writeInt(varying.componentCount);
- stream->writeInt(varying.outputSlot);
- }
-
- stream->writeString(mVertexHLSL);
- stream->writeBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds),
- sizeof(angle::CompilerWorkaroundsD3D));
- stream->writeString(mPixelHLSL);
- stream->writeBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
- sizeof(angle::CompilerWorkaroundsD3D));
- stream->writeInt(mUsesFragDepth);
- stream->writeInt(mHasANGLEMultiviewEnabled);
- stream->writeInt(mUsesViewID);
- 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++)
- {
- const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
- stream->writeInt(variable.type);
- stream->writeString(variable.name);
- stream->writeString(variable.source);
- stream->writeInt(variable.outputIndex);
- }
-
- stream->writeString(mGeometryShaderPreamble);
-
- stream->writeInt(mVertexExecutables.size());
- for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size();
- vertexExecutableIndex++)
- {
- VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex].get();
-
- const auto &inputLayout = vertexExecutable->inputs();
- stream->writeInt(inputLayout.size());
-
- for (size_t inputIndex = 0; inputIndex < inputLayout.size(); inputIndex++)
- {
- stream->writeInt(static_cast<unsigned int>(inputLayout[inputIndex]));
- }
-
- size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
- stream->writeInt(vertexShaderSize);
-
- const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
- stream->writeBytes(vertexBlob, vertexShaderSize);
- }
-
- stream->writeInt(mPixelExecutables.size());
- for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size();
- pixelExecutableIndex++)
- {
- PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex].get();
-
- const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
- stream->writeInt(outputs.size());
- for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
- {
- stream->writeInt(outputs[outputIndex]);
- }
-
- size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
- stream->writeInt(pixelShaderSize);
-
- const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
- stream->writeBytes(pixelBlob, pixelShaderSize);
- }
-
- for (auto const &geometryExecutable : mGeometryExecutables)
- {
- if (!geometryExecutable)
- {
- stream->writeInt(0);
- continue;
- }
-
- size_t geometryShaderSize = geometryExecutable->getLength();
- stream->writeInt(geometryShaderSize);
- stream->writeBytes(geometryExecutable->getFunction(), geometryShaderSize);
- }
-
- if (mComputeExecutable)
- {
- size_t computeShaderSize = mComputeExecutable->getLength();
- stream->writeInt(computeShaderSize);
- stream->writeBytes(mComputeExecutable->getFunction(), computeShaderSize);
- }
- else
- {
- stream->writeInt(0);
- }
-}
-
-void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */)
-{
-}
-
-void ProgramD3D::setSeparable(bool /* separable */)
-{
-}
-
-gl::Error ProgramD3D::getPixelExecutableForCachedOutputLayout(ShaderExecutableD3D **outExecutable,
- gl::InfoLog *infoLog)
-{
- if (mCachedPixelExecutableIndex.valid())
- {
- *outExecutable = mPixelExecutables[mCachedPixelExecutableIndex.value()]->shaderExecutable();
- return gl::NoError();
- }
-
- std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(
- mPixelHLSL, mPixelShaderKey, mUsesFragDepth, mPixelShaderOutputLayoutCache);
-
- // Generate new pixel executable
- ShaderExecutableD3D *pixelExecutable = nullptr;
-
- gl::InfoLog tempInfoLog;
- gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
-
- ANGLE_TRY(mRenderer->compileToExecutable(
- *currentInfoLog, finalPixelHLSL, gl::SHADER_FRAGMENT, mStreamOutVaryings,
- (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds,
- &pixelExecutable));
-
- if (pixelExecutable)
- {
- mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>(
- new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable)));
- mCachedPixelExecutableIndex = mPixelExecutables.size() - 1;
- }
- else if (!infoLog)
- {
- ERR() << "Error compiling dynamic pixel executable:" << std::endl
- << tempInfoLog.str() << std::endl;
- }
-
- *outExecutable = pixelExecutable;
- return gl::NoError();
-}
-
-gl::Error ProgramD3D::getVertexExecutableForCachedInputLayout(ShaderExecutableD3D **outExectuable,
- gl::InfoLog *infoLog)
-{
- if (mCachedVertexExecutableIndex.valid())
- {
- *outExectuable =
- mVertexExecutables[mCachedVertexExecutableIndex.value()]->shaderExecutable();
- return gl::NoError();
- }
-
- // Generate new dynamic layout with attribute conversions
- std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
- mVertexHLSL, mCachedInputLayout, mState.getAttributes());
-
- // Generate new vertex executable
- ShaderExecutableD3D *vertexExecutable = nullptr;
-
- gl::InfoLog tempInfoLog;
- gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
-
- ANGLE_TRY(mRenderer->compileToExecutable(
- *currentInfoLog, finalVertexHLSL, gl::SHADER_VERTEX, mStreamOutVaryings,
- (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds,
- &vertexExecutable));
-
- if (vertexExecutable)
- {
- mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
- new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable)));
- mCachedVertexExecutableIndex = mVertexExecutables.size() - 1;
- }
- else if (!infoLog)
- {
- ERR() << "Error compiling dynamic vertex executable:" << std::endl
- << tempInfoLog.str() << std::endl;
- }
-
- *outExectuable = vertexExecutable;
- return gl::NoError();
-}
-
-gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Context *context,
- GLenum drawMode,
- ShaderExecutableD3D **outExecutable,
- gl::InfoLog *infoLog)
-{
- if (outExecutable)
- {
- *outExecutable = nullptr;
- }
-
- // Return a null shader if the current rendering doesn't use a geometry shader
- if (!usesGeometryShader(drawMode))
- {
- return gl::NoError();
- }
-
- gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
-
- if (mGeometryExecutables[geometryShaderType])
- {
- if (outExecutable)
