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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp
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index 0000000000..7d522a95d4
--- /dev/null
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/ShaderD3D.cpp
@@ -0,0 +1,388 @@
+//
+// 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.
+//
+
+// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
+
+#include "libANGLE/Shader.h"
+#include "libANGLE/Compiler.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/CompilerD3D.h"
+#include "libANGLE/features.h"
+
+#include "common/utilities.h"
+
+// Definitions local to the translation unit
+namespace
+{
+
+const char *GetShaderTypeString(GLenum type)
+{
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ return "VERTEX";
+
+ case GL_FRAGMENT_SHADER:
+ return "FRAGMENT";
+
+ default:
+ UNREACHABLE();
+ return "";
+ }
+}
+
+}
+
+namespace rx
+{
+
+template <typename VarT>
+void FilterInactiveVariables(std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+
+ for (size_t varIndex = 0; varIndex < variableList->size();)
+ {
+ if (!(*variableList)[varIndex].staticUse)
+ {
+ variableList->erase(variableList->begin() + varIndex);
+ }
+ else
+ {
+ varIndex++;
+ }
+ }
+}
+
+template <typename VarT>
+const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
+{
+ ASSERT(variableList);
+ return variableList;
+}
+
+ShaderD3D::ShaderD3D(GLenum type)
+ : mShaderType(type),
+ mShaderVersion(100)
+{
+ uncompile();
+}
+
+ShaderD3D::~ShaderD3D()
+{
+}
+
+ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
+ return static_cast<ShaderD3D*>(impl);
+}
+
+const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
+ return static_cast<const ShaderD3D*>(impl);
+}
+
+std::string ShaderD3D::getDebugInfo() const
+{
+ return mDebugInfo + std::string("\n// ") + GetShaderTypeString(mShaderType) + " SHADER END\n";
+}
+
+
+void ShaderD3D::parseVaryings(ShHandle compiler)
+{
+ if (!mTranslatedSource.empty())
+ {
+ const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
+ ASSERT(varyings);
+
+ for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
+ {
+ mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
+ }
+
+ mUsesMultipleRenderTargets = mTranslatedSource.find("GL_USES_MRT") != std::string::npos;
+ mUsesFragColor = mTranslatedSource.find("GL_USES_FRAG_COLOR") != std::string::npos;
+ mUsesFragData = mTranslatedSource.find("GL_USES_FRAG_DATA") != std::string::npos;
+ mUsesFragCoord = mTranslatedSource.find("GL_USES_FRAG_COORD") != std::string::npos;
+ mUsesFrontFacing = mTranslatedSource.find("GL_USES_FRONT_FACING") != std::string::npos;
+ mUsesPointSize = mTranslatedSource.find("GL_USES_POINT_SIZE") != std::string::npos;
+ mUsesPointCoord = mTranslatedSource.find("GL_USES_POINT_COORD") != std::string::npos;
+ mUsesDepthRange = mTranslatedSource.find("GL_USES_DEPTH_RANGE") != std::string::npos;
+ mUsesFragDepth = mTranslatedSource.find("GL_USES_FRAG_DEPTH") != std::string::npos;
+ mUsesDiscardRewriting = mTranslatedSource.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+ mUsesNestedBreak = mTranslatedSource.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
+ mUsesDeferredInit = mTranslatedSource.find("ANGLE_USES_DEFERRED_INIT") != std::string::npos;
+ mRequiresIEEEStrictCompiling = mTranslatedSource.find("ANGLE_REQUIRES_IEEE_STRICT_COMPILING") != std::string::npos;
+ }
+}
+
+void ShaderD3D::resetVaryingsRegisterAssignment()
+{
+ for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
+ {
+ mVaryings[varyingIndex].resetRegisterAssignment();
+ }
+}
+
+// initialize/clean up previous state
+void ShaderD3D::uncompile()
+{
+ // set by compileToHLSL
+ mCompilerOutputType = SH_ESSL_OUTPUT;
+ mTranslatedSource.clear();
+ mInfoLog.clear();
+
+ mUsesMultipleRenderTargets = false;
+ mUsesFragColor = false;
+ mUsesFragData = false;
+ mUsesFragCoord = false;
+ mUsesFrontFacing = false;
+ mUsesPointSize = false;
+ mUsesPointCoord = false;
+ mUsesDepthRange = false;
+ mUsesFragDepth = false;
+ mShaderVersion = 100;
+ mUsesDiscardRewriting = false;
+ mUsesNestedBreak = false;
+ mUsesDeferredInit = false;
+ mRequiresIEEEStrictCompiling = false;
+
+ mVaryings.clear();
+ mUniforms.clear();
+ mInterfaceBlocks.clear();
+ mActiveAttributes.clear();
+ mActiveOutputVariables.clear();
+ mDebugInfo.clear();
+}
+
+void ShaderD3D::compileToHLSL(ShHandle compiler, const std::string &source)
+{
+ int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
+ std::string sourcePath;
+
+#if !defined (ANGLE_ENABLE_WINDOWS_STORE)
+ if (gl::DebugAnnotationsActive())
+ {
+ sourcePath = getTempPath();
+ writeFile(sourcePath.c_str(), source.c_str(), source.length());
+ compileOptions |= SH_LINE_DIRECTIVES;
+ }
+#endif
+
+ int result;
+ if (sourcePath.empty())
+ {
+ const char* sourceStrings[] =
+ {
+ source.c_str(),
+ };
+
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
+ }
+ else
+ {
+ const char* sourceStrings[] =
+ {
+ sourcePath.c_str(),
+ source.c_str(),
+ };
+
