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-rw-r--r--src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp2199
1 files changed, 1363 insertions, 836 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 72c6f1a1a9..afc318d9fa 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -8,31 +8,41 @@
#include "libANGLE/renderer/d3d/ProgramD3D.h"
-#include "common/BitSetIterator.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/VaryingPacking.h"
#include "libANGLE/renderer/d3d/VertexDataManager.h"
+using namespace angle;
+
namespace rx
{
namespace
{
-gl::InputLayout GetDefaultInputLayoutFromShader(const gl::Shader *vertexShader)
+void GetDefaultInputLayoutFromShader(const gl::Context *context,
+ gl::Shader *vertexShader,
+ gl::InputLayout *inputLayoutOut)
{
- gl::InputLayout defaultLayout;
- for (const sh::Attribute &shaderAttr : vertexShader->getActiveAttributes())
+ inputLayoutOut->clear();
+
+ for (const sh::Attribute &shaderAttr : vertexShader->getActiveAttributes(context))
{
if (shaderAttr.type != GL_NONE)
{
@@ -47,301 +57,256 @@ gl::InputLayout GetDefaultInputLayoutFromShader(const gl::Shader *vertexShader)
gl::VertexFormatType defaultType =
gl::GetVertexFormatType(componentType, GL_FALSE, components, pureInt);
- defaultLayout.push_back(defaultType);
+ inputLayoutOut->push_back(defaultType);
}
}
}
-
- return defaultLayout;
}
-std::vector<GLenum> GetDefaultOutputLayoutFromShader(
- const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
+void GetDefaultOutputLayoutFromShader(
+ const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
+ std::vector<GLenum> *outputLayoutOut)
{
- std::vector<GLenum> defaultPixelOutput;
+ outputLayoutOut->clear();
if (!shaderOutputVars.empty())
{
- defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 +
- static_cast<unsigned int>(shaderOutputVars[0].outputIndex));
+ outputLayoutOut->push_back(GL_COLOR_ATTACHMENT0 +
+ static_cast<unsigned int>(shaderOutputVars[0].outputIndex));
}
-
- return defaultPixelOutput;
}
-bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
+template <typename T, int cols, int rows>
+bool TransposeExpandMatrix(T *target, const GLfloat *value)
{
- return var.isRowMajorLayout;
-}
+ constexpr int targetWidth = 4;
+ constexpr int targetHeight = rows;
+ constexpr int srcWidth = rows;
+ constexpr int srcHeight = cols;
-bool IsRowMajorLayout(const sh::ShaderVariable &var)
-{
- return false;
-}
+ constexpr int copyWidth = std::min(targetHeight, srcWidth);
+ constexpr int copyHeight = std::min(targetWidth, srcHeight);
-struct AttributeSorter
-{
- AttributeSorter(const ProgramD3D::SemanticIndexArray &semanticIndices)
- : originalIndices(&semanticIndices)
+ 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]);
+ }
}
- bool operator()(int a, int b)
+ if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0)
{
- int indexA = (*originalIndices)[a];
- int indexB = (*originalIndices)[b];
-
- if (indexA == -1)
- return false;
- if (indexB == -1)
- return true;
- return (indexA < indexB);
+ return false;
}
- 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);
+ memcpy(target, staging, targetWidth * targetHeight * sizeof(T));
+ return true;
}
-std::vector<PackedVarying> MergeVaryings(const gl::Shader &vertexShader,
- const gl::Shader &fragmentShader,
- const std::vector<std::string> &tfVaryings)
+template <typename T, int cols, int rows>
+bool ExpandMatrix(T *target, const GLfloat *value)
{
- std::vector<PackedVarying> packedVaryings;
+ constexpr int targetWidth = 4;
+ constexpr int targetHeight = rows;
+ constexpr int srcWidth = cols;
+ constexpr int srcHeight = rows;
- for (const sh::Varying &output : vertexShader.getVaryings())
- {
- bool packed = false;
+ constexpr int copyWidth = std::min(targetWidth, srcWidth);
+ constexpr int copyHeight = std::min(targetHeight, srcHeight);
- // 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;
- }
- }
+ T staging[targetWidth * targetHeight] = {0};
- // Keep Transform FB varyings in the merged list always.
- if (!packed)
+ for (int y = 0; y < copyHeight; y++)
+ {
+ for (int x = 0; x < copyWidth; x++)
{
- 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;
- }
- }
+ staging[y * targetWidth + x] = static_cast<T>(value[y * srcWidth + x]);
}
}
- std::sort(packedVaryings.begin(), packedVaryings.end(), ComparePackedVarying);
+ if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0)
+ {
+ return false;
+ }
- return packedVaryings;
+ memcpy(target, staging, targetWidth * targetHeight * sizeof(T));
+ return true;
}
-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)
+gl::PrimitiveType GetGeometryShaderTypeFromDrawMode(GLenum drawMode)
{
- for (const VarT &field : fields)
+ switch (drawMode)
{
- const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
+ // Uses the point sprite geometry shader.
+ case GL_POINTS:
+ return gl::PRIMITIVE_POINTS;
- if (field.isStruct())
- {
- bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
+ // All line drawing uses the same geometry shader.
+ case GL_LINES:
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+ return gl::PRIMITIVE_LINES;
- for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
- {
- encoder->enterAggregateType();
+ // The triangle fan primitive is emulated with strips in D3D11.
+ case GL_TRIANGLES:
+ case GL_TRIANGLE_FAN:
+ return gl::PRIMITIVE_TRIANGLES;
- const std::string uniformElementName =
- fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
- GetUniformBlockInfo(field.fields, uniformElementName, encoder, rowMajorLayout,
- blockInfoOut);
+ // Special case for triangle strips.
+ case GL_TRIANGLE_STRIP:
+ return gl::PRIMITIVE_TRIANGLE_STRIP;
- encoder->exitAggregateType();
- }
- }
- else
- {
- bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
- (*blockInfoOut)[fieldName] =
- encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
- }
+ default:
+ UNREACHABLE();
+ return gl::PRIMITIVE_TYPE_MAX;
}
}
-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 FindFlatInterpolationVarying(const std::vector<sh::Varying> &varyings)
{
- bool dirty = false;
- int copyWidth = std::min(targetHeight, srcWidth);
- int copyHeight = std::min(targetWidth, srcHeight);
-
- for (int x = 0; x < copyWidth; x++)
+ // Note: this assumes nested structs can only be packed with one interpolation.
+ for (const auto &varying : varyings)
{
- 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++)
+ if (varying.interpolation == sh::INTERPOLATION_FLAT)
{
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ return true;
}
}
- // clear unfilled bottom.
- for (int y = copyWidth; y < targetHeight; y++)
+
+ 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 (int x = 0; x < targetWidth; x++)
+ for (GLint row = 0; row < rows; ++row)
{
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
+ GLfloat *outptr = dataOut + ((col * rows) + row);
+ const GLfloat *inptr = source + ((row * 4) + col);
+ *outptr = *inptr;
}
}
+}
- return dirty;
+template <typename NonFloatT>
+void GetMatrixUniform(GLint columns, GLint rows, NonFloatT *dataOut, const NonFloatT *source)
+{
+ UNREACHABLE();
}
-template <typename T>
-bool ExpandMatrix(T *target,
- const GLfloat *value,
- int targetWidth,
- int targetHeight,
- int srcWidth,
- int srcHeight)
+class UniformBlockInfo final : angle::NonCopyable
{
- bool dirty = false;
- int copyWidth = std::min(targetWidth, srcWidth);
- int copyHeight = std::min(targetHeight, srcHeight);
+ public:
+ UniformBlockInfo() {}
- for (int y = 0; y < copyHeight; y++)
+ 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))
{
- for (int x = 0; x < copyWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]),
- &dirty);
- }
+ 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;
}
- // clear unfilled right side
- for (int y = 0; y < copyHeight; y++)
+}
+
+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)
{
- for (int x = copyWidth; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
+ encoder = &std140Encoder;
}
- // clear unfilled bottom.