- {
- *outExecutable = mGeometryExecutables[geometryShaderType].get();
- }
- return gl::NoError();
- }
-
- std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
- context, geometryShaderType, mState, mRenderer->presentPathFastEnabled(),
- mHasANGLEMultiviewEnabled, mRenderer->canSelectViewInVertexShader(),
- usesGeometryShaderForPointSpriteEmulation(), mGeometryShaderPreamble);
-
- gl::InfoLog tempInfoLog;
- gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
-
- ShaderExecutableD3D *geometryExecutable = nullptr;
- gl::Error error = mRenderer->compileToExecutable(
- *currentInfoLog, geometryHLSL, gl::SHADER_GEOMETRY, mStreamOutVaryings,
- (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
- angle::CompilerWorkaroundsD3D(), &geometryExecutable);
-
- if (!infoLog && error.isError())
- {
- ERR() << "Error compiling dynamic geometry executable:" << std::endl
- << tempInfoLog.str() << std::endl;
- }
-
- if (geometryExecutable != nullptr)
- {
- mGeometryExecutables[geometryShaderType].reset(geometryExecutable);
- }
-
- if (outExecutable)
- {
- *outExecutable = mGeometryExecutables[geometryShaderType].get();
- }
- return error;
-}
-
-class ProgramD3D::GetExecutableTask : public Closure
-{
- public:
- GetExecutableTask(ProgramD3D *program)
- : mProgram(program), mError(gl::NoError()), mInfoLog(), mResult(nullptr)
- {
- }
-
- virtual gl::Error run() = 0;
-
- void operator()() override { mError = run(); }
-
- const gl::Error &getError() const { return mError; }
- const gl::InfoLog &getInfoLog() const { return mInfoLog; }
- ShaderExecutableD3D *getResult() { return mResult; }
-
- protected:
- ProgramD3D *mProgram;
- gl::Error mError;
- gl::InfoLog mInfoLog;
- ShaderExecutableD3D *mResult;
-};
-
-class ProgramD3D::GetVertexExecutableTask : public ProgramD3D::GetExecutableTask
-{
- public:
- GetVertexExecutableTask(ProgramD3D *program, const gl::Context *context)
- : GetExecutableTask(program), mContext(context)
- {
- }
- gl::Error run() override
- {
- mProgram->updateCachedInputLayoutFromShader(mContext);
-
- ANGLE_TRY(mProgram->getVertexExecutableForCachedInputLayout(&mResult, &mInfoLog));
-
- return gl::NoError();
- }
-
- private:
- const gl::Context *mContext;
-};
-
-void ProgramD3D::updateCachedInputLayoutFromShader(const gl::Context *context)
-{
- GetDefaultInputLayoutFromShader(context, mState.getAttachedVertexShader(), &mCachedInputLayout);
- VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
- updateCachedVertexExecutableIndex();
-}
-
-class ProgramD3D::GetPixelExecutableTask : public ProgramD3D::GetExecutableTask
-{
- public:
- GetPixelExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
- gl::Error run() override
- {
- mProgram->updateCachedOutputLayoutFromShader();
-
- ANGLE_TRY(mProgram->getPixelExecutableForCachedOutputLayout(&mResult, &mInfoLog));
-
- return gl::NoError();
- }
-};
-
-void ProgramD3D::updateCachedOutputLayoutFromShader()
-{
- GetDefaultOutputLayoutFromShader(mPixelShaderKey, &mPixelShaderOutputLayoutCache);
- updateCachedPixelExecutableIndex();
-}
-
-class ProgramD3D::GetGeometryExecutableTask : public ProgramD3D::GetExecutableTask
-{
- public:
- GetGeometryExecutableTask(ProgramD3D *program, const gl::Context *context)
- : GetExecutableTask(program), mContext(context)
- {
- }
-
- gl::Error run() override
- {
- // Auto-generate the geometry shader here, if we expect to be using point rendering in
- // D3D11.
- if (mProgram->usesGeometryShader(GL_POINTS))
- {
- ANGLE_TRY(mProgram->getGeometryExecutableForPrimitiveType(mContext, GL_POINTS, &mResult,
- &mInfoLog));
- }
-
- return gl::NoError();
- }
-
- private:
- const gl::Context *mContext;
-};
-
-gl::Error ProgramD3D::getComputeExecutable(ShaderExecutableD3D **outExecutable)
-{
- if (outExecutable)
- {
- *outExecutable = mComputeExecutable.get();
- }
-
- return gl::NoError();
-}
-
-gl::LinkResult ProgramD3D::compileProgramExecutables(const gl::Context *context,
- gl::InfoLog &infoLog)
-{
- // Ensure the compiler is initialized to avoid race conditions.
- ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized());
-
- WorkerThreadPool *workerPool = mRenderer->getWorkerThreadPool();
-
- GetVertexExecutableTask vertexTask(this, context);
- GetPixelExecutableTask pixelTask(this);
- GetGeometryExecutableTask geometryTask(this, context);
-
- std::array<WaitableEvent, 3> waitEvents = {{workerPool->postWorkerTask(&vertexTask),
- workerPool->postWorkerTask(&pixelTask),
- workerPool->postWorkerTask(&geometryTask)}};
-
- WaitableEvent::WaitMany(&waitEvents);
-
- infoLog << vertexTask.getInfoLog().str();
- infoLog << pixelTask.getInfoLog().str();
- infoLog << geometryTask.getInfoLog().str();
-
- ANGLE_TRY(vertexTask.getError());
- ANGLE_TRY(pixelTask.getError());
- ANGLE_TRY(geometryTask.getError());
-
- ShaderExecutableD3D *defaultVertexExecutable = vertexTask.getResult();
- ShaderExecutableD3D *defaultPixelExecutable = pixelTask.getResult();
- ShaderExecutableD3D *pointGS = geometryTask.getResult();
-
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mState.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 prepended to
- // the vertex shader.
- vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
- vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo());
- vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
- }
-
- if (defaultVertexExecutable)
- {
- vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
- }
-
- if (defaultPixelExecutable)
- {
- const ShaderD3D *fragmentShaderD3D =
- GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
- fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
- }
-
- return (defaultVertexExecutable && defaultPixelExecutable &&
- (!usesGeometryShader(GL_POINTS) || pointGS));
-}
-
-gl::LinkResult ProgramD3D::compileComputeExecutable(const gl::Context *context,
- gl::InfoLog &infoLog)
-{
- // Ensure the compiler is initialized to avoid race conditions.
- ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized());
-
- std::string computeShader = mDynamicHLSL->generateComputeShaderLinkHLSL(context, mState);
-
- ShaderExecutableD3D *computeExecutable = nullptr;
- ANGLE_TRY(mRenderer->compileToExecutable(infoLog, computeShader, gl::SHADER_COMPUTE,
- std::vector<D3DVarying>(), false,
- angle::CompilerWorkaroundsD3D(), &computeExecutable));
-
- if (computeExecutable == nullptr)
- {
- ERR() << "Error compiling dynamic compute executable:" << std::endl
- << infoLog.str() << std::endl;
- }
- else
- {
- const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedComputeShader());
- computeShaderD3D->appendDebugInfo(computeExecutable->getDebugInfo());
- mComputeExecutable.reset(computeExecutable);
- }
-
- return mComputeExecutable.get() != nullptr;
-}
-
-gl::LinkResult ProgramD3D::link(const gl::Context *context,
- const gl::ProgramLinkedResources &resources,
- gl::InfoLog &infoLog)
-{
- const auto &data = context->getContextState();
-
- reset();
-
- gl::Shader *computeShader = mState.getAttachedComputeShader();
- if (computeShader)
- {
- mSamplersCS.resize(data.getCaps().maxComputeTextureImageUnits);
-
- defineUniformsAndAssignRegisters(context);
-
- gl::LinkResult result = compileComputeExecutable(context, infoLog);
- if (result.isError())
- {
- infoLog << result.getError().getMessage();
- return result;
- }
- else if (!result.getResult())
- {
- infoLog << "Failed to create D3D compute shader.";
- return result;
- }
- }
- else
- {
- gl::Shader *vertexShader = mState.getAttachedVertexShader();
- gl::Shader *fragmentShader = mState.getAttachedFragmentShader();
-
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
- const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
-
- mSamplersVS.resize(data.getCaps().maxVertexTextureImageUnits);
- mSamplersPS.resize(data.getCaps().maxTextureImageUnits);
-
- vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
- fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
-
- if (mRenderer->getNativeLimitations().noFrontFacingSupport)
- {
- if (fragmentShaderD3D->usesFrontFacing())
- {
- infoLog << "The current renderer doesn't support gl_FrontFacing";
- return false;
- }
- }
-
- // 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 &&
- resources.varyingPacking.getMaxSemanticIndex() > data.getCaps().maxVaryingVectors)
- {
- infoLog << "Cannot pack these varyings on D3D9.";
- return false;
- }
-
- ProgramD3DMetadata metadata(mRenderer, vertexShaderD3D, fragmentShaderD3D);
- BuiltinVaryingsD3D builtins(metadata, resources.varyingPacking);
-
- mDynamicHLSL->generateShaderLinkHLSL(context, mState, metadata, resources.varyingPacking,
- builtins, &mPixelHLSL, &mVertexHLSL);
-
- mUsesPointSize = vertexShaderD3D->usesPointSize();
- mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey);
- mUsesFragDepth = metadata.usesFragDepth();
- mUsesViewID = metadata.usesViewID();
- mHasANGLEMultiviewEnabled = metadata.hasANGLEMultiviewEnabled();
-
- // Cache if we use flat shading
- mUsesFlatInterpolation =
- (FindFlatInterpolationVarying(fragmentShader->getInputVaryings(context)) ||
- FindFlatInterpolationVarying(vertexShader->getOutputVaryings(context)));
-
- if (mRenderer->getMajorShaderModel() >= 4)
- {
- mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(
- resources.varyingPacking, builtins, mHasANGLEMultiviewEnabled,
- metadata.canSelectViewInVertexShader());
- }
-
- initAttribLocationsToD3DSemantic(context);
-
- defineUniformsAndAssignRegisters(context);
-
- gatherTransformFeedbackVaryings(resources.varyingPacking, builtins[gl::SHADER_VERTEX]);
-
- gl::LinkResult result = compileProgramExecutables(context, infoLog);
- if (result.isError())
- {
- infoLog << result.getError().getMessage();
- return result;
- }
- else if (!result.getResult())
- {
- infoLog << "Failed to create D3D shaders.";
- return result;
- }
- }
-
- linkResources(context, resources);
-
- return true;
-}
-
-GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
-{
- // TODO(jmadill): Do something useful here?
- return GL_TRUE;
-}
-
-void ProgramD3D::initializeUniformBlocks()
-{
- if (mState.getUniformBlocks().empty())
- {
- return;
- }
-
- ASSERT(mD3DUniformBlocks.empty());
-
- // Assign registers and update sizes.
- const ShaderD3D *vertexShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedVertexShader());
- const ShaderD3D *fragmentShaderD3D =
- SafeGetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
- const ShaderD3D *computeShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedComputeShader());
-
- for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
- {
- unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
-
- D3DUniformBlock d3dUniformBlock;
-
- if (uniformBlock.vertexStaticUse)
- {
- ASSERT(vertexShaderD3D != nullptr);
- unsigned int baseRegister = vertexShaderD3D->getUniformBlockRegister(uniformBlock.name);
- d3dUniformBlock.vsRegisterIndex = baseRegister + uniformBlockElement;
- }
-
- if (uniformBlock.fragmentStaticUse)
- {
- ASSERT(fragmentShaderD3D != nullptr);
- unsigned int baseRegister =
- fragmentShaderD3D->getUniformBlockRegister(uniformBlock.name);
- d3dUniformBlock.psRegisterIndex = baseRegister + uniformBlockElement;
- }
-
- if (uniformBlock.computeStaticUse)
- {
- ASSERT(computeShaderD3D != nullptr);
- unsigned int baseRegister =
- computeShaderD3D->getUniformBlockRegister(uniformBlock.name);
- d3dUniformBlock.csRegisterIndex = baseRegister + uniformBlockElement;
- }
-
- mD3DUniformBlocks.push_back(d3dUniformBlock);
- }
-}
-
-void ProgramD3D::initializeUniformStorage()
-{
- // Compute total default block size
- unsigned int vertexRegisters = 0;
- unsigned int fragmentRegisters = 0;
- unsigned int computeRegisters = 0;
- for (const D3DUniform *d3dUniform : mD3DUniforms)
- {
- if (!d3dUniform->isSampler())
- {
- if (d3dUniform->isReferencedByVertexShader())
- {
- vertexRegisters = std::max(vertexRegisters,
- d3dUniform->vsRegisterIndex + d3dUniform->registerCount);
- }
- if (d3dUniform->isReferencedByFragmentShader())
- {
- fragmentRegisters = std::max(
- fragmentRegisters, d3dUniform->psRegisterIndex + d3dUniform->registerCount);
- }
- if (d3dUniform->isReferencedByComputeShader())
- {
- computeRegisters = std::max(
- computeRegisters, d3dUniform->csRegisterIndex + d3dUniform->registerCount);
- }
- }
- }
-
- mVertexUniformStorage =
- std::unique_ptr<UniformStorageD3D>(mRenderer->createUniformStorage(vertexRegisters * 16u));
- mFragmentUniformStorage = std::unique_ptr<UniformStorageD3D>(
- mRenderer->createUniformStorage(fragmentRegisters * 16u));
- mComputeUniformStorage =
- std::unique_ptr<UniformStorageD3D>(mRenderer->createUniformStorage(computeRegisters * 16u));
-
- // Iterate the uniforms again to assign data pointers to default block uniforms.