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
+ }
+
+ mShaderVersion = ShGetShaderVersion(compiler);
+
+ if (result)
+ {
+ mTranslatedSource = ShGetObjectCode(compiler);
+
+#ifdef _DEBUG
+ // Prefix hlsl shader with commented out glsl shader
+ // Useful in diagnostics tools like pix which capture the hlsl shaders
+ std::ostringstream hlslStream;
+ hlslStream << "// GLSL\n";
+ hlslStream << "//\n";
+
+ size_t curPos = 0;
+ while (curPos != std::string::npos)
+ {
+ size_t nextLine = source.find("\n", curPos);
+ size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
+
+ hlslStream << "// " << source.substr(curPos, len);
+
+ curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
+ }
+ hlslStream << "\n\n";
+ hlslStream << mTranslatedSource;
+ mTranslatedSource = hlslStream.str();
+#endif
+
+ mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
+
+ for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
+ {
+ const sh::Uniform &uniform = mUniforms[uniformIndex];
+
+ if (uniform.staticUse)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool getUniformRegisterResult = ShGetUniformRegister(compiler, uniform.name, &index);
+ UNUSED_ASSERTION_VARIABLE(getUniformRegisterResult);
+ ASSERT(getUniformRegisterResult);
+
+ mUniformRegisterMap[uniform.name] = index;
+ }
+ }
+
+ mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
+
+ for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
+ {
+ const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
+
+ if (interfaceBlock.staticUse)
+ {
+ unsigned int index = static_cast<unsigned int>(-1);
+ bool blockRegisterResult = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name, &index);
+ UNUSED_ASSERTION_VARIABLE(blockRegisterResult);
+ ASSERT(blockRegisterResult);
+
+ mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
+ }
+ }
+ }
+ else
+ {
+ mInfoLog = ShGetInfoLog(compiler);
+
+ TRACE("\n%s", mInfoLog.c_str());
+ }
+}
+
+void ShaderD3D::generateWorkarounds(D3DCompilerWorkarounds *workarounds) const
+{
+ if (mUsesDiscardRewriting)
+ {
+ // ANGLE issue 486:
+ // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+ workarounds->skipOptimization = true;
+ }
+ else if (mUsesNestedBreak)
+ {
+ // ANGLE issue 603:
+ // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
+ // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
+ workarounds->useMaxOptimization = true;
+ }
+
+ if (mRequiresIEEEStrictCompiling)
+ {
+ // IEEE Strictness for D3D compiler needs to be enabled for NaNs to work.
+ workarounds->enableIEEEStrictness = true;
+ }
+}
+
+// true if varying x has a higher priority in packing than y
+bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
+{
+ if (x.type == y.type)
+ {
+ return x.arraySize > y.arraySize;
+ }
+
+ // Special case for handling structs: we sort these to the end of the list
+ if (x.type == GL_STRUCT_ANGLEX)
+ {
+ return false;
+ }
+
+ if (y.type == GL_STRUCT_ANGLEX)
+ {
+ return true;
+ }
+
+ return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
+}
+
+unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
+{
+ ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+ return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
+{
+ ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
+ return mInterfaceBlockRegisterMap.find(blockName)->second;
+}
+
+GLenum ShaderD3D::getShaderType() const
+{
+ return mShaderType;
+}
+
+ShShaderOutput ShaderD3D::getCompilerOutputType() const
+{
+ return mCompilerOutputType;
+}
+
+bool ShaderD3D::compile(gl::Compiler *compiler, const std::string &source)
+{
+ uncompile();
+
+ CompilerD3D *compilerD3D = CompilerD3D::makeCompilerD3D(compiler->getImplementation());
+ ShHandle compilerHandle = compilerD3D->getCompilerHandle(mShaderType);
+
+ mCompilerOutputType = ShGetShaderOutputType(compilerHandle);
+
+ compileToHLSL(compilerHandle, source);
+
+ if (mShaderType == GL_VERTEX_SHADER)
+ {
+ parseAttributes(compilerHandle);
+ }
+
+ parseVaryings(compilerHandle);
+
+ if (mShaderType == GL_FRAGMENT_SHADER)
+ {
+ std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
+
+ const std::string &hlsl = getTranslatedSource();
+ if (!hlsl.empty())
+ {
+ mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compilerHandle));
+ FilterInactiveVariables(&mActiveOutputVariables);
+ }
+ }
+
+#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
+ mDebugInfo += std::string("// ") + GetShaderTypeString(mShaderType) + " SHADER BEGIN\n";
+ mDebugInfo += "\n// GLSL BEGIN\n\n" + source + "\n\n// GLSL END\n\n\n";
+ mDebugInfo += "// INITIAL HLSL BEGIN\n\n" + getTranslatedSource() + "\n// INITIAL HLSL END\n\n\n";
+ // Successive steps will append more info
+#else
+ mDebugInfo += getTranslatedSource();
+#endif
+
+ return !getTranslatedSource().empty();
+}
+
+void ShaderD3D::parseAttributes(ShHandle compiler)
+{
+ const std::string &hlsl = getTranslatedSource();
+ if (!hlsl.empty())
+ {
+ mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
+ FilterInactiveVariables(&mActiveAttributes);
+ }
+}
+
+}