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diff --git a/src/3rdparty/angle/src/libGLESv2/DynamicHLSL.cpp b/src/3rdparty/angle/src/libGLESv2/DynamicHLSL.cpp
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index 0000000000..e3ec391bfa
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+++ b/src/3rdparty/angle/src/libGLESv2/DynamicHLSL.cpp
@@ -0,0 +1,1122 @@
+//
+// 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.
+//
+// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
+//
+
+#include "precompiled.h"
+
+#include "libGLESv2/DynamicHLSL.h"
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/Program.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "common/utilities.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/formatutils.h"
+#include "common/blocklayout.h"
+
+// For use with ArrayString, see angleutils.h
+META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
+
+namespace gl_d3d
+{
+
+std::string HLSLComponentTypeString(GLenum componentType)
+{
+ switch (componentType)
+ {
+ case GL_UNSIGNED_INT: return "uint";
+ case GL_INT: return "int";
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_SIGNED_NORMALIZED:
+ case GL_FLOAT: return "float";
+ default: UNREACHABLE(); return "not-component-type";
+ }
+}
+
+std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
+{
+ return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
+}
+
+std::string HLSLMatrixTypeString(GLenum type)
+{
+ switch (type)
+ {
+ case GL_FLOAT_MAT2: return "float2x2";
+ case GL_FLOAT_MAT3: return "float3x3";
+ case GL_FLOAT_MAT4: return "float4x4";
+ case GL_FLOAT_MAT2x3: return "float2x3";
+ case GL_FLOAT_MAT3x2: return "float3x2";
+ case GL_FLOAT_MAT2x4: return "float2x4";
+ case GL_FLOAT_MAT4x2: return "float4x2";
+ case GL_FLOAT_MAT3x4: return "float3x4";
+ case GL_FLOAT_MAT4x3: return "float4x3";
+ default: UNREACHABLE(); return "not-matrix-type";
+ }
+}
+
+std::string HLSLTypeString(GLenum type)
+{
+ if (gl::IsMatrixType(type))
+ {
+ return HLSLMatrixTypeString(type);
+ }
+
+ return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
+}
+
+}
+
+namespace gl
+{
+
+const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
+const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
+
+DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
+ : mRenderer(renderer)
+{
+}
+
+static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
+{
+ GLenum transposedType = TransposeMatrixType(varying->type);
+
+ // matrices within varying structs are not transposed
+ int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
+ int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
+
+ if (elements >= 2 && elements <= 4)
+ {
+ for (int r = 0; r <= maxVaryingVectors - registers; r++)
+ {
+ bool available = true;
+
+ for (int y = 0; y < registers && available; y++)
+ {
+ for (int x = 0; x < elements && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->registerIndex = r;
+
+ for (int y = 0; y < registers; y++)
+ {
+ for (int x = 0; x < elements; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ return true;
+ }
+ }
+
+ if (elements == 2)
+ {
+ for (int r = maxVaryingVectors - registers; r >= 0; r--)
+ {
+ bool available = true;
+
+ for (int y = 0; y < registers && available; y++)
+ {
+ for (int x = 2; x < 4 && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->registerIndex = r;
+
+ for (int y = 0; y < registers; y++)
+ {
+ for (int x = 2; x < 4; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ return true;
+ }
+ }
+ }
+ }
+ else if (elements == 1)
+ {
+ int space[4] = { 0 };
+
+ for (int y = 0; y < maxVaryingVectors; y++)
+ {
+ for (int x = 0; x < 4; x++)
+ {
+ space[x] += packing[y][x] ? 0 : 1;
+ }
+ }
+
+ int column = 0;
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (space[x] >= registers && space[x] < space[column])
+ {
+ column = x;
+ }
+ }
+
+ if (space[column] >= registers)
+ {
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (!packing[r][column])
+ {
+ varying->registerIndex = r;
+
+ for (int y = r; y < r + registers; y++)
+ {
+ packing[y][column] = &*varying;
+ }
+
+ break;
+ }
+ }
+
+ return true;
+ }
+ }
+ else UNREACHABLE();