- for (D3DUniform *d3dUniform : mD3DUniforms)
- {
- if (d3dUniform->isSampler())
- {
- d3dUniform->mSamplerData.resize(d3dUniform->getArraySizeProduct(), 0);
- continue;
- }
-
- if (d3dUniform->isReferencedByVertexShader())
- {
- d3dUniform->vsData = mVertexUniformStorage->getDataPointer(d3dUniform->vsRegisterIndex,
- d3dUniform->registerElement);
- }
-
- if (d3dUniform->isReferencedByFragmentShader())
- {
- d3dUniform->psData = mFragmentUniformStorage->getDataPointer(
- d3dUniform->psRegisterIndex, d3dUniform->registerElement);
- }
-
- if (d3dUniform->isReferencedByComputeShader())
- {
- d3dUniform->csData = mComputeUniformStorage->getDataPointer(
- d3dUniform->csRegisterIndex, d3dUniform->registerElement);
- }
- }
-}
-
-void ProgramD3D::updateUniformBufferCache(const gl::Caps &caps,
- unsigned int reservedVertex,
- unsigned int reservedFragment)
-{
- if (mState.getUniformBlocks().empty())
- {
- return;
- }
-
- mVertexUBOCache.clear();
- mFragmentUBOCache.clear();
-
- for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size();
- uniformBlockIndex++)
- {
- const D3DUniformBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex];
- GLuint blockBinding = mState.getUniformBlockBinding(uniformBlockIndex);
-
- // Unnecessary to apply an unreferenced standard or shared UBO
- if (!uniformBlock.vertexStaticUse() && !uniformBlock.fragmentStaticUse())
- {
- continue;
- }
-
- if (uniformBlock.vertexStaticUse())
- {
- unsigned int registerIndex = uniformBlock.vsRegisterIndex - reservedVertex;
- ASSERT(registerIndex < caps.maxVertexUniformBlocks);
-
- if (mVertexUBOCache.size() <= registerIndex)
- {
- mVertexUBOCache.resize(registerIndex + 1, -1);
- }
-
- ASSERT(mVertexUBOCache[registerIndex] == -1);
- mVertexUBOCache[registerIndex] = blockBinding;
- }
-
- if (uniformBlock.fragmentStaticUse())
- {
- unsigned int registerIndex = uniformBlock.psRegisterIndex - reservedFragment;
- ASSERT(registerIndex < caps.maxFragmentUniformBlocks);
-
- if (mFragmentUBOCache.size() <= registerIndex)
- {
- mFragmentUBOCache.resize(registerIndex + 1, -1);
- }
-
- ASSERT(mFragmentUBOCache[registerIndex] == -1);
- mFragmentUBOCache[registerIndex] = blockBinding;
- }
- }
-}
-
-const std::vector<GLint> &ProgramD3D::getVertexUniformBufferCache() const
-{
- return mVertexUBOCache;
-}
-
-const std::vector<GLint> &ProgramD3D::getFragmentUniformBufferCache() const
-{
- return mFragmentUBOCache;
-}
-
-void ProgramD3D::dirtyAllUniforms()
-{
- mVertexUniformsDirty = true;
- mFragmentUniformsDirty = true;
- mComputeUniformsDirty = true;
-}
-
-void ProgramD3D::markUniformsClean()
-{
- mVertexUniformsDirty = false;
- mFragmentUniformsDirty = false;
- mComputeUniformsDirty = false;
-}
-
-void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
-{
- setUniformInternal(location, count, v, GL_FLOAT);
-}
-
-void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
-{
- setUniformInternal(location, count, v, GL_FLOAT_VEC2);
-}
-
-void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
-{
- setUniformInternal(location, count, v, GL_FLOAT_VEC3);
-}
-
-void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
-{
- setUniformInternal(location, count, v, GL_FLOAT_VEC4);
-}
-
-void ProgramD3D::setUniformMatrix2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
-}
-
-void ProgramD3D::setUniformMatrix3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
-}
-
-void ProgramD3D::setUniformMatrix4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
-}
-
-void ProgramD3D::setUniformMatrix2x3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
-}
-
-void ProgramD3D::setUniformMatrix3x2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
-}
-
-void ProgramD3D::setUniformMatrix2x4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
-}
-
-void ProgramD3D::setUniformMatrix4x2fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
-}
-
-void ProgramD3D::setUniformMatrix3x4fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
-}
-
-void ProgramD3D::setUniformMatrix4x3fv(GLint location,
- GLsizei count,
- GLboolean transpose,
- const GLfloat *value)
-{
- setUniformMatrixfvInternal<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
-}
-
-void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
-{
- setUniformInternal(location, count, v, GL_INT);
-}
-
-void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
-{
- setUniformInternal(location, count, v, GL_INT_VEC2);
-}
-
-void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
-{
- setUniformInternal(location, count, v, GL_INT_VEC3);
-}
-
-void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
-{
- setUniformInternal(location, count, v, GL_INT_VEC4);
-}
-
-void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
-{
- setUniformInternal(location, count, v, GL_UNSIGNED_INT);
-}
-
-void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
-{
- setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2);
-}
-
-void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
-{
- setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3);
-}
-
-void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
-{
- setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4);
-}
-
-void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/,
- GLuint /*uniformBlockBinding*/)
-{
-}
-
-void ProgramD3D::defineUniformsAndAssignRegisters(const gl::Context *context)
-{
- D3DUniformMap uniformMap;
- gl::Shader *computeShader = mState.getAttachedComputeShader();
- if (computeShader)
- {
- for (const sh::Uniform &computeUniform : computeShader->getUniforms(context))
- {
- if (computeUniform.staticUse)
- {
- defineUniformBase(computeShader, computeUniform, &uniformMap);
- }
- }
- }
- else
- {
- gl::Shader *vertexShader = mState.getAttachedVertexShader();
- for (const sh::Uniform &vertexUniform : vertexShader->getUniforms(context))
- {
- if (vertexUniform.staticUse)
- {
- defineUniformBase(vertexShader, vertexUniform, &uniformMap);
- }
- }
-
- gl::Shader *fragmentShader = mState.getAttachedFragmentShader();
- for (const sh::Uniform &fragmentUniform : fragmentShader->getUniforms(context))
- {
- if (fragmentUniform.staticUse)
- {
- defineUniformBase(fragmentShader, fragmentUniform, &uniformMap);
- }
- }
- }
-
- // Initialize the D3DUniform list to mirror the indexing of the GL layer.
