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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h
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index 0000000000..6f3eade81d
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ProgramD3D.h
@@ -0,0 +1,244 @@
+//
+// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
+
+#include "compiler/translator/blocklayoutHLSL.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/renderer/ProgramImpl.h"
+#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+
+#include <string>
+#include <vector>
+
+namespace gl
+{
+struct LinkedUniform;
+struct VariableLocation;
+struct VertexFormat;
+}
+
+namespace rx
+{
+class RendererD3D;
+class UniformStorageD3D;
+class ShaderExecutableD3D;
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
+// It should only be used selectively to work around specific bugs.
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
+#endif
+
+class ProgramD3D : public ProgramImpl
+{
+ public:
+ ProgramD3D(RendererD3D *renderer);
+ virtual ~ProgramD3D();
+
+ const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
+ int getShaderVersion() const { return mShaderVersion; }
+ GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
+
+ GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
+ GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
+ GLint getUsedSamplerRange(gl::SamplerType type) const;
+ void updateSamplerMapping();
+ bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
+
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointSpriteEmulation() const;
+ bool usesGeometryShader() const;
+ bool usesInstancedPointSpriteEmulation() const;
+
+ GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
+ LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
+ gl::Error save(gl::BinaryOutputStream *stream);
+
+ gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable);
+ gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
+ gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
+ ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
+
+ LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers);
+
+ LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
+ gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ const std::vector<std::string> &transformFeedbackVaryings,
+ GLenum transformFeedbackBufferMode,
+ int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *outputVariables);
+
+ void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
+
+ void initializeUniformStorage();
+ gl::Error applyUniforms();
+ gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override;
+ bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+ unsigned int registerIndex, const gl::Caps &caps);
+ void dirtyAllUniforms();
+
+ void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+ void getUniformfv(GLint location, GLfloat *params);
+ void getUniformiv(GLint location, GLint *params);
+ void getUniformuiv(GLint location, GLuint *params);
+
+ const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
+ const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
+
+ bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps);
+ bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
+
+ void reset();
+
+ unsigned int getSerial() const;
+
+ void initAttributesByLayout();
+ void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
+ int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const;
+
+ private:
+ class VertexExecutable
+ {
+ public:
+ VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+ const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
+ ShaderExecutableD3D *shaderExecutable);
+ ~VertexExecutable();
+
+ bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
+
+ const gl::VertexFormat *inputs() const { return mInputs; }
+ const GLenum *signature() const { return mSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
+ GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ class PixelExecutable
+ {
+ public:
+ PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
+ ~PixelExecutable();
+
+ bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
+
+ const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
+ ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ std::vector<GLenum> mOutputSignature;
+ ShaderExecutableD3D *mShaderExecutable;
+ };
+
+ struct Sampler
+ {
+ Sampler();
+
+ bool active;
+ GLint logicalTextureUnit;
+ GLenum textureType;
+ };
+
+ void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
+ void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
+ sh::HLSLBlockEncoder *encoder);
+ bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
+ bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
+ static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
+
+ template <typename T>
+ void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
+
+ template <int cols, int rows>
+ void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
+
+ template <typename T>
+ void getUniformv(GLint location, T *params, GLenum uniformType);
+
+ template <typename VarT>
+ void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+ sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+ bool inRowMajorLayout);
+
+ RendererD3D *mRenderer;
+ DynamicHLSL *mDynamicHLSL;
+
+ std::vector<VertexExecutable *> mVertexExecutables;
+ std::vector<PixelExecutable *> mPixelExecutables;
+ ShaderExecutableD3D *mGeometryExecutable;
+
+ std::string mVertexHLSL;
+ D3DCompilerWorkarounds mVertexWorkarounds;
+
+ std::string mPixelHLSL;
+ D3DCompilerWorkarounds mPixelWorkarounds;
+ bool mUsesFragDepth;
+ std::vector<PixelShaderOutputVariable> mPixelShaderKey;
+
+ bool mUsesPointSize;
+
+ UniformStorageD3D *mVertexUniformStorage;
+ UniformStorageD3D *mFragmentUniformStorage;
+
+ GLenum mTransformFeedbackBufferMode;
+
+ std::vector<Sampler> mSamplersPS;
+ std::vector<Sampler> mSamplersVS;
+ GLuint mUsedVertexSamplerRange;
+ GLuint mUsedPixelSamplerRange;
+ bool mDirtySamplerMapping;
+
+ // Cache for validateSamplers
+ std::vector<GLenum> mTextureUnitTypesCache;
+
+ // Cache for getPixelExecutableForFramebuffer
+ std::vector<GLenum> mPixelShaderOutputFormatCache;
+
+ int mShaderVersion;
+
+ int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
+
+ unsigned int mSerial;
+
+ static unsigned int issueSerial();
+ static unsigned int mCurrentSerial;
+};
+
+}
+
+#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_