- for (int y = copyHeight; y < targetHeight; y++)
+ else
{
- for (int x = 0; x < targetWidth; x++)
- {
- SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
- }
+ encoder = &hlslEncoder;
}
- return dirty;
+ sh::GetUniformBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder,
+ interfaceBlock.isRowMajorLayout, &mBlockLayout);
+
+ return encoder->getBlockSize();
}
-gl::PrimitiveType GetGeometryShaderTypeFromDrawMode(GLenum drawMode)
+bool UniformBlockInfo::getBlockSize(const std::string &name,
+ const std::string &mappedName,
+ size_t *sizeOut)
{
- switch (drawMode)
+ size_t nameLengthWithoutArrayIndex;
+ gl::ParseArrayIndex(name, &nameLengthWithoutArrayIndex);
+ std::string baseName = name.substr(0u, nameLengthWithoutArrayIndex);
+ auto sizeIter = mBlockSizes.find(baseName);
+ if (sizeIter == mBlockSizes.end())
{
- // 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;
+ *sizeOut = 0;
+ return false;
+ }
- // Special case for triangle strips.
- case GL_TRIANGLE_STRIP:
- return gl::PRIMITIVE_TRIANGLE_STRIP;
+ *sizeOut = sizeIter->second;
+ return true;
+};
- default:
- UNREACHABLE();
- return gl::PRIMITIVE_TYPE_MAX;
+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 typeIn,
+D3DUniform::D3DUniform(GLenum type,
const std::string &nameIn,
- unsigned int arraySizeIn,
+ const std::vector<unsigned int> &arraySizesIn,
bool defaultBlock)
- : type(typeIn),
+ : typeInfo(gl::GetUniformTypeInfo(type)),
name(nameIn),
- arraySize(arraySizeIn),
- data(nullptr),
- dirty(true),
+ arraySizes(arraySizesIn),
+ vsData(nullptr),
+ psData(nullptr),
+ csData(nullptr),
vsRegisterIndex(GL_INVALID_INDEX),
psRegisterIndex(GL_INVALID_INDEX),
+ csRegisterIndex(GL_INVALID_INDEX),
registerCount(0),
registerElement(0)
{
@@ -350,23 +315,36 @@ D3DUniform::D3DUniform(GLenum typeIn,
// 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();
+ // Use the row count as register count, will work for non-square matrices.
+ registerCount = typeInfo.rowCount * getArraySizeProduct();
}
}
D3DUniform::~D3DUniform()
{
- SafeDeleteArray(data);
+}
+
+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 gl::IsSamplerType(type);
+ return typeInfo.isSampler;
}
bool D3DUniform::isReferencedByVertexShader() const
@@ -379,6 +357,23 @@ 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)
@@ -398,16 +393,17 @@ D3DVarying::D3DVarying(const std::string &semanticNameIn,
// ProgramD3DMetadata Implementation
-ProgramD3DMetadata::ProgramD3DMetadata(int rendererMajorShaderModel,
- const std::string &shaderModelSuffix,
- bool usesInstancedPointSpriteEmulation,
- bool usesViewScale,
+ProgramD3DMetadata::ProgramD3DMetadata(RendererD3D *renderer,
const ShaderD3D *vertexShader,
const ShaderD3D *fragmentShader)
- : mRendererMajorShaderModel(rendererMajorShaderModel),
- mShaderModelSuffix(shaderModelSuffix),
- mUsesInstancedPointSpriteEmulation(usesInstancedPointSpriteEmulation),
- mUsesViewScale(usesViewScale),
+ : 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)
{
@@ -418,12 +414,13 @@ int ProgramD3DMetadata::getRendererMajorShaderModel() const
return mRendererMajorShaderModel;
}
-bool ProgramD3DMetadata::usesBroadcast(const gl::Data &data) const
+bool ProgramD3DMetadata::usesBroadcast(const gl::ContextState &data) const
{
- return (mFragmentShader->usesFragColor() && data.clientVersion < 3);
+ return (mFragmentShader->usesFragColor() && mFragmentShader->usesMultipleRenderTargets() &&
+ data.getClientMajorVersion() < 3);
}
-bool ProgramD3DMetadata::usesFragDepth(const gl::Program::Data &programData) const
+bool ProgramD3DMetadata::usesFragDepth() const
{
return mFragmentShader->usesFragDepth();
}
@@ -445,7 +442,8 @@ bool ProgramD3DMetadata::usesPointSize() const
bool ProgramD3DMetadata::usesInsertedPointCoordValue() const
{
- return !usesPointSize() && usesPointCoord() && mRendererMajorShaderModel >= 4;
+ return (!usesPointSize() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() &&
+ mRendererMajorShaderModel >= 4;
}
bool ProgramD3DMetadata::usesViewScale() const
@@ -453,15 +451,29 @@ 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
{
- // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader
+ // 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.
- // 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.
+ // 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();
}
@@ -509,24 +521,44 @@ ProgramD3D::VertexExecutable::~VertexExecutable()
}
// 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->resize(inputLayout.size());
+ signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT);
for (size_t index = 0; index < inputLayout.size(); ++index)
{
gl::VertexFormatType vertexFormatType = inputLayout[index];
- bool converted = false;
- if (vertexFormatType != gl::VERTEX_FORMAT_INVALID)
- {
- VertexConversionType conversionType =
- renderer->getVertexConversionType(vertexFormatType);
- converted = ((conversionType & VERTEX_CONVERT_GPU) != 0);
- }
+ if (vertexFormatType == gl::VERTEX_FORMAT_INVALID)
+ continue;
+
+ VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatType);
+ if ((conversionType & VERTEX_CONVERT_GPU) == 0)
+ continue;
- (*signatureOut)[index] = converted;
+ GLenum componentType = renderer->getVertexComponentType(vertexFormatType);
+ (*signatureOut)[index] = GetAttribType(componentType);
}
}
@@ -535,9 +567,9 @@ bool ProgramD3D::VertexExecutable::matchesSignature(const Signature &signature)
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;
+ // 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;
}
@@ -562,19 +594,25 @@ ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureTy
unsigned int ProgramD3D::mCurrentSerial = 1;
-ProgramD3D::ProgramD3D(const gl::Program::Data &data, RendererD3D *renderer)
- : ProgramImpl(data),
+ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer)
+ : ProgramImpl(state),
mRenderer(renderer),
- mDynamicHLSL(NULL),
- mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX, nullptr),
+ mDynamicHLSL(nullptr),
+ mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX),
+ mComputeExecutable(nullptr),
mUsesPointSize(false),
mUsesFlatInterpolation(false),
- mVertexUniformStorage(NULL),
- mFragmentUniformStorage(NULL),
+ mVertexUniformStorage(nullptr),
+ mFragmentUniformStorage(nullptr),
+ mComputeUniformStorage(nullptr),
mUsedVertexSamplerRange(0),
mUsedPixelSamplerRange(0),
+ mUsedComputeSamplerRange(0),
mDirtySamplerMapping(true),
- mSerial(issueSerial())
+ mSerial(issueSerial()),
+ mVertexUniformsDirty(true),
+ mFragmentUniformsDirty(true),
+ mComputeUniformsDirty(true)
{
mDynamicHLSL = new DynamicHLSL(renderer);
}
@@ -590,14 +628,22 @@ 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 usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
+ return usesGeometryShaderForPointSpriteEmulation();
}
bool ProgramD3D::usesInstancedPointSpriteEmulation() const
@@ -627,6 +673,13 @@ GLint ProgramD3D::getSamplerMapping(gl::SamplerType type,
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();
}
@@ -654,6 +707,10 @@ GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samp
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();
}
@@ -661,7 +718,7 @@ GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samp
return GL_TEXTURE_2D;
}
-GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
+GLuint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
{
switch (type)
{
@@ -669,17 +726,19 @@ GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
return mUsedPixelSamplerRange;
case gl::SAMPLER_VERTEX:
return mUsedVertexSamplerRange;
+ case gl::SAMPLER_COMPUTE:
+ return mUsedComputeSamplerRange;
default:
UNREACHABLE();
- return 0;
+ return 0u;
}
}
-void ProgramD3D::updateSamplerMapping()
+ProgramD3D::SamplerMapping ProgramD3D::updateSamplerMapping()
{
if (!mDirtySamplerMapping)
{
- return;
+ return SamplerMapping::WasClean;
}
mDirtySamplerMapping = false;
@@ -687,14 +746,10 @@ void ProgramD3D::updateSamplerMapping()
// Retrieve sampler uniform values
for (const D3DUniform *d3dUniform : mD3DUniforms)
{
- if (!d3dUniform->dirty)
- continue;
-
if (!d3dUniform->isSampler())
continue;
- int count = d3dUniform->elementCount();
- const GLint(*v)[4] = reinterpret_cast<const GLint(*)[4]>(d3dUniform->data);
+ int count = d3dUniform->getArraySizeProduct();
if (d3dUniform->isReferencedByFragmentShader())
{
@@ -707,7 +762,7 @@ void ProgramD3D::updateSamplerMapping()
if (samplerIndex < mSamplersPS.size())
{
ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
+ mSamplersPS[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
}
}
}
@@ -723,15 +778,37 @@ void ProgramD3D::updateSamplerMapping()
if (samplerIndex < mSamplersVS.size())
{
ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
+ 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;
}
-LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
+gl::LinkResult ProgramD3D::load(const gl::Context *context,
+ gl::InfoLog &infoLog,
+ gl::BinaryInputStream *stream)
{
+ // TODO(jmadill): Use Renderer from contextImpl.