- for (const gl::LinkedUniform &glUniform : mState.getUniforms())
- {
- if (!glUniform.isInDefaultBlock())
- continue;
-
- std::string name = glUniform.name;
- if (glUniform.isArray())
- {
- // In the program state, array uniform names include [0] as in the program resource
- // spec. Here we don't include it.
- // TODO(oetuaho@nvidia.com): consider using the same uniform naming here as in the GL
- // layer.
- ASSERT(angle::EndsWith(name, "[0]"));
- name.resize(name.length() - 3);
- }
- auto mapEntry = uniformMap.find(name);
- ASSERT(mapEntry != uniformMap.end());
- mD3DUniforms.push_back(mapEntry->second);
- }
-
- assignAllSamplerRegisters();
- initializeUniformStorage();
-}
-
-void ProgramD3D::defineUniformBase(const gl::Shader *shader,
- const sh::Uniform &uniform,
- D3DUniformMap *uniformMap)
-{
- // Samplers get their registers assigned in assignAllSamplerRegisters.
- if (uniform.isBuiltIn() || gl::IsSamplerType(uniform.type))
- {
- defineUniform(shader->getType(), uniform, uniform.name, nullptr, uniformMap);
- return;
- }
-
- const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader);
-
- unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name);
- ShShaderOutput outputType = shaderD3D->getCompilerOutputType();
- sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType), true);
- encoder.skipRegisters(startRegister);
-
- defineUniform(shader->getType(), uniform, uniform.name, &encoder, uniformMap);
-}
-
-D3DUniform *ProgramD3D::getD3DUniformByName(const std::string &name)
-{
- for (D3DUniform *d3dUniform : mD3DUniforms)
- {
- if (d3dUniform->name == name)
- {
- return d3dUniform;
- }
- }
-
- return nullptr;
-}
-
-void ProgramD3D::defineStructUniformFields(GLenum shaderType,
- const std::vector<sh::ShaderVariable> &fields,
- const std::string &namePrefix,
- sh::HLSLBlockEncoder *encoder,
- D3DUniformMap *uniformMap)
-{
- if (encoder)
- encoder->enterAggregateType();
-
- for (size_t fieldIndex = 0; fieldIndex < fields.size(); fieldIndex++)
- {
- const sh::ShaderVariable &field = fields[fieldIndex];
- const std::string &fieldFullName = (namePrefix + "." + field.name);
-
- // Samplers get their registers assigned in assignAllSamplerRegisters.
- // Also they couldn't use the same encoder as the rest of the struct, since they are
- // extracted out of the struct by the shader translator.
- if (gl::IsSamplerType(field.type))
- {
- defineUniform(shaderType, field, fieldFullName, nullptr, uniformMap);
- }
- else
- {
- defineUniform(shaderType, field, fieldFullName, encoder, uniformMap);
- }
- }
-
- if (encoder)
- encoder->exitAggregateType();
-}
-
-void ProgramD3D::defineArrayOfStructsUniformFields(GLenum shaderType,
- const sh::ShaderVariable &uniform,
- unsigned int arrayNestingIndex,
- const std::string &prefix,
- sh::HLSLBlockEncoder *encoder,
- D3DUniformMap *uniformMap)
-{
- // Nested arrays are processed starting from outermost (arrayNestingIndex 0u) and ending at the
- // innermost.
- const unsigned int currentArraySize = uniform.getNestedArraySize(arrayNestingIndex);
- for (unsigned int arrayElement = 0u; arrayElement < currentArraySize; ++arrayElement)
- {
- const std::string &elementString = prefix + ArrayString(arrayElement);
- if (arrayNestingIndex + 1u < uniform.arraySizes.size())
- {
- defineArrayOfStructsUniformFields(shaderType, uniform, arrayNestingIndex + 1u,
- elementString, encoder, uniformMap);
- }
- else
- {
- defineStructUniformFields(shaderType, uniform.fields, elementString, encoder,
- uniformMap);
- }
- }
-}
-
-void ProgramD3D::defineArrayUniformElements(GLenum shaderType,
- const sh::ShaderVariable &uniform,
- const std::string &fullName,
- sh::HLSLBlockEncoder *encoder,
- D3DUniformMap *uniformMap)
-{
- if (encoder)
- encoder->enterAggregateType();
-
- sh::ShaderVariable uniformElement = uniform;
- uniformElement.arraySizes.pop_back();
- for (unsigned int arrayIndex = 0u; arrayIndex < uniform.getOutermostArraySize(); ++arrayIndex)
- {
- std::string elementFullName = fullName + ArrayString(arrayIndex);
- defineUniform(shaderType, uniformElement, elementFullName, encoder, uniformMap);
- }
-
- if (encoder)
- encoder->exitAggregateType();
-}
-
-void ProgramD3D::defineUniform(GLenum shaderType,
- const sh::ShaderVariable &uniform,
- const std::string &fullName,
- sh::HLSLBlockEncoder *encoder,
- D3DUniformMap *uniformMap)
-{
- if (uniform.isStruct())
- {
- if (uniform.isArray())
- {
- defineArrayOfStructsUniformFields(shaderType, uniform, 0u, fullName, encoder,
- uniformMap);
- }
- else
- {
- defineStructUniformFields(shaderType, uniform.fields, fullName, encoder, uniformMap);
- }
- return;
- }
- if (uniform.isArrayOfArrays())
- {
- defineArrayUniformElements(shaderType, uniform, fullName, encoder, uniformMap);
- return;
- }
-
- // Not a struct. Arrays are treated as aggregate types.