+
+ return false;
+}
+
+// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
+// Returns the number of used varying registers, or -1 if unsuccesful
+int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
+ VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
+{
+ const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
+
+ vertexShader->resetVaryingsRegisterAssignment();
+ fragmentShader->resetVaryingsRegisterAssignment();
+
+ std::set<std::string> packedVaryings;
+
+ for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+ {
+ PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
+ if (packVarying(varying, maxVaryingVectors, packing))
+ {
+ packedVaryings.insert(varying->name);
+ }
+ else
+ {
+ infoLog.append("Could not pack varying %s", varying->name.c_str());
+ return -1;
+ }
+ }
+
+ for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
+ {
+ const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
+ if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
+ {
+ bool found = false;
+ for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
+ {
+ PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
+ if (transformFeedbackVarying == varying->name)
+ {
+ if (!packVarying(varying, maxVaryingVectors, packing))
+ {
+ infoLog.append("Could not pack varying %s", varying->name.c_str());
+ return -1;
+ }
+
+ found = true;
+ break;
+ }
+ }
+
+ if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
+ {
+ infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
+ return -1;
+ }
+ }
+ }
+
+ // Return the number of used registers
+ int registers = 0;
+
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
+ {
+ registers++;
+ }
+ }
+
+ return registers;
+}
+
+std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const
+{
+ std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
+ std::string varyingHLSL;
+
+ for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = shader->mVaryings[varyingIndex];
+ if (varying.registerAssigned())
+ {
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ for (int row = 0; row < variableRows; row++)
+ {
+ switch (varying.interpolation)
+ {
+ case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
+ case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
+ case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
+ default: UNREACHABLE();
+ }
+
+ unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
+ std::string n = Str(semanticIndex);
+
+ std::string typeString;
+
+ if (varying.isStruct())
+ {
+ // matrices within structs are not transposed, so
+ // do not use the special struct prefix "rm"
+ typeString = decorateVariable(varying.structName);
+ }
+ else
+ {
+ GLenum componentType = VariableComponentType(transposedType);
+ int columnCount = VariableColumnCount(transposedType);
+ typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount);
+ }
+ varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
+ }
+ }
+ }
+ }
+
+ return varyingHLSL;
+}
+
+std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
+ const VertexFormat inputLayout[],
+ const sh::Attribute shaderAttributes[]) const
+{
+ std::string structHLSL, initHLSL;
+
+ int semanticIndex = 0;
+ unsigned int inputIndex = 0;
+
+ for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
+
+ const VertexFormat &vertexFormat = inputLayout[inputIndex];
+ const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
+
+ if (!shaderAttribute.name.empty())
+ {
+ // HLSL code for input structure
+ if (IsMatrixType(shaderAttribute.type))
+ {
+ // Matrix types are always transposed
+ structHLSL += " " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
+ }
+ else
+ {
+ GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
+ structHLSL += " " + gl_d3d::HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
+ }
+
+ structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
+ semanticIndex += VariableRegisterCount(shaderAttribute.type);
+
+ // HLSL code for initialization
+ initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
+
+ // Mismatched vertex attribute to vertex input may result in an undefined
+ // data reinterpretation (eg for pure integer->float, float->pure integer)