+
reset();
DeviceIdentifier binaryDeviceIdentifier = {0};
@@ -742,20 +819,19 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
{
infoLog << "Invalid program binary, device configuration has changed.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
int compileFlags = stream->readInt<int>();
if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
{
infoLog << "Mismatched compilation flags.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
- // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
- for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ for (int &index : mAttribLocationToD3DSemantic)
{
- stream->readInt(&mSemanticIndexes[i]);
+ stream->readInt(&index);
}
const unsigned int psSamplerCount = stream->readInt<unsigned int>();
@@ -777,27 +853,39 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
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 LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
- const auto &linkedUniforms = mData.getUniforms();
+ 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.arraySize,
+ 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);
@@ -808,7 +896,7 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
if (stream->error())
{
infoLog << "Invalid program binary.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
ASSERT(mD3DUniformBlocks.empty());
@@ -817,6 +905,7 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
D3DUniformBlock uniformBlock;
stream->readInt(&uniformBlock.psRegisterIndex);
stream->readInt(&uniformBlock.vsRegisterIndex);
+ stream->readInt(&uniformBlock.csRegisterIndex);
mD3DUniformBlocks.push_back(uniformBlock);
}
@@ -834,11 +923,13 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
stream->readString(&mVertexHLSL);
stream->readBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds),
- sizeof(D3DCompilerWorkarounds));
+ sizeof(angle::CompilerWorkaroundsD3D));
stream->readString(&mPixelHLSL);
stream->readBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
- sizeof(D3DCompilerWorkarounds));
+ sizeof(angle::CompilerWorkaroundsD3D));
stream->readBool(&mUsesFragDepth);
+ stream->readBool(&mHasANGLEMultiviewEnabled);
+ stream->readBool(&mUsesViewID);
stream->readBool(&mUsesPointSize);
stream->readBool(&mUsesFlatInterpolation);
@@ -857,6 +948,8 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
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++)
@@ -874,18 +967,14 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
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);
- }
+ ANGLE_TRY(mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
+ gl::SHADER_VERTEX, mStreamOutVaryings, separateAttribs,
+ &shaderExecutable));
if (!shaderExecutable)
{
infoLog << "Could not create vertex shader.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
// generated converted input layout
@@ -893,8 +982,8 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
VertexExecutable::getSignature(mRenderer, inputLayout, &signature);
// add new binary
- mVertexExecutables.push_back(
- new VertexExecutable(inputLayout, signature, shaderExecutable));
+ mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
+ new VertexExecutable(inputLayout, signature, shaderExecutable)));
stream->skip(vertexShaderSize);
}
@@ -913,22 +1002,19 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
const unsigned char *pixelShaderFunction = binary + stream->offset();
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);
- }
+ ANGLE_TRY(mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize,
+ gl::SHADER_FRAGMENT, mStreamOutVaryings,
+ separateAttribs, &shaderExecutable));
if (!shaderExecutable)
{
infoLog << "Could not create pixel shader.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ return false;
}
// add new binary
- mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable));
+ mPixelExecutables.push_back(
+ std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable)));
stream->skip(pixelShaderSize);
}
@@ -939,36 +1025,52 @@ LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
unsigned int geometryShaderSize = stream->readInt<unsigned int>();
if (geometryShaderSize == 0)
{
- mGeometryExecutables[geometryExeIndex] = nullptr;
continue;
}
const unsigned char *geometryShaderFunction = binary + stream->offset();
- 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);
- }
+ ShaderExecutableD3D *geometryExecutable = nullptr;
+ ANGLE_TRY(mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize,
+ gl::SHADER_GEOMETRY, mStreamOutVaryings,
+ separateAttribs, &geometryExecutable));
- if (!mGeometryExecutables[geometryExeIndex])
+ if (!geometryExecutable)
{
infoLog << "Could not create geometry shader.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ 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();
- initAttributesByLayout();
- return LinkResult(true, gl::Error(GL_NO_ERROR));
+ return true;
}
-gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
+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
@@ -979,10 +1081,9 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
- // TODO(jmadill): replace MAX_VERTEX_ATTRIBS
- for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; ++i)
+ for (int d3dSemantic : mAttribLocationToD3DSemantic)
{
- stream->writeInt(mSemanticIndexes[i]);
+ stream->writeInt(d3dSemantic);
}
stream->writeInt(mSamplersPS.size());
@@ -1001,15 +1102,25 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
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->writeInt(uniform->psRegisterIndex);
- stream->writeInt(uniform->vsRegisterIndex);
+ stream->writeIntOrNegOne(uniform->psRegisterIndex);
+ stream->writeIntOrNegOne(uniform->vsRegisterIndex);
+ stream->writeIntOrNegOne(uniform->csRegisterIndex);
stream->writeInt(uniform->registerCount);
stream->writeInt(uniform->registerElement);
}
@@ -1017,8 +1128,9 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeInt(mD3DUniformBlocks.size());
for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks)
{
- stream->writeInt(uniformBlock.psRegisterIndex);
- stream->writeInt(uniformBlock.vsRegisterIndex);
+ stream->writeIntOrNegOne(uniformBlock.psRegisterIndex);
+ stream->writeIntOrNegOne(uniformBlock.vsRegisterIndex);
+ stream->writeIntOrNegOne(uniformBlock.csRegisterIndex);
}
stream->writeInt(mStreamOutVaryings.size());
@@ -1032,11 +1144,13 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeString(mVertexHLSL);
stream->writeBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds),
- sizeof(D3DCompilerWorkarounds));
+ sizeof(angle::CompilerWorkaroundsD3D));
stream->writeString(mPixelHLSL);
stream->writeBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds),
- sizeof(D3DCompilerWorkarounds));
+ sizeof(angle::CompilerWorkaroundsD3D));
stream->writeInt(mUsesFragDepth);
+ stream->writeInt(mHasANGLEMultiviewEnabled);
+ stream->writeInt(mUsesViewID);
stream->writeInt(mUsesPointSize);
stream->writeInt(mUsesFlatInterpolation);
@@ -1058,14 +1172,14 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size();
vertexExecutableIndex++)
{
- VertexExecutable *vertexExecutable = mVertexExecutables[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(inputLayout[inputIndex]);
+ stream->writeInt(static_cast<unsigned int>(inputLayout[inputIndex]));
}
size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
@@ -1079,7 +1193,7 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size();
pixelExecutableIndex++)
{
- PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex];
+ PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex].get();
const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
stream->writeInt(outputs.size());
@@ -1095,150 +1209,120 @@ gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
stream->writeBytes(pixelBlob, pixelShaderSize);
}
- for (const ShaderExecutableD3D *geometryExe : mGeometryExecutables)
+ for (auto const &geometryExecutable : mGeometryExecutables)
{
- if (geometryExe == nullptr)
+ if (!geometryExecutable)
{
stream->writeInt(0);
continue;
}
- size_t geometryShaderSize = geometryExe->getLength();
+ size_t geometryShaderSize = geometryExecutable->getLength();
stream->writeInt(geometryShaderSize);
- stream->writeBytes(geometryExe->getFunction(), geometryShaderSize);
+ stream->writeBytes(geometryExecutable->getFunction(), geometryShaderSize);
}
- return gl::Error(GL_NO_ERROR);
+ if (mComputeExecutable)
+ {
+ size_t computeShaderSize = mComputeExecutable->getLength();
+ stream->writeInt(computeShaderSize);
+ stream->writeBytes(mComputeExecutable->getFunction(), computeShaderSize);
+ }
+ else
+ {
+ stream->writeInt(0);
+ }
}
void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */)
{
}
-gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo,
- ShaderExecutableD3D **outExecutable)
+void ProgramD3D::setSeparable(bool /* separable */)
{
- mPixelShaderOutputFormatCache.clear();
-
- const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo);