- if (uniform.isArray() && encoder)
- {
- encoder->enterAggregateType();
- }
-
- // Advance the uniform offset, to track registers allocation for structs
- sh::BlockMemberInfo blockInfo =
- encoder ? encoder->encodeType(uniform.type, uniform.arraySizes, false)
- : sh::BlockMemberInfo::getDefaultBlockInfo();
-
- auto uniformMapEntry = uniformMap->find(fullName);
- D3DUniform *d3dUniform = nullptr;
-
- if (uniformMapEntry != uniformMap->end())
- {
- d3dUniform = uniformMapEntry->second;
- }
- else
- {
- d3dUniform = new D3DUniform(uniform.type, fullName, uniform.arraySizes, true);
- (*uniformMap)[fullName] = d3dUniform;
- }
-
- 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)
- {
- d3dUniform->psRegisterIndex = reg;
- }
- else if (shaderType == GL_VERTEX_SHADER)
- {
- d3dUniform->vsRegisterIndex = reg;
- }
- else
- {
- ASSERT(shaderType == GL_COMPUTE_SHADER);
- d3dUniform->csRegisterIndex = reg;
- }
-
- // Arrays are treated as aggregate types
- if (uniform.isArray())
- {
- encoder->exitAggregateType();
- }
- }
-}
-
-// Assume count is already clamped.
-template <typename T>
-void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
- GLsizei count,
- const T *v,
- uint8_t *targetData,
- GLenum uniformType)
-{
- D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
- const int components = targetUniform->typeInfo.componentCount;
- const unsigned int arrayElementOffset = locationInfo.arrayIndex;
-
- if (targetUniform->typeInfo.type == uniformType)
- {
- T *dest = reinterpret_cast<T *>(targetData) + arrayElementOffset * 4;
- const T *source = v;
-
- for (GLint i = 0; i < count; i++, dest += 4, source += components)
- {
- memcpy(dest, source, components * sizeof(T));
- }
- }
- else
- {
- ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType));
- GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElementOffset * 4;
-
- for (GLint i = 0; i < count; i++)
- {
- GLint *dest = boolParams + (i * 4);
- const T *source = v + (i * components);
-
- for (int c = 0; c < components; c++)
- {
- dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
- }
- }
- }
-}
-
-template <typename T>
-void ProgramD3D::setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType)
-{
- const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
- D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
-
- if (targetUniform->typeInfo.isSampler)
- {
- ASSERT(uniformType == GL_INT);
- size_t size = count * sizeof(T);
- GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex];
- if (memcmp(dest, v, size) != 0)
- {
- memcpy(dest, v, size);
- mDirtySamplerMapping = true;
- }
- return;
- }
-
- if (targetUniform->vsData)
- {
- setUniformImpl(locationInfo, count, v, targetUniform->vsData, uniformType);
- mVertexUniformsDirty = true;
- }
-
- if (targetUniform->psData)
- {
- setUniformImpl(locationInfo, count, v, targetUniform->psData, uniformType);
- mFragmentUniformsDirty = true;
- }
-
- if (targetUniform->csData)
- {
- setUniformImpl(locationInfo, count, v, targetUniform->csData, uniformType);
- mComputeUniformsDirty = true;
- }
-}
-
-template <int cols, int rows>
-bool ProgramD3D::setUniformMatrixfvImpl(GLint location,
- GLsizei countIn,
- GLboolean transpose,
- const GLfloat *value,
- uint8_t *targetData,
- GLenum targetUniformType)
-{
- D3DUniform *targetUniform = getD3DUniformFromLocation(location);
-
- unsigned int elementCount = targetUniform->getArraySizeProduct();
- unsigned int arrayElementOffset = mState.getUniformLocations()[location].arrayIndex;
- unsigned int count =
- std::min(elementCount - arrayElementOffset, static_cast<unsigned int>(countIn));
-
- const unsigned int targetMatrixStride = (4 * rows);
- GLfloat *target = reinterpret_cast<GLfloat *>(
- targetData + arrayElementOffset * sizeof(GLfloat) * targetMatrixStride);
-
- bool dirty = false;
-
- for (unsigned int i = 0; i < count; i++)
- {
- // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
- if (transpose == GL_FALSE)
- {
- dirty = TransposeExpandMatrix<GLfloat, cols, rows>(target, value) || dirty;
- }
- else
- {
- dirty = ExpandMatrix<GLfloat, cols, rows>(target, value) || dirty;
- }
- target += targetMatrixStride;
- value += cols * rows;
- }
-
- return dirty;
-}
-
-template <int cols, int rows>
-void ProgramD3D::setUniformMatrixfvInternal(GLint location,
- GLsizei countIn,
- GLboolean transpose,
- const GLfloat *value,
- GLenum targetUniformType)
-{
- D3DUniform *targetUniform = getD3DUniformFromLocation(location);
-
- if (targetUniform->vsData)
- {
- if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
- targetUniform->vsData, targetUniformType))
- {
- mVertexUniformsDirty = true;
- }
- }
-
- if (targetUniform->psData)
- {
- if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
- targetUniform->psData, targetUniformType))
- {
- mFragmentUniformsDirty = true;
- }
- }
-
- if (targetUniform->csData)
- {
- if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
- targetUniform->csData, targetUniformType))
- {
- mComputeUniformsDirty = true;
- }
- }
-}
-
-void ProgramD3D::assignAllSamplerRegisters()
-{
- for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
- {
- if (mD3DUniforms[uniformIndex]->isSampler())
- {
- assignSamplerRegisters(uniformIndex);
- }
- }
-}
-
-void ProgramD3D::assignSamplerRegisters(size_t uniformIndex)
-{
- D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
- ASSERT(d3dUniform->isSampler());
- // If the uniform is an array of arrays, then we have separate entries for each inner array in
- // mD3DUniforms. However, the sampler register info is stored in the shader only for the
- // outermost array.