+ // TODO: issue warning with gl debug info extension, when supported
+ if (IsMatrixType(shaderAttribute.type) ||
+ (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
+ {
+ initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
+ }
+ else
+ {
+ initHLSL += "input." + decorateVariable(shaderAttribute.name);
+ }
+
+ initHLSL += ";\n";
+
+ inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
+ }
+ }
+
+ std::string replacementHLSL = "struct VS_INPUT\n"
+ "{\n" +
+ structHLSL +
+ "};\n"
+ "\n"
+ "void initAttributes(VS_INPUT input)\n"
+ "{\n" +
+ initHLSL +
+ "}\n";
+
+ std::string vertexHLSL(sourceShader);
+
+ size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
+ vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
+
+ return vertexHLSL;
+}
+
+std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
+ bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
+{
+ const int shaderModel = mRenderer->getMajorShaderModel();
+ std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
+ std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
+
+ std::string declarationHLSL;
+ std::string copyHLSL;
+ for (size_t i = 0; i < outputVariables.size(); i++)
+ {
+ const PixelShaderOuputVariable& outputVariable = outputVariables[i];
+ ASSERT(outputLayout.size() > outputVariable.outputIndex);
+
+ // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
+ bool outputIndexEnabled = true; // outputLayout[outputVariable.outputIndex] != GL_NONE
+ if (outputIndexEnabled)
+ {
+ declarationHLSL += " " + gl_d3d::HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
+ " : " + targetSemantic + Str(outputVariable.outputIndex) + ";\n";
+
+ copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n";
+ }
+ }
+
+ if (usesFragDepth)
+ {
+ declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
+ copyHLSL += " output.gl_Depth = gl_Depth; \n";
+ }
+
+ std::string replacementHLSL = "struct PS_OUTPUT\n"
+ "{\n" +
+ declarationHLSL +
+ "};\n"
+ "\n"
+ "PS_OUTPUT generateOutput()\n"
+ "{\n"
+ " PS_OUTPUT output;\n" +
+ copyHLSL +
+ " return output;\n"
+ "}\n";
+
+ std::string pixelHLSL(sourceShader);
+
+ size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
+ pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
+
+ return pixelHLSL;
+}
+
+std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
+{
+ // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+ // In D3D11 we manually compute gl_PointCoord in the GS.
+ int shaderModel = mRenderer->getMajorShaderModel();
+ return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
+}
+
+struct DynamicHLSL::SemanticInfo
+{
+ struct BuiltinInfo
+ {
+ BuiltinInfo()
+ : enabled(false),
+ index(0),
+ systemValue(false)
+ {}
+
+ bool enabled;
+ std::string semantic;
+ unsigned int index;
+ bool systemValue;
+
+ std::string str() const
+ {
+ return (systemValue ? semantic : (semantic + Str(index)));
+ }
+
+ void enableSystem(const std::string &systemValueSemantic)
+ {
+ enabled = true;
+ semantic = systemValueSemantic;
+ systemValue = true;
+ }
+
+ void enable(const std::string &semanticVal, unsigned int indexVal)
+ {
+ enabled = true;
+ semantic = semanticVal;
+ index = indexVal;
+ }
+ };
+
+ BuiltinInfo dxPosition;
+ BuiltinInfo glPosition;
+ BuiltinInfo glFragCoord;
+ BuiltinInfo glPointCoord;
+ BuiltinInfo glPointSize;
+};
+
+DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
+ bool pointSize, bool pixelShader) const
+{
+ SemanticInfo info;
+ bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
+ const std::string &varyingSemantic = getVaryingSemantic(pointSize);
+
+ int reservedRegisterIndex = startRegisters;
+
+ if (hlsl4)
+ {
+ info.dxPosition.enableSystem("SV_Position");
+ }
+ else if (pixelShader)
+ {
+ info.dxPosition.enableSystem("VPOS");
+ }
+ else
+ {
+ info.dxPosition.enableSystem("POSITION");
+ }
+
+ info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
+
+ if (fragCoord)
+ {
+ info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
+ }
+
+ if (pointCoord)
+ {
+ // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+ // In D3D11 we manually compute gl_PointCoord in the GS.