- const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender();
-
- for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
- {
- const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
-
- if (colorbuffer)
- {
- mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK
- ? GL_COLOR_ATTACHMENT0
- : colorbuffer->getBinding());
- }
- else
- {
- mPixelShaderOutputFormatCache.push_back(GL_NONE);
- }
- }
-
- return getPixelExecutableForOutputLayout(mPixelShaderOutputFormatCache, outExecutable, nullptr);
}
-gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature,
- ShaderExecutableD3D **outExectuable,
- gl::InfoLog *infoLog)
+gl::Error ProgramD3D::getPixelExecutableForCachedOutputLayout(ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog)
{
- for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
+ if (mCachedPixelExecutableIndex.valid())
{
- if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature))
- {
- *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable();
- return gl::Error(GL_NO_ERROR);
- }
+ *outExecutable = mPixelExecutables[mCachedPixelExecutableIndex.value()]->shaderExecutable();
+ return gl::NoError();
}
std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(
- mPixelHLSL, mPixelShaderKey, mUsesFragDepth, outputSignature);
+ mPixelHLSL, mPixelShaderKey, mUsesFragDepth, mPixelShaderOutputLayoutCache);
// Generate new pixel executable
- ShaderExecutableD3D *pixelExecutable = NULL;
+ ShaderExecutableD3D *pixelExecutable = nullptr;
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(
- *currentInfoLog, finalPixelHLSL, SHADER_PIXEL, mStreamOutVaryings,
- (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds,
- &pixelExecutable);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mRenderer->compileToExecutable(
+ *currentInfoLog, finalPixelHLSL, gl::SHADER_FRAGMENT, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds,
+ &pixelExecutable));
if (pixelExecutable)
{
- mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable));
+ mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>(
+ new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable)));
+ mCachedPixelExecutableIndex = mPixelExecutables.size() - 1;
}
else if (!infoLog)
{
- std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
- tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]);
- ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]);
+ ERR() << "Error compiling dynamic pixel executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
}
- *outExectuable = pixelExecutable;
- return gl::Error(GL_NO_ERROR);
+ *outExecutable = pixelExecutable;
+ return gl::NoError();
}
-gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout,
- ShaderExecutableD3D **outExectuable,
- gl::InfoLog *infoLog)
+gl::Error ProgramD3D::getVertexExecutableForCachedInputLayout(ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog)
{
- VertexExecutable::getSignature(mRenderer, inputLayout, &mCachedVertexSignature);
-
- for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
+ if (mCachedVertexExecutableIndex.valid())
{
- if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature))
- {
- *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable();
- return gl::Error(GL_NO_ERROR);
- }
+ *outExectuable =
+ mVertexExecutables[mCachedVertexExecutableIndex.value()]->shaderExecutable();
+ return gl::NoError();
}
// Generate new dynamic layout with attribute conversions
std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
- mVertexHLSL, inputLayout, mData.getAttributes());
+ mVertexHLSL, mCachedInputLayout, mState.getAttributes());
// Generate new vertex executable
- ShaderExecutableD3D *vertexExecutable = NULL;
+ ShaderExecutableD3D *vertexExecutable = nullptr;
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(
- *currentInfoLog, finalVertexHLSL, SHADER_VERTEX, mStreamOutVaryings,
- (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds,
- &vertexExecutable);
- if (error.isError())
- {
- return error;
- }
+ ANGLE_TRY(mRenderer->compileToExecutable(
+ *currentInfoLog, finalVertexHLSL, gl::SHADER_VERTEX, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds,
+ &vertexExecutable));
if (vertexExecutable)
{
- mVertexExecutables.push_back(
- new VertexExecutable(inputLayout, mCachedVertexSignature, vertexExecutable));
+ mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
+ new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable)));
+ mCachedVertexExecutableIndex = mVertexExecutables.size() - 1;
}
else if (!infoLog)
{
- std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
- tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]);
- ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
+ ERR() << "Error compiling dynamic vertex executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
}
*outExectuable = vertexExecutable;
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
-gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data,
+gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Context *context,
GLenum drawMode,
ShaderExecutableD3D **outExecutable,
gl::InfoLog *infoLog)
@@ -1251,75 +1335,188 @@ gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::Data &data
// Return a null shader if the current rendering doesn't use a geometry shader
if (!usesGeometryShader(drawMode))
{
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
- if (mGeometryExecutables[geometryShaderType] != nullptr)
+ if (mGeometryExecutables[geometryShaderType])
{
if (outExecutable)
{
- *outExecutable = mGeometryExecutables[geometryShaderType];
+ *outExecutable = mGeometryExecutables[geometryShaderType].get();
}
- return gl::Error(GL_NO_ERROR);
+ return gl::NoError();
}
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
- geometryShaderType, data, mData, mRenderer->presentPathFastEnabled(),
- mGeometryShaderPreamble);
+ context, geometryShaderType, mState, mRenderer->presentPathFastEnabled(),
+ mHasANGLEMultiviewEnabled, mRenderer->canSelectViewInVertexShader(),
+ usesGeometryShaderForPointSpriteEmulation(), 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]);
+ 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())
{
- 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]);
+ ERR() << "Error compiling dynamic geometry executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
+ }
+
+ if (geometryExecutable != nullptr)
+ {
+ mGeometryExecutables[geometryShaderType].reset(geometryExecutable);
}
if (outExecutable)
{
- *outExecutable = mGeometryExecutables[geometryShaderType];
+ *outExecutable = mGeometryExecutables[geometryShaderType].get();
}
return error;
}
-LinkResult ProgramD3D::compileProgramExecutables(const gl::Data &data, gl::InfoLog &infoLog)
+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
{
- const gl::InputLayout &defaultInputLayout =
- GetDefaultInputLayoutFromShader(mData.getAttachedVertexShader());
- ShaderExecutableD3D *defaultVertexExecutable = NULL;
- gl::Error error =
- getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog);
- if (error.isError())
+ public:
+ GetGeometryExecutableTask(ProgramD3D *program, const gl::Context *context)
+ : GetExecutableTask(program), mContext(context)
{
- return LinkResult(false, error);
}
- std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
- ShaderExecutableD3D *defaultPixelExecutable = NULL;
- error =
- getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog);
- if (error.isError())
+ gl::Error run() override
{
- return LinkResult(false, error);
+ // 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();
}
- // Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11.
- ShaderExecutableD3D *pointGS = nullptr;
- if (usesGeometryShader(GL_POINTS))
+ private:
+ const gl::Context *mContext;
+};
+
+gl::Error ProgramD3D::getComputeExecutable(ShaderExecutableD3D **outExecutable)
+{
+ if (outExecutable)
{
- getGeometryExecutableForPrimitiveType(data, GL_POINTS, &pointGS, &infoLog);
+ *outExecutable = mComputeExecutable.get();
}
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
+ 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)
{
@@ -1339,128 +1536,148 @@ LinkResult ProgramD3D::compileProgramExecutables(const gl::Data &data, gl::InfoL
if (defaultPixelExecutable)
{
const ShaderD3D *fragmentShaderD3D =
- GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
+ GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
}
- bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable &&
- (!usesGeometryShader(GL_POINTS) || pointGS));
- return LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
+ return (defaultVertexExecutable && defaultPixelExecutable &&
+ (!usesGeometryShader(GL_POINTS) || pointGS));
}
-LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog)
+gl::LinkResult ProgramD3D::compileComputeExecutable(const gl::Context *context,
+ gl::InfoLog &infoLog)
{
- reset();
+ // Ensure the compiler is initialized to avoid race conditions.
+ ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized());
+
+ std::string computeShader = mDynamicHLSL->generateComputeShaderLinkHLSL(context, mState);
- // TODO(jmadill): structures containing samplers
- for (const gl::LinkedUniform &linkedUniform : mData.getUniforms())
+ ShaderExecutableD3D *computeExecutable = nullptr;
+ ANGLE_TRY(mRenderer->compileToExecutable(infoLog, computeShader, gl::SHADER_COMPUTE,
+ std::vector<D3DVarying>(), false,
+ angle::CompilerWorkaroundsD3D(), &computeExecutable));
+
+ if (computeExecutable == nullptr)
{
- if (linkedUniform.isSampler() && linkedUniform.isField())
- {
- infoLog << "Structures containing samplers not currently supported in D3D.";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
+ 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);
}
- const gl::Shader *vertexShader = mData.getAttachedVertexShader();
- const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
-
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
- const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
+ return mComputeExecutable.get() != nullptr;
+}
- mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
- mSamplersPS.resize(data.caps->maxTextureImageUnits);
+gl::LinkResult ProgramD3D::link(const gl::Context *context,
+ const gl::ProgramLinkedResources &resources,
+ gl::InfoLog &infoLog)
+{
+ const auto &data = context->getContextState();
- vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
- fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
+ reset();
- if (mRenderer->getRendererLimitations().noFrontFacingSupport)
+ gl::Shader *computeShader = mState.getAttachedComputeShader();
+ if (computeShader)
{
- if (fragmentShaderD3D->usesFrontFacing())
+ mSamplersCS.resize(data.getCaps().maxComputeTextureImageUnits);
+
+ defineUniformsAndAssignRegisters(context);
+
+ gl::LinkResult result = compileComputeExecutable(context, infoLog);
+ if (result.isError())
{
- infoLog << "The current renderer doesn't support gl_FrontFacing";
- return LinkResult(false, gl::Error(GL_NO_ERROR));
+ 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();
- std::vector<PackedVarying> packedVaryings =
- MergeVaryings(*vertexShader, *fragmentShader, mData.getTransformFeedbackVaryingNames());
+ const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader);
+ const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader);
- // Map the varyings to the register file
- VaryingPacking varyingPacking(data.caps->maxVaryingVectors);
- if (!varyingPacking.packVaryings(infoLog, packedVaryings,
- mData.getTransformFeedbackVaryingNames()))
- {
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
+ mSamplersVS.resize(data.getCaps().maxVertexTextureImageUnits);
+ mSamplersPS.resize(data.getCaps().maxTextureImageUnits);
- ProgramD3DMetadata metadata(mRenderer->getMajorShaderModel(), mRenderer->getShaderModelSuffix(),
- usesInstancedPointSpriteEmulation(),
- mRenderer->presentPathFastEnabled(), vertexShaderD3D,
- fragmentShaderD3D);
+ vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds);
+ fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
- varyingPacking.enableBuiltins(SHADER_VERTEX, metadata);
- varyingPacking.enableBuiltins(SHADER_PIXEL, metadata);
+ if (mRenderer->getNativeLimitations().noFrontFacingSupport)
+ {
+ if (fragmentShaderD3D->usesFrontFacing())
+ {
+ infoLog << "The current renderer doesn't support gl_FrontFacing";
+ return false;
+ }
+ }
- 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));
- }
+ // 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;
+ }
- // 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));
- }
+ ProgramD3DMetadata metadata(mRenderer, vertexShaderD3D, fragmentShaderD3D);
+ BuiltinVaryingsD3D builtins(metadata, resources.varyingPacking);
- if (!mDynamicHLSL->generateShaderLinkHLSL(data, mData, metadata, varyingPacking, &mPixelHLSL,
- &mVertexHLSL))
- {
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
+ mDynamicHLSL->generateShaderLinkHLSL(context, mState, metadata, resources.varyingPacking,
+ builtins, &mPixelHLSL, &mVertexHLSL);
- mUsesPointSize = vertexShaderD3D->usesPointSize();
- mDynamicHLSL->getPixelShaderOutputKey(data, mData, metadata, &mPixelShaderKey);
- mUsesFragDepth = metadata.usesFragDepth(mData);
+ 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 = false;
- for (const auto &varying : packedVaryings)
- {
- if (varying.interpolation == sh::INTERPOLATION_FLAT)
+ // Cache if we use flat shading
+ mUsesFlatInterpolation =
+ (FindFlatInterpolationVarying(fragmentShader->getInputVaryings(context)) ||
+ FindFlatInterpolationVarying(vertexShader->getOutputVaryings(context)));
+
+ if (mRenderer->getMajorShaderModel() >= 4)
{
- mUsesFlatInterpolation = true;
- break;
+ mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(
+ resources.varyingPacking, builtins, mHasANGLEMultiviewEnabled,
+ metadata.canSelectViewInVertexShader());
}
- }
- if (mRenderer->getMajorShaderModel() >= 4)
- {
- varyingPacking.enableBuiltins(SHADER_GEOMETRY, metadata);
- mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(varyingPacking);
- }
+ initAttribLocationsToD3DSemantic(context);
- initSemanticIndex();
+ defineUniformsAndAssignRegisters(context);
- defineUniformsAndAssignRegisters();
+ gatherTransformFeedbackVaryings(resources.varyingPacking, builtins[gl::SHADER_VERTEX]);
- gatherTransformFeedbackVaryings(varyingPacking);
-
- LinkResult result = compileProgramExecutables(data, infoLog);
- if (result.error.isError() || !result.linkSuccess)
- {
- infoLog << "Failed to create D3D shaders.";
- return result;
+ 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;
+ }
}
- initUniformBlockInfo();
+ linkResources(context, resources);
- return LinkResult(true, gl::Error(GL_NO_ERROR));
+ return true;
}
GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
@@ -1469,46 +1686,22 @@ GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLo
return GL_TRUE;
}
-void ProgramD3D::initUniformBlockInfo()
+void ProgramD3D::initializeUniformBlocks()
{
- 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 (mState.getUniformBlocks().empty())
{
- 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;
+ return;
}
-}
-void ProgramD3D::assignUniformBlockRegisters()
-{
- mD3DUniformBlocks.clear();
+ ASSERT(mD3DUniformBlocks.empty());
// Assign registers and update sizes.
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
- const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
+ const ShaderD3D *vertexShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedVertexShader());
+ const ShaderD3D *fragmentShaderD3D =
+ SafeGetImplAs<ShaderD3D>(mState.getAttachedFragmentShader());
+ const ShaderD3D *computeShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedComputeShader());
- for (const gl::UniformBlock &uniformBlock : mData.getUniformBlocks())
+ for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
{
unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
@@ -1516,18 +1709,27 @@ void ProgramD3D::assignUniformBlockRegisters()
if (uniformBlock.vertexStaticUse)
{
- unsigned int baseRegister =
- vertexShaderD3D->getInterfaceBlockRegister(uniformBlock.name);
+ ASSERT(vertexShaderD3D != nullptr);
+ unsigned int baseRegister = vertexShaderD3D->getUniformBlockRegister(uniformBlock.name);
d3dUniformBlock.vsRegisterIndex = baseRegister + uniformBlockElement;
}
if (uniformBlock.fragmentStaticUse)
{
+ ASSERT(fragmentShaderD3D != nullptr);
unsigned int baseRegister =
- fragmentShaderD3D->getInterfaceBlockRegister(uniformBlock.name);
+ 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);
}
}
@@ -1537,6 +1739,7 @@ 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())
@@ -1551,55 +1754,67 @@ void ProgramD3D::initializeUniformStorage()
fragmentRegisters = std::max(
fragmentRegisters, d3dUniform->psRegisterIndex + d3dUniform->registerCount);
}
+ if (d3dUniform->isReferencedByComputeShader())
+ {
+ computeRegisters = std::max(
+ computeRegisters, d3dUniform->csRegisterIndex + d3dUniform->registerCount);
+ }
}
}
- mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
- mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
-}
-
-gl::Error ProgramD3D::applyUniforms(GLenum drawMode)
-{
- ASSERT(!mDirtySamplerMapping);
-
- gl::Error error = mRenderer->applyUniforms(*this, drawMode, mD3DUniforms);
- if (error.isError())
- {
- return error;
- }
+ 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)
{
- d3dUniform->dirty = false;
- }
+ if (d3dUniform->isSampler())
+ {
+ d3dUniform->mSamplerData.resize(d3dUniform->getArraySizeProduct(), 0);
+ continue;
+ }
- return gl::Error(GL_NO_ERROR);
-}
+ if (d3dUniform->isReferencedByVertexShader())
+ {
+ d3dUniform->vsData = mVertexUniformStorage->getDataPointer(d3dUniform->vsRegisterIndex,
+ d3dUniform->registerElement);
+ }
-gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
-{
- if (mData.getUniformBlocks().empty())
- {
- return gl::Error(GL_NO_ERROR);
+ if (d3dUniform->isReferencedByFragmentShader())
+ {
+ d3dUniform->psData = mFragmentUniformStorage->getDataPointer(
+ d3dUniform->psRegisterIndex, d3dUniform->registerElement);
+ }
+
+ if (d3dUniform->isReferencedByComputeShader())
+ {
+ d3dUniform->csData = mComputeUniformStorage->getDataPointer(
+ d3dUniform->csRegisterIndex, d3dUniform->registerElement);
+ }
}
+}
- // Lazy init.