- std::vector<unsigned int> subscripts;
- const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts);
- unsigned int registerOffset = mState.getUniforms()[uniformIndex].flattenedOffsetInParentArrays *
- d3dUniform->getArraySizeProduct();
-
- const gl::Shader *computeShader = mState.getAttachedComputeShader();
- if (computeShader)
- {
- const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedComputeShader());
- ASSERT(computeShaderD3D->hasUniform(baseName));
- d3dUniform->csRegisterIndex =
- computeShaderD3D->getUniformRegister(baseName) + registerOffset;
- ASSERT(d3dUniform->csRegisterIndex != GL_INVALID_INDEX);
- AssignSamplers(d3dUniform->csRegisterIndex, d3dUniform->typeInfo,
- d3dUniform->getArraySizeProduct(), mSamplersCS, &mUsedComputeSamplerRange);
- }
- else
- {
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedVertexShader());
- const ShaderD3D *fragmentShaderD3D =
- GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
- ASSERT(vertexShaderD3D->hasUniform(baseName) || fragmentShaderD3D->hasUniform(baseName));
- if (vertexShaderD3D->hasUniform(baseName))
- {
- d3dUniform->vsRegisterIndex =
- vertexShaderD3D->getUniformRegister(baseName) + registerOffset;
- ASSERT(d3dUniform->vsRegisterIndex != GL_INVALID_INDEX);
- AssignSamplers(d3dUniform->vsRegisterIndex, d3dUniform->typeInfo,
- d3dUniform->getArraySizeProduct(), mSamplersVS,
- &mUsedVertexSamplerRange);
- }
- if (fragmentShaderD3D->hasUniform(baseName))
- {
- d3dUniform->psRegisterIndex =
- fragmentShaderD3D->getUniformRegister(baseName) + registerOffset;
- ASSERT(d3dUniform->psRegisterIndex != GL_INVALID_INDEX);
- AssignSamplers(d3dUniform->psRegisterIndex, d3dUniform->typeInfo,
- d3dUniform->getArraySizeProduct(), mSamplersPS, &mUsedPixelSamplerRange);
- }
- }
-}
-
-// static
-void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
- const gl::UniformTypeInfo &typeInfo,
- unsigned int samplerCount,
- std::vector<Sampler> &outSamplers,
- GLuint *outUsedRange)
-{
- unsigned int samplerIndex = startSamplerIndex;
-
- do
- {
- ASSERT(samplerIndex < outSamplers.size());
- Sampler *sampler = &outSamplers[samplerIndex];
- sampler->active = true;
- sampler->textureType = typeInfo.samplerTextureType;
- sampler->logicalTextureUnit = 0;
- *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
- samplerIndex++;
- } while (samplerIndex < startSamplerIndex + samplerCount);
-}
-
-void ProgramD3D::reset()
-{
- mVertexExecutables.clear();
- mPixelExecutables.clear();
-
- for (auto &geometryExecutable : mGeometryExecutables)
- {
- geometryExecutable.reset(nullptr);
- }
-
- mComputeExecutable.reset(nullptr);
-
- mVertexHLSL.clear();
- mVertexWorkarounds = angle::CompilerWorkaroundsD3D();
-
- mPixelHLSL.clear();
- mPixelWorkarounds = angle::CompilerWorkaroundsD3D();
- mUsesFragDepth = false;
- mHasANGLEMultiviewEnabled = false;
- mUsesViewID = false;
- mPixelShaderKey.clear();
- mUsesPointSize = false;
- mUsesFlatInterpolation = false;
-
- SafeDeleteContainer(mD3DUniforms);
- mD3DUniformBlocks.clear();
-
- mVertexUniformStorage.reset(nullptr);
- mFragmentUniformStorage.reset(nullptr);
- mComputeUniformStorage.reset(nullptr);
-
- mSamplersPS.clear();
- mSamplersVS.clear();
- mSamplersCS.clear();
-
- mUsedVertexSamplerRange = 0;
- mUsedPixelSamplerRange = 0;
- mUsedComputeSamplerRange = 0;
- mDirtySamplerMapping = true;
-
- mAttribLocationToD3DSemantic.fill(-1);
-
- mStreamOutVaryings.clear();
-
- mGeometryShaderPreamble.clear();
-
- dirtyAllUniforms();
-
- mCachedPixelExecutableIndex.reset();
- mCachedVertexExecutableIndex.reset();
-}
-
-unsigned int ProgramD3D::getSerial() const
-{
- return mSerial;
-}
-
-unsigned int ProgramD3D::issueSerial()
-{
- return mCurrentSerial++;
-}
-
-void ProgramD3D::initAttribLocationsToD3DSemantic(const gl::Context *context)
-{
- gl::Shader *vertexShader = mState.getAttachedVertexShader();
- ASSERT(vertexShader != nullptr);
-
- // Init semantic index
- int semanticIndex = 0;
- for (const sh::Attribute &attribute : vertexShader->getActiveAttributes(context))
- {
- int regCount = gl::VariableRegisterCount(attribute.type);
- GLuint location = mState.getAttributeLocation(attribute.name);
- ASSERT(location != std::numeric_limits<GLuint>::max());
-
- for (int reg = 0; reg < regCount; ++reg)
- {
- mAttribLocationToD3DSemantic[location + reg] = semanticIndex++;
- }
- }
-}
-
-void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::State &state)
-{
- if (mCurrentVertexArrayStateSerial == associatedSerial)
- {
- return;
- }
-
- mCurrentVertexArrayStateSerial = associatedSerial;
- mCachedInputLayout.clear();
-
- const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
-
- for (size_t locationIndex : mState.getActiveAttribLocationsMask())
- {
- int d3dSemantic = mAttribLocationToD3DSemantic[locationIndex];
-
- if (d3dSemantic != -1)
- {
- if (mCachedInputLayout.size() < static_cast<size_t>(d3dSemantic + 1))
- {
- mCachedInputLayout.resize(d3dSemantic + 1, gl::VERTEX_FORMAT_INVALID);
- }
- mCachedInputLayout[d3dSemantic] =
- GetVertexFormatType(vertexAttributes[locationIndex],
- state.getVertexAttribCurrentValue(locationIndex).Type);
- }
- }
-
- VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
-
- updateCachedVertexExecutableIndex();
-}
-
-void ProgramD3D::updateCachedOutputLayout(const gl::Context *context,
- const gl::Framebuffer *framebuffer)
-{
- mPixelShaderOutputLayoutCache.clear();
-
- FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(framebuffer);
- const auto &colorbuffers = fboD3D->getColorAttachmentsForRender(context);
-
- for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
