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-rw-r--r--src/3rdparty/angle/src/libGLESv2/Shader.cpp529
1 files changed, 249 insertions, 280 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Shader.cpp b/src/3rdparty/angle/src/libGLESv2/Shader.cpp
index f6a2f03dfc..eda0298e87 100644
--- a/src/3rdparty/angle/src/libGLESv2/Shader.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/Shader.cpp
@@ -1,6 +1,6 @@
#include "precompiled.h"
//
-// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2014 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.
//
@@ -12,7 +12,7 @@
#include "libGLESv2/Shader.h"
#include "GLSLANG/ShaderLang.h"
-#include "libGLESv2/utilities.h"
+#include "common/utilities.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/ResourceManager.h"
@@ -25,22 +25,16 @@ void *Shader::mVertexCompiler = NULL;
Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: mHandle(handle), mRenderer(renderer), mResourceManager(manager)
{
- mSource = NULL;
- mHlsl = NULL;
- mInfoLog = NULL;
-
uncompile();
initializeCompiler();
mRefCount = 0;
mDeleteStatus = false;
+ mShaderVersion = 100;
}
Shader::~Shader()
{
- delete[] mSource;
- delete[] mHlsl;
- delete[] mInfoLog;
}
GLuint Shader::getHandle() const
@@ -48,69 +42,31 @@ GLuint Shader::getHandle() const
return mHandle;
}
-void Shader::setSource(GLsizei count, const char **string, const GLint *length)
+void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
{
- delete[] mSource;
- int totalLength = 0;
+ std::ostringstream stream;
for (int i = 0; i < count; i++)
{
- if (length && length[i] >= 0)
- {
- totalLength += length[i];
- }
- else
- {
- totalLength += (int)strlen(string[i]);
- }
+ stream << string[i];
}
- mSource = new char[totalLength + 1];
- char *code = mSource;
-
- for (int i = 0; i < count; i++)
- {
- int stringLength;
-
- if (length && length[i] >= 0)
- {
- stringLength = length[i];
- }
- else
- {
- stringLength = (int)strlen(string[i]);
- }
-
- strncpy(code, string[i], stringLength);
- code += stringLength;
- }
-
- mSource[totalLength] = '\0';
+ mSource = stream.str();
}
int Shader::getInfoLogLength() const
{
- if (!mInfoLog)
- {
- return 0;
- }
- else
- {
- return strlen(mInfoLog) + 1;
- }
+ return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
}
-void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
+void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
{
int index = 0;
if (bufSize > 0)
{
- if (mInfoLog)
- {
- index = std::min(bufSize - 1, (int)strlen(mInfoLog));
- memcpy(infoLog, mInfoLog, index);
- }
+ index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
+ memcpy(infoLog, mInfoLog.c_str(), index);
infoLog[index] = '\0';
}
@@ -123,39 +79,22 @@ void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
int Shader::getSourceLength() const
{
- if (!mSource)
- {
- return 0;
- }
- else
- {
- return strlen(mSource) + 1;
- }
+ return mSource.empty() ? 0 : (mSource.length() + 1);
}
int Shader::getTranslatedSourceLength() const
{
- if (!mHlsl)
- {
- return 0;
- }
- else
- {
- return strlen(mHlsl) + 1;
- }
+ return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
}
-void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer)
+void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
{
int index = 0;
if (bufSize > 0)
{
- if (source)
- {
- index = std::min(bufSize - 1, (int)strlen(source));
- memcpy(buffer, source, index);
- }
+ index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
+ memcpy(buffer, source.c_str(), index);
buffer[index] = '\0';
}
@@ -166,27 +105,49 @@ void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char
}
}
-void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer)
+void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mSource, bufSize, length, buffer);
}
-void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
+void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mHlsl, bufSize, length, buffer);
}
-const sh::ActiveUniforms &Shader::getUniforms()
+unsigned int Shader::getUniformRegister(const std::string &uniformName) const
+{
+ ASSERT(mUniformRegisterMap.count(uniformName) > 0);
+ return mUniformRegisterMap.find(uniformName)->second;
+}
+
+unsigned int Shader::getInterfaceBlockRegister(const std::string &blockName) const
+{
+ ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
+ return mInterfaceBlockRegisterMap.find(blockName)->second;
+}
+
+const std::vector<sh::Uniform> &Shader::getUniforms() const
{
return mActiveUniforms;
}
-bool Shader::isCompiled()
+const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks() const
+{
+ return mActiveInterfaceBlocks;
+}
+
+std::vector<PackedVarying> &Shader::getVaryings()
+{
+ return mVaryings;
+}
+
+bool Shader::isCompiled() const
{
- return mHlsl != NULL;
+ return !mHlsl.empty();