+ if (hlsl4)
+ {
+ info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
+ }
+ else
+ {
+ info.glPointCoord.enable("TEXCOORD", 0);
+ }
+ }
+
+ // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
+ if (pointSize && (!pixelShader || hlsl4))
+ {
+ info.glPointSize.enableSystem("PSIZE");
+ }
+
+ return info;
+}
+
+std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
+{
+ std::string linkHLSL = "{\n";
+
+ ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
+
+ linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
+ linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
+
+ if (info.glFragCoord.enabled)
+ {
+ linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
+ }
+
+ if (info.glPointCoord.enabled)
+ {
+ linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
+ }
+
+ linkHLSL += varyingHLSL;
+
+ if (info.glPointSize.enabled)
+ {
+ linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
+ }
+
+ linkHLSL += "};\n";
+
+ return linkHLSL;
+}
+
+void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
+ std::vector<LinkedVarying> *linkedVaryings) const
+{
+ ASSERT(info.glPosition.enabled);
+
+ linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
+ info.glPosition.index, 1));
+
+ if (info.glFragCoord.enabled)
+ {
+ linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
+ info.glFragCoord.index, 1));
+ }
+
+ if (info.glPointSize.enabled)
+ {
+ linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
+ }
+}
+
+void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader,
+ std::vector<LinkedVarying> *linkedVaryings) const
+{
+ const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
+ const std::vector<PackedVarying> &varyings = vertexShader->mVaryings;
+
+ for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = varyings[varyingIndex];
+ if (varying.registerAssigned())
+ {
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+ linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
+ varyingSemantic, varying.registerIndex,
+ variableRows * varying.elementCount()));
+ }
+ }
+}
+
+bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
+ std::string& pixelHLSL, std::string& vertexHLSL,
+ FragmentShader *fragmentShader, VertexShader *vertexShader,
+ const std::vector<std::string>& transformFeedbackVaryings,
+ std::vector<LinkedVarying> *linkedVaryings,
+ std::map<int, VariableLocation> *programOutputVars,
+ std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
+ bool *outUsesFragDepth) const
+{
+ if (pixelHLSL.empty() || vertexHLSL.empty())
+ {
+ return false;
+ }
+
+ bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
+ bool usesFragColor = fragmentShader->mUsesFragColor;
+ bool usesFragData = fragmentShader->mUsesFragData;
+ bool usesFragCoord = fragmentShader->mUsesFragCoord;
+ bool usesPointCoord = fragmentShader->mUsesPointCoord;
+ bool usesPointSize = vertexShader->mUsesPointSize;
+
+ if (usesFragColor && usesFragData)
+ {
+ infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
+ return false;
+ }
+
+ // Write the HLSL input/output declarations
+ const int shaderModel = mRenderer->getMajorShaderModel();
+ const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
+
+ const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
+
+ // Two cases when writing to gl_FragColor and using ESSL 1.0:
+ // - with a 3.0 context, the output color is copied to channel 0
+ // - with a 2.0 context, the output color is broadcast to all channels
+ const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
+ const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
+
+ int shaderVersion = vertexShader->getShaderVersion();
+
+ if (registersNeeded > maxVaryingVectors)
+ {
+ infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
+ return false;
+ }
+
+ const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
+ const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
+ false, usesPointSize, false);
+
+ storeUserLinkedVaryings(vertexShader, linkedVaryings);
+ storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
+
+ // Add stub string to be replaced when shader is dynamically defined by its layout
+ vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
+ "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
+ "VS_OUTPUT main(VS_INPUT input)\n"
+ "{\n"
+ " initAttributes(input);\n";
+
+ if (shaderModel >= 4)
+ {
+ vertexHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " VS_OUTPUT output;\n"
+ " output.gl_Position = gl_Position;\n"
+ " output.dx_Position.x = gl_Position.x;\n"
+ " output.dx_Position.y = -gl_Position.y;\n"
+ " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ " output.dx_Position.w = gl_Position.w;\n";
+ }
+ else
+ {
+ vertexHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " VS_OUTPUT output;\n"
+ " output.gl_Position = gl_Position;\n"
+ " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
+ " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
+ " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ " output.dx_Position.w = gl_Position.w;\n";