- if (mD3DUniformBlocks.empty())
+void ProgramD3D::updateUniformBufferCache(const gl::Caps &caps,
+ unsigned int reservedVertex,
+ unsigned int reservedFragment)
+{
+ if (mState.getUniformBlocks().empty())
{
- assignUniformBlockRegisters();
+ return;
}
mVertexUBOCache.clear();
mFragmentUBOCache.clear();
- const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
- const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
-
for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size();
uniformBlockIndex++)
{
const D3DUniformBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex];
- GLuint blockBinding = mData.getUniformBlockBinding(uniformBlockIndex);
+ GLuint blockBinding = mState.getUniformBlockBinding(uniformBlockIndex);
// Unnecessary to apply an unreferenced standard or shared UBO
if (!uniformBlock.vertexStaticUse() && !uniformBlock.fragmentStaticUse())
@@ -1609,8 +1824,8 @@ gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
if (uniformBlock.vertexStaticUse())
{
- unsigned int registerIndex = uniformBlock.vsRegisterIndex - reservedBuffersInVS;
- ASSERT(registerIndex < data.caps->maxVertexUniformBlocks);
+ unsigned int registerIndex = uniformBlock.vsRegisterIndex - reservedVertex;
+ ASSERT(registerIndex < caps.maxVertexUniformBlocks);
if (mVertexUBOCache.size() <= registerIndex)
{
@@ -1623,8 +1838,8 @@ gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
if (uniformBlock.fragmentStaticUse())
{
- unsigned int registerIndex = uniformBlock.psRegisterIndex - reservedBuffersInFS;
- ASSERT(registerIndex < data.caps->maxFragmentUniformBlocks);
+ unsigned int registerIndex = uniformBlock.psRegisterIndex - reservedFragment;
+ ASSERT(registerIndex < caps.maxFragmentUniformBlocks);
if (mFragmentUBOCache.size() <= registerIndex)
{
@@ -1635,36 +1850,50 @@ gl::Error ProgramD3D::applyUniformBuffers(const gl::Data &data)
mFragmentUBOCache[registerIndex] = blockBinding;
}
}
+}
- return mRenderer->setUniformBuffers(data, mVertexUBOCache, mFragmentUBOCache);
+const std::vector<GLint> &ProgramD3D::getVertexUniformBufferCache() const
+{
+ return mVertexUBOCache;
+}
+
+const std::vector<GLint> &ProgramD3D::getFragmentUniformBufferCache() const
+{
+ return mFragmentUBOCache;
}
void ProgramD3D::dirtyAllUniforms()
{
- for (D3DUniform *d3dUniform : mD3DUniforms)
- {
- d3dUniform->dirty = true;
- }
+ 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)
{
- setUniform(location, count, v, GL_FLOAT);
+ setUniformInternal(location, count, v, GL_FLOAT);
}
void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
- setUniform(location, count, v, GL_FLOAT_VEC2);
+ setUniformInternal(location, count, v, GL_FLOAT_VEC2);
}
void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
- setUniform(location, count, v, GL_FLOAT_VEC3);
+ setUniformInternal(location, count, v, GL_FLOAT_VEC3);
}
void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
- setUniform(location, count, v, GL_FLOAT_VEC4);
+ setUniformInternal(location, count, v, GL_FLOAT_VEC4);
}
void ProgramD3D::setUniformMatrix2fv(GLint location,
@@ -1672,7 +1901,7 @@ void ProgramD3D::setUniformMatrix2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
+ setUniformMatrixfvInternal<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
}
void ProgramD3D::setUniformMatrix3fv(GLint location,
@@ -1680,7 +1909,7 @@ void ProgramD3D::setUniformMatrix3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
+ setUniformMatrixfvInternal<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
}
void ProgramD3D::setUniformMatrix4fv(GLint location,
@@ -1688,7 +1917,7 @@ void ProgramD3D::setUniformMatrix4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
+ setUniformMatrixfvInternal<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
}
void ProgramD3D::setUniformMatrix2x3fv(GLint location,
@@ -1696,7 +1925,7 @@ void ProgramD3D::setUniformMatrix2x3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
+ setUniformMatrixfvInternal<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
}
void ProgramD3D::setUniformMatrix3x2fv(GLint location,
@@ -1704,7 +1933,7 @@ void ProgramD3D::setUniformMatrix3x2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
+ setUniformMatrixfvInternal<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
}
void ProgramD3D::setUniformMatrix2x4fv(GLint location,
@@ -1712,7 +1941,7 @@ void ProgramD3D::setUniformMatrix2x4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
+ setUniformMatrixfvInternal<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
}
void ProgramD3D::setUniformMatrix4x2fv(GLint location,
@@ -1720,7 +1949,7 @@ void ProgramD3D::setUniformMatrix4x2fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
+ setUniformMatrixfvInternal<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
}
void ProgramD3D::setUniformMatrix3x4fv(GLint location,
@@ -1728,7 +1957,7 @@ void ProgramD3D::setUniformMatrix3x4fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
+ setUniformMatrixfvInternal<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
}
void ProgramD3D::setUniformMatrix4x3fv(GLint location,
@@ -1736,47 +1965,47 @@ void ProgramD3D::setUniformMatrix4x3fv(GLint location,
GLboolean transpose,
const GLfloat *value)
{
- setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
+ setUniformMatrixfvInternal<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
}
void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
- setUniform(location, count, v, GL_INT);
+ setUniformInternal(location, count, v, GL_INT);
}
void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
- setUniform(location, count, v, GL_INT_VEC2);
+ setUniformInternal(location, count, v, GL_INT_VEC2);
}
void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
- setUniform(location, count, v, GL_INT_VEC3);
+ setUniformInternal(location, count, v, GL_INT_VEC3);
}
void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
- setUniform(location, count, v, GL_INT_VEC4);
+ setUniformInternal(location, count, v, GL_INT_VEC4);
}
void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
- setUniform(location, count, v, GL_UNSIGNED_INT);
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT);
}
void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
- setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2);
}
void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
- setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3);
}
void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
- setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4);
}
void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/,
@@ -1784,35 +2013,58 @@ void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/,
{
}
-void ProgramD3D::defineUniformsAndAssignRegisters()
+void ProgramD3D::defineUniformsAndAssignRegisters(const gl::Context *context)
{
D3DUniformMap uniformMap;
- const gl::Shader *vertexShader = mData.getAttachedVertexShader();
- for (const sh::Uniform &vertexUniform : vertexShader->getUniforms())
-
+ gl::Shader *computeShader = mState.getAttachedComputeShader();
+ if (computeShader)
{
- if (vertexUniform.staticUse)
+ for (const sh::Uniform &computeUniform : computeShader->getUniforms(context))
{
- defineUniformBase(vertexShader, vertexUniform, &uniformMap);
+ if (computeUniform.staticUse)
+ {
+ defineUniformBase(computeShader, computeUniform, &uniformMap);
+ }
}
}
-
- const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
- for (const sh::Uniform &fragmentUniform : fragmentShader->getUniforms())
+ else
{
- if (fragmentUniform.staticUse)
+ 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))
{
- defineUniformBase(fragmentShader, fragmentUniform, &uniformMap);
+ if (fragmentUniform.staticUse)
+ {
+ defineUniformBase(fragmentShader, fragmentUniform, &uniformMap);
+ }
}
}
// Initialize the D3DUniform list to mirror the indexing of the GL layer.
- for (const gl::LinkedUniform &glUniform : mData.getUniforms())
+ for (const gl::LinkedUniform &glUniform : mState.getUniforms())
{
if (!glUniform.isInDefaultBlock())
continue;
- auto mapEntry = uniformMap.find(glUniform.name);
+ 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);
}
@@ -1825,7 +2077,8 @@ void ProgramD3D::defineUniformBase(const gl::Shader *shader,
const sh::Uniform &uniform,
D3DUniformMap *uniformMap)
{
- if (uniform.isBuiltIn())
+ // Samplers get their registers assigned in assignAllSamplerRegisters.