}
-const char *Shader::getHLSL()
+const std::string &Shader::getHLSL() const
{
return mHlsl;
}
@@ -235,6 +196,10 @@ void Shader::initializeCompiler()
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
+ // TODO(geofflang): use context's caps
+ const gl::Caps &caps = mRenderer->getRendererCaps();
+ const gl::Extensions &extensions = mRenderer->getRendererExtensions();
+
resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
@@ -242,15 +207,21 @@ void Shader::initializeCompiler()
resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
- resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
- resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
- resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
+ resources.MaxDrawBuffers = caps.maxDrawBuffers;
+ resources.OES_standard_derivatives = extensions.standardDerivatives;
+ resources.EXT_draw_buffers = extensions.drawBuffers;
+ resources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
-
- mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
- mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+ // GLSL ES 3.0 constants
+ resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
+ resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
+ resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
+ resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
+
+ mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+ mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
}
}
}
@@ -266,57 +237,37 @@ void Shader::releaseCompiler()
ShFinalize();
}
-void Shader::parseVaryings()
+void Shader::parseVaryings(void *compiler)
{
- if (mHlsl)
+ if (!mHlsl.empty())
{
- const char *input = strstr(mHlsl, "// Varyings") + 12;
+ std::vector<sh::Varying> *activeVaryings;
+ ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
- while(true)
+ for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
{
- char varyingType[256];
- char varyingName[256];
-
- int matches = sscanf(input, "static %255s %255s", varyingType, varyingName);
-
- if (matches != 2)
- {
- break;
- }
-
- char *array = strstr(varyingName, "[");
- int size = 1;
-
- if (array)
- {
- size = atoi(array + 1);
- *array = '\0';
- }
-
- mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
-
- input = strstr(input, ";") + 2;
+ mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
}
- mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL;
- mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL;
- mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL;
- mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
- mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
- mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
- mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
- mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL;
- mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL;
- mUsesDiscardRewriting = strstr(mHlsl, "ANGLE_USES_DISCARD_REWRITING") != NULL;
+ mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
+ mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
+ mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
+ mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
+ mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
+ mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
+ mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
+ mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
+ mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
+ mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
+ mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
}
}
void Shader::resetVaryingsRegisterAssignment()
{
- for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++)
+ for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
{
- var->reg = -1;
- var->col = -1;
+ mVaryings[varyingIndex].resetRegisterAssignment();
}
}
@@ -324,10 +275,8 @@ void Shader::resetVaryingsRegisterAssignment()
void Shader::uncompile()
{
// set by compileToHLSL
- delete[] mHlsl;
- mHlsl = NULL;
- delete[] mInfoLog;
- mInfoLog = NULL;
+ mHlsl.clear();
+ mInfoLog.clear();
// set by parseVaryings
mVaryings.clear();
@@ -341,20 +290,16 @@ void Shader::uncompile()
mUsesPointCoord = false;
mUsesDepthRange = false;
mUsesFragDepth = false;
+ mShaderVersion = 100;
mUsesDiscardRewriting = false;
+ mUsesNestedBreak = false;
mActiveUniforms.clear();
+ mActiveInterfaceBlocks.clear();
}
void Shader::compileToHLSL(void *compiler)
{
- // ensure we don't pass a NULL source to the compiler
- const char *source = "\0";
- if (mSource)
- {
- source = mSource;
- }
-
// ensure the compiler is loaded
initializeCompiler();
@@ -363,164 +308,163 @@ void Shader::compileToHLSL(void *compiler)
if (perfActive())
{
sourcePath = getTempPath();