- {
- const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
-
- if (colorbuffer)
- {
- auto binding = colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0
- : colorbuffer->getBinding();
- mPixelShaderOutputLayoutCache.push_back(binding);
- }
- else
- {
- mPixelShaderOutputLayoutCache.push_back(GL_NONE);
- }
- }
-
- updateCachedPixelExecutableIndex();
-}
-
-void ProgramD3D::gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyingPacking,
- const BuiltinInfo &builtins)
-{
- 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 = mState.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
- {
- std::vector<unsigned int> subscripts;
- std::string baseName = gl::ParseResourceName(tfVaryingName, &subscripts);
- size_t subscript = GL_INVALID_INDEX;
- if (!subscripts.empty())
- {
- subscript = subscripts.back();
- }
- for (const auto &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 (baseName == registerInfo.packedVarying->varying->name &&
- (subscript == GL_INVALID_INDEX || subscript == registerInfo.varyingArrayIndex))
- {
- mStreamOutVaryings.push_back(D3DVarying(
- varyingSemantic, registerInfo.semanticIndex, componentCount, outputSlot));
- }
- }
- }
- }
-}
-
-D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
-{
- return mD3DUniforms[mState.getUniformLocations()[location].index];
-}
-
-const D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) const
-{
- return mD3DUniforms[mState.getUniformLocations()[location].index];
-}
-
-void ProgramD3D::setPathFragmentInputGen(const std::string &inputName,
- GLenum genMode,
- GLint components,
- const GLfloat *coeffs)
-{
- UNREACHABLE();
-}
-
-bool ProgramD3D::hasVertexExecutableForCachedInputLayout()
-{
- return mCachedVertexExecutableIndex.valid();
-}
-
-bool ProgramD3D::hasGeometryExecutableForPrimitiveType(GLenum drawMode)
-{
- if (!usesGeometryShader(drawMode))
- {
- // No shader necessary mean we have the required (null) executable.
- return true;
- }
-
- gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
- return mGeometryExecutables[geometryShaderType].get() != nullptr;
-}
-
-bool ProgramD3D::hasPixelExecutableForCachedOutputLayout()
-{
- return mCachedPixelExecutableIndex.valid();
-}
-
-template <typename DestT>
-void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const
-{
- const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
- const gl::LinkedUniform &uniform = mState.getUniforms()[locationInfo.index];
-
- const D3DUniform *targetUniform = getD3DUniformFromLocation(location);
- const uint8_t *srcPointer = targetUniform->getDataPtrToElement(locationInfo.arrayIndex);
-
- if (gl::IsMatrixType(uniform.type))
- {
- GetMatrixUniform(gl::VariableColumnCount(uniform.type), gl::VariableRowCount(uniform.type),
- dataOut, reinterpret_cast<const DestT *>(srcPointer));
- }
- else
- {
- memcpy(dataOut, srcPointer, uniform.getElementSize());
- }
-}
-
-void ProgramD3D::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
-{
- getUniformInternal(location, params);
-}
-
-void ProgramD3D::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
-{
- getUniformInternal(location, params);
-}
-
-void ProgramD3D::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
-{
- getUniformInternal(location, params);
-}
-
-void ProgramD3D::updateCachedVertexExecutableIndex()
-{
- mCachedVertexExecutableIndex.reset();
- for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
- {
- if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature))
- {
- mCachedVertexExecutableIndex = executableIndex;
- break;
- }
- }
-}
-
-void ProgramD3D::updateCachedPixelExecutableIndex()
-{
- mCachedPixelExecutableIndex.reset();
- for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
- {
- if (mPixelExecutables[executableIndex]->matchesSignature(mPixelShaderOutputLayoutCache))
- {
- mCachedPixelExecutableIndex = executableIndex;
- break;
- }
- }
-}
-
-void ProgramD3D::linkResources(const gl::Context *context,
- const gl::ProgramLinkedResources &resources)
-{
- UniformBlockInfo uniformBlockInfo;
-
- if (mState.getAttachedVertexShader())
- {
- uniformBlockInfo.getShaderBlockInfo(context, mState.getAttachedVertexShader());
- }
-
- if (mState.getAttachedFragmentShader())
- {
- uniformBlockInfo.getShaderBlockInfo(context, mState.getAttachedFragmentShader());
- }
-
- if (mState.getAttachedComputeShader())
- {
- uniformBlockInfo.getShaderBlockInfo(context, mState.getAttachedComputeShader());
- }
-
- // Gather interface block info.
- auto getUniformBlockSize = [&uniformBlockInfo](const std::string &name,
- const std::string &mappedName, size_t *sizeOut) {
- return uniformBlockInfo.getBlockSize(name, mappedName, sizeOut);
- };
-
- auto getUniformBlockMemberInfo = [&uniformBlockInfo](const std::string &name,
- const std::string &mappedName,
- sh::BlockMemberInfo *infoOut) {
- return uniformBlockInfo.getBlockMemberInfo(name, mappedName, infoOut);
- };
-
- resources.uniformBlockLinker.linkBlocks(getUniformBlockSize, getUniformBlockMemberInfo);
- initializeUniformBlocks();
-
- // TODO(jiajia.qin@intel.com): Determine correct shader storage block info.
- auto getShaderStorageBlockSize = [](const std::string &name, const std::string &mappedName,
- size_t *sizeOut) {
- *sizeOut = 0;
- return true;
- };
-
- auto getShaderStorageBlockMemberInfo =
- [](const std::string &name, const std::string &mappedName, sh::BlockMemberInfo *infoOut) {
- *infoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
- return true;
- };
-
- resources.shaderStorageBlockLinker.linkBlocks(getShaderStorageBlockSize,
- getShaderStorageBlockMemberInfo);
-}
-
-} // namespace rx