+ if (uniform.isBuiltIn() || gl::IsSamplerType(uniform.type))
{
defineUniform(shader->getType(), uniform, uniform.name, nullptr, uniformMap);
return;
@@ -1835,7 +2088,7 @@ void ProgramD3D::defineUniformBase(const gl::Shader *shader,
unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name);
ShShaderOutput outputType = shaderD3D->getCompilerOutputType();
- sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
+ sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType), true);
encoder.skipRegisters(startRegister);
defineUniform(shader->getType(), uniform, uniform.name, &encoder, uniformMap);
@@ -1854,6 +2107,84 @@ D3DUniform *ProgramD3D::getD3DUniformByName(const std::string &name)
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,
@@ -1862,24 +2193,20 @@ void ProgramD3D::defineUniform(GLenum shaderType,
{
if (uniform.isStruct())
{
- for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
+ if (uniform.isArray())
{
- const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
-
- if (encoder)
- encoder->enterAggregateType();
-
- for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
- {
- const sh::ShaderVariable &field = uniform.fields[fieldIndex];
- const std::string &fieldFullName = (fullName + elementString + "." + field.name);
-
- defineUniform(shaderType, field, fieldFullName, encoder, uniformMap);
- }
-
- if (encoder)
- encoder->exitAggregateType();
+ 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;
}
@@ -1891,7 +2218,7 @@ void ProgramD3D::defineUniform(GLenum shaderType,
// Advance the uniform offset, to track registers allocation for structs
sh::BlockMemberInfo blockInfo =
- encoder ? encoder->encodeType(uniform.type, uniform.arraySize, false)
+ encoder ? encoder->encodeType(uniform.type, uniform.arraySizes, false)
: sh::BlockMemberInfo::getDefaultBlockInfo();
auto uniformMapEntry = uniformMap->find(fullName);
@@ -1903,7 +2230,7 @@ void ProgramD3D::defineUniform(GLenum shaderType,
}
else
{
- d3dUniform = new D3DUniform(uniform.type, fullName, uniform.arraySize, true);
+ d3dUniform = new D3DUniform(uniform.type, fullName, uniform.arraySizes, true);
(*uniformMap)[fullName] = d3dUniform;
}
@@ -1917,11 +2244,15 @@ void ProgramD3D::defineUniform(GLenum shaderType,
{
d3dUniform->psRegisterIndex = reg;
}
- else
+ else if (shaderType == GL_VERTEX_SHADER)
{
- ASSERT(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())
@@ -1931,177 +2262,223 @@ void ProgramD3D::defineUniform(GLenum shaderType,
}
}
+// Assume count is already clamped.
template <typename T>
-void ProgramD3D::setUniform(GLint location, GLsizei countIn, const T *v, GLenum targetUniformType)
+void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo,
+ GLsizei count,
+ const T *v,
+ uint8_t *targetData,
+ GLenum uniformType)
{
- const int components = gl::VariableComponentCount(targetUniformType);
- const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
-
- D3DUniform *targetUniform = getD3DUniformFromLocation(location);
+ D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
+ const int components = targetUniform->typeInfo.componentCount;
+ const unsigned int arrayElementOffset = locationInfo.arrayIndex;
- 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)
+ if (targetUniform->typeInfo.type == uniformType)
{
- T *target = reinterpret_cast<T *>(targetUniform->data) + arrayElement * 4;
+ T *dest = reinterpret_cast<T *>(targetData) + arrayElementOffset * 4;
+ const T *source = v;
- for (unsigned int i = 0; i < count; i++)
+ for (GLint i = 0; i < count; i++, dest += 4, source += components)
{
- T *dest = target + (i * 4);
- const T *source = v + (i * components);
-
- for (int c = 0; c < components; c++)
- {
- SetIfDirty(dest + c, source[c], &targetUniform->dirty);
- }
- for (int c = components; c < 4; c++)
- {
- SetIfDirty(dest + c, T(0), &targetUniform->dirty);
- }
+ memcpy(dest, source, components * sizeof(T));
}
}
- else if (targetUniform->type == targetBoolType)
+ else
{
- GLint *boolParams = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
+ ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType));
+ GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElementOffset * 4;
- for (unsigned int i = 0; i < count; i++)
+ 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++)
{
- SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE,
- &targetUniform->dirty);
- }
- for (int c = components; c < 4; c++)
- {
- SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
+ dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
}
}
}
- else if (targetUniform->isSampler())
- {
- ASSERT(targetUniformType == GL_INT);
-
- GLint *target = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4;
-
- bool wasDirty = targetUniform->dirty;
-
- for (unsigned int i = 0; i < count; i++)
- {
- 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);
- SetIfDirty(dest + 2, 0, &targetUniform->dirty);
- SetIfDirty(dest + 3, 0, &targetUniform->dirty);
- }
+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 (!wasDirty && targetUniform->dirty)
+ 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;
}
- else
- UNREACHABLE();
}
template <int cols, int rows>
-void ProgramD3D::setUniformMatrixfv(GLint location,
- GLsizei countIn,
- GLboolean transpose,
- const GLfloat *value,
- GLenum targetUniformType)
+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->elementCount();
- unsigned int arrayElement = mData.getUniformLocations()[location].element;
- unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn));
+ 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 =
- (GLfloat *)(targetUniform->data + arrayElement * sizeof(GLfloat) * targetMatrixStride);
+ 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)
{
- targetUniform->dirty = TransposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) ||
- targetUniform->dirty;
+ dirty = TransposeExpandMatrix<GLfloat, cols, rows>(target, value) || dirty;
}
else
{
- targetUniform->dirty =
- ExpandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
+ dirty = ExpandMatrix<GLfloat, cols, rows>(target, value) || dirty;
}
target += targetMatrixStride;
value += cols * rows;
}
+
+ return dirty;
}
-size_t ProgramD3D::getUniformBlockInfo(const sh::InterfaceBlock &interfaceBlock)
+template <int cols, int rows>
+void ProgramD3D::setUniformMatrixfvInternal(GLint location,
+ GLsizei countIn,
+ GLboolean transpose,
+ const GLfloat *value,
+ GLenum targetUniformType)
{
- ASSERT(interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED);
-
- // define member uniforms
- sh::Std140BlockEncoder std140Encoder;
- sh::HLSLBlockEncoder hlslEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
- sh::BlockLayoutEncoder *encoder = nullptr;
+ D3DUniform *targetUniform = getD3DUniformFromLocation(location);
- if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
+ if (targetUniform->vsData)
{
- encoder = &std140Encoder;
+ if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
+ targetUniform->vsData, targetUniformType))
+ {
+ mVertexUniformsDirty = true;
+ }
}
- else
+
+ if (targetUniform->psData)
{
- encoder = &hlslEncoder;
+ if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
+ targetUniform->psData, targetUniformType))
+ {
+ mFragmentUniformsDirty = true;
+ }
}
- GetUniformBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder,
- interfaceBlock.isRowMajorLayout, &mBlockInfo);
-
- return encoder->getBlockSize();
+ if (targetUniform->csData)
+ {
+ if (setUniformMatrixfvImpl<cols, rows>(location, countIn, transpose, value,
+ targetUniform->csData, targetUniformType))
+ {
+ mComputeUniformsDirty = true;
+ }
+ }
}
void ProgramD3D::assignAllSamplerRegisters()
{
- for (const D3DUniform *d3dUniform : mD3DUniforms)
+ for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
{
- if (d3dUniform->isSampler())
+ if (mD3DUniforms[uniformIndex]->isSampler())
{
- assignSamplerRegisters(d3dUniform);
+ assignSamplerRegisters(uniformIndex);
}
}
}
-void ProgramD3D::assignSamplerRegisters(const D3DUniform *d3dUniform)
+void ProgramD3D::assignSamplerRegisters(size_t uniformIndex)
{
+ D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
ASSERT(d3dUniform->isSampler());
- ASSERT(d3dUniform->vsRegisterIndex != GL_INVALID_INDEX ||
- d3dUniform->psRegisterIndex != GL_INVALID_INDEX);
-
- if (d3dUniform->vsRegisterIndex != GL_INVALID_INDEX)
- {
- AssignSamplers(d3dUniform->vsRegisterIndex, d3dUniform->type, d3dUniform->arraySize,
- mSamplersVS, &mUsedVertexSamplerRange);
+ // 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);
}
-
- if (d3dUniform->psRegisterIndex != GL_INVALID_INDEX)
+ else
{
- AssignSamplers(d3dUniform->psRegisterIndex, d3dUniform->type, d3dUniform->arraySize,