+ }
+
+ if (usesPointSize && shaderModel >= 3)
+ {
+ vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
+ }
+
+ if (usesFragCoord)
+ {
+ vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
+ }
+
+ for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
+ {
+ const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
+ if (varying.registerAssigned())
+ {
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
+
+ for (int row = 0; row < variableRows; row++)
+ {
+ int r = varying.registerIndex + elementIndex * variableRows + row;
+ vertexHLSL += " output.v" + Str(r);
+
+ bool sharedRegister = false; // Register used by multiple varyings
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (packing[r][x] && packing[r][x] != packing[r][0])
+ {
+ sharedRegister = true;
+ break;
+ }
+ }
+
+ if(sharedRegister)
+ {
+ vertexHLSL += ".";
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (packing[r][x] == &varying)
+ {
+ switch(x)
+ {
+ case 0: vertexHLSL += "x"; break;
+ case 1: vertexHLSL += "y"; break;
+ case 2: vertexHLSL += "z"; break;
+ case 3: vertexHLSL += "w"; break;
+ }
+ }
+ }
+ }
+
+ vertexHLSL += " = _" + varying.name;
+
+ if (varying.isArray())
+ {
+ vertexHLSL += ArrayString(elementIndex);
+ }
+
+ if (variableRows > 1)
+ {
+ vertexHLSL += ArrayString(row);
+ }
+
+ vertexHLSL += ";\n";
+ }
+ }
+ }
+ }
+
+ vertexHLSL += "\n"
+ " return output;\n"
+ "}\n";
+
+ const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
+ usesPointSize, true);
+
+ pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
+
+ if (shaderVersion < 300)
+ {
+ for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
+ {
+ PixelShaderOuputVariable outputKeyVariable;
+ outputKeyVariable.type = GL_FLOAT_VEC4;
+ outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
+ outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
+ outputKeyVariable.outputIndex = renderTargetIndex;
+
+ outPixelShaderKey->push_back(outputKeyVariable);
+ }
+
+ *outUsesFragDepth = fragmentShader->mUsesFragDepth;
+ }
+ else
+ {
+ defineOutputVariables(fragmentShader, programOutputVars);
+
+ const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+ for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
+ {
+ const VariableLocation &outputLocation = locationIt->second;
+ const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
+ const std::string &variableName = "out_" + outputLocation.name;
+ const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
+
+ PixelShaderOuputVariable outputKeyVariable;
+ outputKeyVariable.type = outputVariable.type;
+ outputKeyVariable.name = variableName + elementString;
+ outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
+ outputKeyVariable.outputIndex = locationIt->first;
+
+ outPixelShaderKey->push_back(outputKeyVariable);
+ }
+
+ *outUsesFragDepth = false;
+ }
+
+ pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ if (shaderModel >= 4)
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
+ "{\n";
+ }
+ else
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
+ "{\n";
+ }
+ }
+ else
+ {
+ pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
+ "{\n";
+ }
+
+ if (usesFragCoord)
+ {
+ pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
+
+ if (shaderModel >= 4)
+ {
+ pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
+ " gl_FragCoord.y = input.dx_Position.y;\n";
+ }
+ else if (shaderModel >= 3)
+ {
+ pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
+ " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
+ }
+ else
+ {
+ // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
+ pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
+ " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
+ }
+
+ pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
+ " gl_FragCoord.w = rhw;\n";
+ }
+
+ if (usesPointCoord && shaderModel >= 3)
+ {
+ pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
+ pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
+ }
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ if (shaderModel <= 3)
+ {
+ pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
+ }
+ else
+ {
+ pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
+ }
+ }
+
+ for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+ {
+ const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
+ if (varying.registerAssigned())
+ {
+ for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+ {
+ GLenum transposedType = TransposeMatrixType(varying.type);
+ int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+ for (int row = 0; row < variableRows; row++)
+ {
+ std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
+ pixelHLSL += " _" + varying.name;
+
+ if (varying.isArray())
+ {
+ pixelHLSL += ArrayString(elementIndex);
+ }
+
+ if (variableRows > 1)
+ {
+ pixelHLSL += ArrayString(row);
+ }
+
+ if (varying.isStruct())
+ {
+ pixelHLSL += " = input.v" + n + ";\n"; break;
+ }
+ else
+ {
+ switch (VariableColumnCount(transposedType))
