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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp1148
1 files changed, 0 insertions, 1148 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
deleted file mode 100644
index 3d5bfe0cbe..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ /dev/null
@@ -1,1148 +0,0 @@
-//
-// 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 "libGLESv2/renderer/d3d/DynamicHLSL.h"
-#include "libGLESv2/renderer/d3d/ShaderD3D.h"
-#include "libGLESv2/renderer/d3d/RendererD3D.h"
-#include "libGLESv2/Program.h"
-#include "libGLESv2/ProgramBinary.h"
-#include "libGLESv2/Shader.h"
-#include "libGLESv2/formatutils.h"
-
-#include "common/utilities.h"
-#include "common/blocklayout.h"
-
-// For use with ArrayString, see angleutils.h
-META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
-
-using namespace gl;
-
-namespace rx
-{
-
-namespace
-{
-
-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));
-}
-
-const PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
- unsigned int location)
-{
- for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
- {
- if (outputVariables[variableIndex].outputIndex == location)
- {
- return outputVariables[variableIndex];
- }
- }
-
- UNREACHABLE();
- return outputVariables[0];
-}
-
-const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
-const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
-
-}
-
-DynamicHLSL::DynamicHLSL(RendererD3D *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;
- varying->columnIndex = 0;
-
- 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;
- varying->columnIndex = 2;
-
- 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[column] < 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;
- varying->columnIndex = column;
-
- 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, ShaderD3D *fragmentShader,
- ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
-{
- // TODO (geofflang): Use context's caps
- const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
-
- vertexShader->resetVaryingsRegisterAssignment();
- fragmentShader->resetVaryingsRegisterAssignment();
-
- std::set<std::string> packedVaryings;
-
- std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
- std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
- {
- PackedVarying *varying = &fragmentVaryings[varyingIndex];
-
- // Do not assign registers to built-in or unreferenced varyings
- if (varying->isBuiltIn() || !varying->staticUse)
- {
- continue;
- }
-
- 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 (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
- {
- // do not pack builtin XFB varyings
- continue;
- }
-
- if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
- {
- bool found = false;
- for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
- {
- PackedVarying *varying = &vertexVaryings[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)
- {
- 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(const ShaderD3D *shader) const
-{
- std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
- std::string varyingHLSL;
-
- const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
-
- for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
- {
- const PackedVarying &varying = varyings[varyingIndex];
- if (varying.registerAssigned())
- {
- ASSERT(!varying.isBuiltIn());
- 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++)
- {
- // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used.
- // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers.
- // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail.
-
- 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.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + 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 = 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++)
- {
- const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
- if (!shaderAttribute.name.empty())
- {
- ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
- const VertexFormat &vertexFormat = inputLayout[inputIndex];
-
- // HLSL code for input structure
- if (IsMatrixType(shaderAttribute.type))
- {
- // Matrix types are always transposed
- structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
- }
- else
- {
- GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
- structHLSL += " " + 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) & 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<PixelShaderOutputVariable> &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 layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
- {
- GLenum binding = outputLayout[layoutIndex];
-
- if (binding != GL_NONE)
- {
- unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
-
- const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
-
- declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
- " : " + targetSemantic + Str(layoutIndex) + ";\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 ShaderD3D *vertexShader,
- std::vector<LinkedVarying> *linkedVaryings) const
-{
- const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
- const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
-
- for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
- {
- const PackedVarying &varying = varyings[varyingIndex];
-
- if (varying.registerAssigned())
- {
- ASSERT(!varying.isBuiltIn());
- 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(const gl::Data &data, InfoLog &infoLog, int registers,
- const VaryingPacking packing,
- std::string &pixelHLSL, std::string &vertexHLSL,
- ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
- const std::vector<std::string> &transformFeedbackVaryings,
- std::vector<LinkedVarying> *linkedVaryings,
- std::map<int, VariableLocation> *programOutputVars,
- std::vector<PixelShaderOutputVariable> *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 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 && data.clientVersion < 3);
- const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
-
- int shaderVersion = vertexShader->getShaderVersion();
-
- if (static_cast<GLuint>(registersNeeded) > data.caps->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";
- }
-
- const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
- {
- const PackedVarying &varying = vertexVaryings[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 + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row;
- vertexHLSL += " output.v" + Str(r);
-
- 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++)
- {
- PixelShaderOutputVariable 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->getActiveOutputVariables();
- 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));
-
- ASSERT(outputVariable.staticUse);
-
- PixelShaderOutputVariable 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";
- }
- }
-
- const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
- {
- const PackedVarying &varying = fragmentVaryings[varyingIndex];
- if (varying.registerAssigned())
- {
- ASSERT(!varying.isBuiltIn());
- 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 + varying.columnIndex * data.caps->maxVaryingVectors + 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
- {
- ASSERT(varying.isBuiltIn() || !varying.staticUse);
- }
- }
-
- pixelHLSL += "\n"
- " gl_main();\n"
- "\n"
- " return generateOutput();\n"
- "}\n";
-
- return true;
-}
-
-void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
-{
- const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
-
- for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
- {
- const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
- const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
-
- ASSERT(outputVariable.staticUse);
-
- 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, ShaderD3D *fragmentShader, ShaderD3D *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, ShaderD3D *fragmentShader, ShaderD3D *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) & VERTEX_CONVERT_GPU) != 0);
- signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
- }
- }
-}
-
-}