- writeFile(sourcePath.c_str(), source, strlen(source));
+ writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
compileOptions |= SH_LINE_DIRECTIVES;
}
int result;
if (sourcePath.empty())
{
- result = ShCompile(compiler, &source, 1, compileOptions);
+ const char* sourceStrings[] =
+ {
+ mSource.c_str(),
+ };
+
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
}
else
{
- const char* sourceStrings[2] =
+ const char* sourceStrings[] =
{
sourcePath.c_str(),
- source
+ mSource.c_str(),
};
- result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
+ result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
}
- if (result)
+ size_t shaderVersion = 100;
+ ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
+
+ mShaderVersion = static_cast<int>(shaderVersion);
+
+ if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
+ {
+ mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
+ TRACE("\n%s", mInfoLog.c_str());
+ }
+ else if (result)
{
size_t objCodeLen = 0;
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
- mHlsl = new char[objCodeLen];
- ShGetObjectCode(compiler, mHlsl);
+
+ char* outputHLSL = new char[objCodeLen];
+ ShGetObjectCode(compiler, outputHLSL);
+
+#ifdef _DEBUG
+ std::ostringstream hlslStream;
+ hlslStream << "// GLSL\n";
+ hlslStream << "//\n";
+
+ size_t curPos = 0;
+ while (curPos != std::string::npos)
+ {
+ size_t nextLine = mSource.find("\n", curPos);
+ size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
+
+ hlslStream << "// " << mSource.substr(curPos, len);
+
+ curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
+ }
+ hlslStream << "\n\n";
+ hlslStream << outputHLSL;
+ mHlsl = hlslStream.str();
+#else
+ mHlsl = outputHLSL;
+#endif
+
+ delete[] outputHLSL;
void *activeUniforms;
ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
- mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
+ mActiveUniforms = *(std::vector<sh::Uniform>*)activeUniforms;
+
+ for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
+ {
+ const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
+
+ unsigned int index = -1;
+ bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(result);
+
+ mUniformRegisterMap[uniform.name] = index;
+ }
+
+ void *activeInterfaceBlocks;
+ ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
+ mActiveInterfaceBlocks = *(std::vector<sh::InterfaceBlock>*)activeInterfaceBlocks;
+
+ for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
+ {
+ const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
+
+ unsigned int index = -1;
+ bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
+ UNUSED_ASSERTION_VARIABLE(result);
+ ASSERT(result);
+
+ mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
+ }
}
else
{
size_t infoLogLen = 0;
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
- mInfoLog = new char[infoLogLen];
- ShGetInfoLog(compiler, mInfoLog);
- TRACE("\n%s", mInfoLog);
+ char* infoLog = new char[infoLogLen];
+ ShGetInfoLog(compiler, infoLog);
+ mInfoLog = infoLog;
+
+ TRACE("\n%s", mInfoLog.c_str());
}
}
-GLenum Shader::parseType(const std::string &type)
+rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
{
- if (type == "float")
- {
- return GL_FLOAT;
- }
- else if (type == "float2")
+ if (mUsesDiscardRewriting)
{
- return GL_FLOAT_VEC2;
+ // ANGLE issue 486:
+ // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
+ return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
}
- else if (type == "float3")
- {
- return GL_FLOAT_VEC3;
- }
- else if (type == "float4")
- {
- return GL_FLOAT_VEC4;
- }
- else if (type == "float2x2")
- {
- return GL_FLOAT_MAT2;
- }
- else if (type == "float3x3")
- {
- return GL_FLOAT_MAT3;
- }
- else if (type == "float4x4")
+
+ if (mUsesNestedBreak)
{
- return GL_FLOAT_MAT4;
+ // 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
+ return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
}
- else UNREACHABLE();
- return GL_NONE;
+ return rx::ANGLE_D3D_WORKAROUND_NONE;
}
// true if varying x has a higher priority in packing than y
-bool Shader::compareVarying(const Varying &x, const Varying &y)
+bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
{
- if(x.type == y.type)
+ if (x.type == y.type)
{
- return x.size > y.size;
+ return x.arraySize > y.arraySize;
}
- switch (x.type)
+ // Special case for handling structs: we sort these to the end of the list
+ if (x.type == GL_STRUCT_ANGLEX)
{
- case GL_FLOAT_MAT4: return true;
- case GL_FLOAT_MAT2:
- switch(y.type)
- {
- case GL_FLOAT_MAT4: return false;
- case GL_FLOAT_MAT2: return true;
- case GL_FLOAT_VEC4: return true;
- case GL_FLOAT_MAT3: return true;
- case GL_FLOAT_VEC3: return true;
- case GL_FLOAT_VEC2: return true;
- case GL_FLOAT: return true;
- default: UNREACHABLE();
- }
- break;
- case GL_FLOAT_VEC4:
- switch(y.type)
- {
- case GL_FLOAT_MAT4: return false;
- case GL_FLOAT_MAT2: return false;
- case GL_FLOAT_VEC4: return true;
- case GL_FLOAT_MAT3: return true;
- case GL_FLOAT_VEC3: return true;
- case GL_FLOAT_VEC2: return true;
- case GL_FLOAT: return true;
- default: UNREACHABLE();
- }
- break;
- case GL_FLOAT_MAT3:
- switch(y.type)
- {
- case GL_FLOAT_MAT4: return false;
- case GL_FLOAT_MAT2: return false;
- case GL_FLOAT_VEC4: return false;
- case GL_FLOAT_MAT3: return true;
- case GL_FLOAT_VEC3: return true;
- case GL_FLOAT_VEC2: return true;
- case GL_FLOAT: return true;
- default: UNREACHABLE();
- }
- break;
- case GL_FLOAT_VEC3:
- switch(y.type)
- {
- case GL_FLOAT_MAT4: return false;
- case GL_FLOAT_MAT2: return false;
- case GL_FLOAT_VEC4: return false;
- case GL_FLOAT_MAT3: return false;
- case GL_FLOAT_VEC3: return true;
- case GL_FLOAT_VEC2: return true;
- case GL_FLOAT: return true;
- default: UNREACHABLE();
- }
- break;
- case GL_FLOAT_VEC2:
- switch(y.type)
- {
- case GL_FLOAT_MAT4: return false;
- case GL_FLOAT_MAT2: return false;
- case GL_FLOAT_VEC4: return false;
- case GL_FLOAT_MAT3: return false;
- case GL_FLOAT_VEC3: return false;
- case GL_FLOAT_VEC2: return true;
- case GL_FLOAT: return true;
- default: UNREACHABLE();
- }
- break;
- case GL_FLOAT: return false;
- default: UNREACHABLE();
+ return false;
}
- return false;
+ if (y.type == GL_STRUCT_ANGLEX)
+ {
+ return true;
+ }
+
+ return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
+}
+
+int Shader::getShaderVersion() const
+{
+ return mShaderVersion;
}
VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
@@ -532,7 +476,7 @@ VertexShader::~VertexShader()
{
}
-GLenum VertexShader::getType()
+GLenum VertexShader::getType() const
{
return GL_VERTEX_SHADER;
}
@@ -542,7 +486,7 @@ void VertexShader::uncompile()
Shader::uncompile();
// set by ParseAttributes
- mAttributes.clear();
+ mActiveAttributes.clear();
}
void VertexShader::compile()
@@ -551,7 +495,7 @@ void VertexShader::compile()
compileToHLSL(mVertexCompiler);
parseAttributes();
- parseVaryings();
+ parseVaryings(mVertexCompiler);
}
int VertexShader::getSemanticIndex(const std::string &attributeName)
@@ -559,14 +503,16 @@ int VertexShader::getSemanticIndex(const std::string &attributeName)
if (!attributeName.empty())
{
int semanticIndex = 0;
- for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
+ for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
{
- if (attribute->name == attributeName)
+ const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
+
+ if (attribute.name == attributeName)
{
return semanticIndex;
}
- semanticIndex += VariableRowCount(attribute->type);
+ semanticIndex += VariableRegisterCount(attribute.type);
}
}
@@ -575,27 +521,12 @@ int VertexShader::getSemanticIndex(const std::string &attributeName)
void VertexShader::parseAttributes()
{
- const char *hlsl = getHLSL();
- if (hlsl)
+ const std::string &hlsl = getHLSL();
+ if (!hlsl.empty())
{
- const char *input = strstr(hlsl, "// Attributes") + 14;
-
- while(true)
- {
- char attributeType[256];
- char attributeName[256];
-
- int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
-
- if (matches != 2)
- {
- break;
- }
-
- mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
-
- input = strstr(input, ";") + 2;
- }
+ void *activeAttributes;
+ ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
+ mActiveAttributes = *(std::vector<sh::Attribute>*)activeAttributes;
}
}
@@ -608,7 +539,7 @@ FragmentShader::~FragmentShader()
{
}
-GLenum FragmentShader::getType()
+GLenum FragmentShader::getType() const
{
return GL_FRAGMENT_SHADER;
}
@@ -618,7 +549,45 @@ void FragmentShader::compile()
uncompile();
compileToHLSL(mFragmentCompiler);
- parseVaryings();
- mVaryings.sort(compareVarying);
+ parseVaryings(mFragmentCompiler);
+ std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
+
+ const std::string &hlsl = getHLSL();
+ if (!hlsl.empty())
+ {
+ void *activeOutputVariables;
+ ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
+ mActiveOutputVariables = *(std::vector<sh::Attribute>*)activeOutputVariables;
+ }
+}
+
+void FragmentShader::uncompile()
+{
+ Shader::uncompile();
+
+ mActiveOutputVariables.clear();
+}
+
+const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
+{
+ return mActiveOutputVariables;
}
+
+ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
+{
+ void *compiler = NULL;
+
+ switch (shader)
+ {
+ case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
+ case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
+ default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
+ }
+
+ size_t outputType = 0;
+ ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
+
+ return static_cast<ShShaderOutput>(outputType);
+}
+
}