+ {
+ case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
+ case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
+ case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
+ case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+ }
+ }
+ else UNREACHABLE();
+ }
+
+ pixelHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " return generateOutput();\n"
+ "}\n";
+
+ return true;
+}
+
+void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
+{
+ const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+
+ for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
+ {
+ const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
+ const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
+
+ if (outputVariable.arraySize > 0)
+ {
+ for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
+ {
+ const int location = baseLocation + elementIndex;
+ ASSERT(programOutputVars->count(location) == 0);
+ (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
+ }
+ }
+ else
+ {
+ ASSERT(programOutputVars->count(baseLocation) == 0);
+ (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
+ }
+ }
+}
+
+std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
+{
+ // for now we only handle point sprite emulation
+ ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
+ return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
+}
+
+std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
+{
+ ASSERT(registers >= 0);
+ ASSERT(vertexShader->mUsesPointSize);
+ ASSERT(mRenderer->getMajorShaderModel() >= 4);
+
+ std::string geomHLSL;
+
+ const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
+ false, true, false);
+ const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
+ fragmentShader->mUsesPointCoord, true, false);
+
+ std::string varyingHLSL = generateVaryingHLSL(vertexShader);
+ std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
+ std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
+
+ // TODO(geofflang): use context's caps
+ geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
+ "\n"
+ "struct GS_INPUT\n" + inLinkHLSL + "\n" +
+ "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
+ "\n"
+ "static float2 pointSpriteCorners[] = \n"
+ "{\n"
+ " float2( 0.5f, -0.5f),\n"
+ " float2( 0.5f, 0.5f),\n"
+ " float2(-0.5f, -0.5f),\n"
+ " float2(-0.5f, 0.5f)\n"
+ "};\n"
+ "\n"
+ "static float2 pointSpriteTexcoords[] = \n"
+ "{\n"
+ " float2(1.0f, 1.0f),\n"
+ " float2(1.0f, 0.0f),\n"
+ " float2(0.0f, 1.0f),\n"
+ " float2(0.0f, 0.0f)\n"
+ "};\n"
+ "\n"
+ "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
+ "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
+ "\n"
+ "[maxvertexcount(4)]\n"
+ "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
+ "{\n"
+ " GS_OUTPUT output = (GS_OUTPUT)0;\n"
+ " output.gl_Position = input[0].gl_Position;\n";
+ " output.gl_PointSize = input[0].gl_PointSize;\n";
+
+ for (int r = 0; r < registers; r++)
+ {
+ geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
+ }
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
+ }
+
+ geomHLSL += " \n"
+ " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
+ " float4 dx_Position = input[0].dx_Position;\n"
+ " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
+
+ for (int corner = 0; corner < 4; corner++)
+ {
+ geomHLSL += " \n"
+ " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
+
+ if (fragmentShader->mUsesPointCoord)
+ {
+ geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
+ }
+
+ geomHLSL += " outStream.Append(output);\n";
+ }
+
+ geomHLSL += " \n"
+ " outStream.RestartStrip();\n"
+ "}\n";
+
+ return geomHLSL;
+}
+
+// This method needs to match OutputHLSL::decorate
+std::string DynamicHLSL::decorateVariable(const std::string &name)
+{
+ if (name.compare(0, 3, "gl_") != 0)
+ {
+ return "_" + name;
+ }
+
+ return name;
+}
+
+std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
+{
+ std::string attribString = "input." + decorateVariable(shaderAttrib.name);
+
+ // Matrix
+ if (IsMatrixType(shaderAttrib.type))
+ {
+ return "transpose(" + attribString + ")";
+ }
+
+ GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
+ int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
+
+ // Perform integer to float conversion (if necessary)
+ bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
+
+ if (requiresTypeConversion)
+ {
+ // TODO: normalization for 32-bit integer formats
+ ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
+ return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
+ }
+
+ // No conversion necessary
+ return attribString;
+}
+
+void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
+{
+ for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
+ {
+ const VertexFormat &vertexFormat = inputLayout[inputIndex];
+
+ if (vertexFormat.mType == GL_NONE)
+ {
+ signature[inputIndex] = GL_NONE;
+ }
+ else
+ {
+ bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
+ signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
+ }
+ }
+}
+
+}