- mSamplersPS, &mUsedPixelSamplerRange);
+ 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,
- GLenum samplerType,
+ const gl::UniformTypeInfo &typeInfo,
unsigned int samplerCount,
std::vector<Sampler> &outSamplers,
GLuint *outUsedRange)
@@ -2113,7 +2490,7 @@ void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
ASSERT(samplerIndex < outSamplers.size());
Sampler *sampler = &outSamplers[samplerIndex];
sampler->active = true;
- sampler->textureType = gl::SamplerTypeToTextureType(samplerType);
+ sampler->textureType = typeInfo.samplerTextureType;
sampler->logicalTextureUnit = 0;
*outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
samplerIndex++;
@@ -2122,20 +2499,24 @@ void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
void ProgramD3D::reset()
{
- SafeDeleteContainer(mVertexExecutables);
- SafeDeleteContainer(mPixelExecutables);
+ mVertexExecutables.clear();
+ mPixelExecutables.clear();
- for (auto &element : mGeometryExecutables)
+ for (auto &geometryExecutable : mGeometryExecutables)
{
- SafeDelete(element);
+ geometryExecutable.reset(nullptr);
}
+ mComputeExecutable.reset(nullptr);
+
mVertexHLSL.clear();
- mVertexWorkarounds = D3DCompilerWorkarounds();
+ mVertexWorkarounds = angle::CompilerWorkaroundsD3D();
mPixelHLSL.clear();
- mPixelWorkarounds = D3DCompilerWorkarounds();
+ mPixelWorkarounds = angle::CompilerWorkaroundsD3D();
mUsesFragDepth = false;
+ mHasANGLEMultiviewEnabled = false;
+ mUsesViewID = false;
mPixelShaderKey.clear();
mUsesPointSize = false;
mUsesFlatInterpolation = false;
@@ -2143,22 +2524,29 @@ void ProgramD3D::reset()
SafeDeleteContainer(mD3DUniforms);
mD3DUniformBlocks.clear();
- SafeDelete(mVertexUniformStorage);
- SafeDelete(mFragmentUniformStorage);
+ mVertexUniformStorage.reset(nullptr);
+ mFragmentUniformStorage.reset(nullptr);
+ mComputeUniformStorage.reset(nullptr);
mSamplersPS.clear();
mSamplersVS.clear();
+ mSamplersCS.clear();
mUsedVertexSamplerRange = 0;
mUsedPixelSamplerRange = 0;
+ mUsedComputeSamplerRange = 0;
mDirtySamplerMapping = true;
- std::fill(mSemanticIndexes, mSemanticIndexes + ArraySize(mSemanticIndexes), -1);
- std::fill(mAttributesByLayout, mAttributesByLayout + ArraySize(mAttributesByLayout), -1);
+ mAttribLocationToD3DSemantic.fill(-1);
mStreamOutVaryings.clear();
mGeometryShaderPreamble.clear();
+
+ dirtyAllUniforms();
+
+ mCachedPixelExecutableIndex.reset();
+ mCachedVertexExecutableIndex.reset();
}
unsigned int ProgramD3D::getSerial() const
@@ -2171,84 +2559,96 @@ unsigned int ProgramD3D::issueSerial()
return mCurrentSerial++;
}
-void ProgramD3D::initSemanticIndex()
+void ProgramD3D::initAttribLocationsToD3DSemantic(const gl::Context *context)
{
- const gl::Shader *vertexShader = mData.getAttachedVertexShader();
+ gl::Shader *vertexShader = mState.getAttachedVertexShader();
ASSERT(vertexShader != nullptr);
// Init semantic index
- for (const sh::Attribute &attribute : mData.getAttributes())
+ int semanticIndex = 0;
+ for (const sh::Attribute &attribute : vertexShader->getActiveAttributes(context))
{
- int attributeIndex = attribute.location;
- int index = vertexShader->getSemanticIndex(attribute.name);
- int regs = gl::VariableRegisterCount(attribute.type);
+ int regCount = gl::VariableRegisterCount(attribute.type);
+ GLuint location = mState.getAttributeLocation(attribute.name);
+ ASSERT(location != std::numeric_limits<GLuint>::max());
- for (int reg = 0; reg < regs; ++reg)
+ for (int reg = 0; reg < regCount; ++reg)
{
- mSemanticIndexes[attributeIndex + reg] = index + reg;
+ mAttribLocationToD3DSemantic[location + reg] = semanticIndex++;
}
}
-
- initAttributesByLayout();
}
-void ProgramD3D::initAttributesByLayout()
+void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::State &state)
{
- for (int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++)
+ if (mCurrentVertexArrayStateSerial == associatedSerial)
{
- mAttributesByLayout[i] = i;
+ return;
}
- std::sort(&mAttributesByLayout[0], &mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS],
- AttributeSorter(mSemanticIndexes));
-}
+ mCurrentVertexArrayStateSerial = associatedSerial;
+ mCachedInputLayout.clear();
-void ProgramD3D::sortAttributesByLayout(
- const std::vector<TranslatedAttribute> &unsortedAttributes,
- int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
- const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const
-{
- for (size_t attribIndex = 0; attribIndex < unsortedAttributes.size(); ++attribIndex)
+ const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
+
+ for (size_t locationIndex : mState.getActiveAttribLocationsMask())
{
- int oldIndex = mAttributesByLayout[attribIndex];
- sortedSemanticIndicesOut[attribIndex] = mSemanticIndexes[oldIndex];
- sortedAttributesOut[attribIndex] = &unsortedAttributes[oldIndex];
+ 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::updateCachedInputLayout(const gl::State &state)
+void ProgramD3D::updateCachedOutputLayout(const gl::Context *context,
+ const gl::Framebuffer *framebuffer)
{
- mCachedInputLayout.clear();
- const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
+ mPixelShaderOutputLayoutCache.clear();
+
+ FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const auto &colorbuffers = fboD3D->getColorAttachmentsForRender(context);
- for (unsigned int attributeIndex : angle::IterateBitSet(mData.getActiveAttribLocationsMask()))
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
{
- int semanticIndex = mSemanticIndexes[attributeIndex];
+ const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
- if (semanticIndex != -1)
+ if (colorbuffer)
{
- 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);
+ 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 VaryingPacking &varyingPacking)
+void ProgramD3D::gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyingPacking,
+ const BuiltinInfo &builtins)
{
- 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();
+ const auto &tfVaryingNames = mState.getTransformFeedbackVaryingNames();
for (unsigned int outputSlot = 0; outputSlot < static_cast<unsigned int>(tfVaryingNames.size());
++outputSlot)
{
@@ -2278,7 +2678,14 @@ void ProgramD3D::gatherTransformFeedbackVaryings(const VaryingPacking &varyingPa
}
else
{
- for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
+ 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);
@@ -2293,7 +2700,8 @@ void ProgramD3D::gatherTransformFeedbackVaryings(const VaryingPacking &varyingPa
// 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)
+ if (baseName == registerInfo.packedVarying->varying->name &&
+ (subscript == GL_INVALID_INDEX || subscript == registerInfo.varyingArrayIndex))
{
mStreamOutVaryings.push_back(D3DVarying(
varyingSemantic, registerInfo.semanticIndex, componentCount, outputSlot));
@@ -2305,36 +2713,155 @@ void ProgramD3D::gatherTransformFeedbackVaryings(const VaryingPacking &varyingPa
D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
{
- return mD3DUniforms[mData.getUniformLocations()[location].index];
+ 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::getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const
+bool ProgramD3D::hasVertexExecutableForCachedInputLayout()
{
- std::string baseName = blockName;
- gl::ParseAndStripArrayIndex(&baseName);
+ return mCachedVertexExecutableIndex.valid();
+}
- auto sizeIter = mBlockDataSizes.find(baseName);
- if (sizeIter == mBlockDataSizes.end())
+bool ProgramD3D::hasGeometryExecutableForPrimitiveType(GLenum drawMode)
+{
+ if (!usesGeometryShader(drawMode))
{
- *sizeOut = 0;
- return false;
+ // No shader necessary mean we have the required (null) executable.
+ return true;
}
- *sizeOut = sizeIter->second;
- return true;
+ gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
+ return mGeometryExecutables[geometryShaderType].get() != nullptr;
+}
+
+bool ProgramD3D::hasPixelExecutableForCachedOutputLayout()
+{
+ return mCachedPixelExecutableIndex.valid();
}
-bool ProgramD3D::getUniformBlockMemberInfo(const std::string &memberUniformName,
- sh::BlockMemberInfo *memberInfoOut) const
+template <typename DestT>
+void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const
{
- auto infoIter = mBlockInfo.find(memberUniformName);
- if (infoIter == mBlockInfo.end())
+ 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))
{
- *memberInfoOut = sh::BlockMemberInfo::getDefaultBlockInfo();
- return false;
+ GetMatrixUniform(gl::VariableColumnCount(uniform.type), gl::VariableRowCount(uniform.type),
+ dataOut, reinterpret_cast<const DestT *>(srcPointer));
}
+ else
+ {
+ memcpy(dataOut, srcPointer, uniform.getElementSize());
+ }
+}
- *memberInfoOut = infoIter->second;
- return true;
+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