diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.cpp | 1925 |
1 files changed, 0 insertions, 1925 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.cpp deleted file mode 100644 index 75da78110e..0000000000 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.cpp +++ /dev/null @@ -1,1925 +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. -// - -// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl. - -#include "libGLESv2/renderer/d3d/ProgramD3D.h" - -#include "common/features.h" -#include "common/utilities.h" -#include "libGLESv2/Framebuffer.h" -#include "libGLESv2/FramebufferAttachment.h" -#include "libGLESv2/Program.h" -#include "libGLESv2/ProgramBinary.h" -#include "libGLESv2/main.h" -#include "libGLESv2/renderer/ShaderExecutable.h" -#include "libGLESv2/renderer/d3d/DynamicHLSL.h" -#include "libGLESv2/renderer/d3d/RendererD3D.h" -#include "libGLESv2/renderer/d3d/ShaderD3D.h" - -namespace rx -{ - -namespace -{ - -GLenum GetTextureType(GLenum samplerType) -{ - switch (samplerType) - { - case GL_SAMPLER_2D: - case GL_INT_SAMPLER_2D: - case GL_UNSIGNED_INT_SAMPLER_2D: - case GL_SAMPLER_2D_SHADOW: - return GL_TEXTURE_2D; - case GL_SAMPLER_3D: - case GL_INT_SAMPLER_3D: - case GL_UNSIGNED_INT_SAMPLER_3D: - return GL_TEXTURE_3D; - case GL_SAMPLER_CUBE: - case GL_SAMPLER_CUBE_SHADOW: - return GL_TEXTURE_CUBE_MAP; - case GL_INT_SAMPLER_CUBE: - case GL_UNSIGNED_INT_SAMPLER_CUBE: - return GL_TEXTURE_CUBE_MAP; - case GL_SAMPLER_2D_ARRAY: - case GL_INT_SAMPLER_2D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: - case GL_SAMPLER_2D_ARRAY_SHADOW: - return GL_TEXTURE_2D_ARRAY; - default: UNREACHABLE(); - } - - return GL_TEXTURE_2D; -} - -void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]) -{ - size_t layoutIndex = 0; - for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) - { - ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS); - - const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex]; - - if (shaderAttr.type != GL_NONE) - { - GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type); - - for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++) - { - gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex]; - - defaultFormat->mType = gl::VariableComponentType(transposedType); - defaultFormat->mNormalized = false; - defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool - defaultFormat->mComponents = gl::VariableColumnCount(transposedType); - } - } - } -} - -std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars) -{ - std::vector<GLenum> defaultPixelOutput(1); - - ASSERT(!shaderOutputVars.empty()); - defaultPixelOutput[0] = GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex; - - return defaultPixelOutput; -} - -bool IsRowMajorLayout(const sh::InterfaceBlockField &var) -{ - return var.isRowMajorLayout; -} - -bool IsRowMajorLayout(const sh::ShaderVariable &var) -{ - return false; -} - -} - -ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[], - const GLenum signature[], - ShaderExecutable *shaderExecutable) - : mShaderExecutable(shaderExecutable) -{ - for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) - { - mInputs[attributeIndex] = inputLayout[attributeIndex]; - mSignature[attributeIndex] = signature[attributeIndex]; - } -} - -ProgramD3D::VertexExecutable::~VertexExecutable() -{ - SafeDelete(mShaderExecutable); -} - -bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const -{ - for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) - { - if (mSignature[attributeIndex] != signature[attributeIndex]) - { - return false; - } - } - - return true; -} - -ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutable *shaderExecutable) - : mOutputSignature(outputSignature), - mShaderExecutable(shaderExecutable) -{ -} - -ProgramD3D::PixelExecutable::~PixelExecutable() -{ - SafeDelete(mShaderExecutable); -} - -ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D) -{ -} - -ProgramD3D::ProgramD3D(RendererD3D *renderer) - : ProgramImpl(), - mRenderer(renderer), - mDynamicHLSL(NULL), - mGeometryExecutable(NULL), - mVertexWorkarounds(ANGLE_D3D_WORKAROUND_NONE), - mPixelWorkarounds(ANGLE_D3D_WORKAROUND_NONE), - mUsesPointSize(false), - mVertexUniformStorage(NULL), - mFragmentUniformStorage(NULL), - mUsedVertexSamplerRange(0), - mUsedPixelSamplerRange(0), - mDirtySamplerMapping(true), - mShaderVersion(100) -{ - mDynamicHLSL = new DynamicHLSL(renderer); -} - -ProgramD3D::~ProgramD3D() -{ - reset(); - SafeDelete(mDynamicHLSL); -} - -ProgramD3D *ProgramD3D::makeProgramD3D(ProgramImpl *impl) -{ - ASSERT(HAS_DYNAMIC_TYPE(ProgramD3D*, impl)); - return static_cast<ProgramD3D*>(impl); -} - -const ProgramD3D *ProgramD3D::makeProgramD3D(const ProgramImpl *impl) -{ - ASSERT(HAS_DYNAMIC_TYPE(const ProgramD3D*, impl)); - return static_cast<const ProgramD3D*>(impl); -} - -bool ProgramD3D::usesPointSpriteEmulation() const -{ - return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; -} - -bool ProgramD3D::usesGeometryShader() const -{ - return usesPointSpriteEmulation(); -} - -GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const -{ - GLint logicalTextureUnit = -1; - - switch (type) - { - case gl::SAMPLER_PIXEL: - ASSERT(samplerIndex < caps.maxTextureImageUnits); - if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active) - { - logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit; - } - break; - case gl::SAMPLER_VERTEX: - ASSERT(samplerIndex < caps.maxVertexTextureImageUnits); - if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active) - { - logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit; - } - break; - default: UNREACHABLE(); - } - - if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits)) - { - return logicalTextureUnit; - } - - return -1; -} - -// Returns the texture type for a given Direct3D 9 sampler type and -// index (0-15 for the pixel shader and 0-3 for the vertex shader). -GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const -{ - switch (type) - { - case gl::SAMPLER_PIXEL: - ASSERT(samplerIndex < mSamplersPS.size()); - ASSERT(mSamplersPS[samplerIndex].active); - return mSamplersPS[samplerIndex].textureType; - case gl::SAMPLER_VERTEX: - ASSERT(samplerIndex < mSamplersVS.size()); - ASSERT(mSamplersVS[samplerIndex].active); - return mSamplersVS[samplerIndex].textureType; - default: UNREACHABLE(); - } - - return GL_TEXTURE_2D; -} - -GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const -{ - switch (type) - { - case gl::SAMPLER_PIXEL: - return mUsedPixelSamplerRange; - case gl::SAMPLER_VERTEX: - return mUsedVertexSamplerRange; - default: - UNREACHABLE(); - return 0; - } -} - -void ProgramD3D::updateSamplerMapping() -{ - if (!mDirtySamplerMapping) - { - return; - } - - mDirtySamplerMapping = false; - - // Retrieve sampler uniform values - for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) - { - gl::LinkedUniform *targetUniform = mUniforms[uniformIndex]; - - if (targetUniform->dirty) - { - if (gl::IsSampler(targetUniform->type)) - { - int count = targetUniform->elementCount(); - GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data); - - if (targetUniform->isReferencedByFragmentShader()) - { - unsigned int firstIndex = targetUniform->psRegisterIndex; - - for (int i = 0; i < count; i++) - { - unsigned int samplerIndex = firstIndex + i; - - if (samplerIndex < mSamplersPS.size()) - { - ASSERT(mSamplersPS[samplerIndex].active); - mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0]; - } - } - } - - if (targetUniform->isReferencedByVertexShader()) - { - unsigned int firstIndex = targetUniform->vsRegisterIndex; - - for (int i = 0; i < count; i++) - { - unsigned int samplerIndex = firstIndex + i; - - if (samplerIndex < mSamplersVS.size()) - { - ASSERT(mSamplersVS[samplerIndex].active); - mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0]; - } - } - } - } - } - } -} - -bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) -{ - // if any two active samplers in a program are of different types, but refer to the same - // texture image unit, and this is the current program, then ValidateProgram will fail, and - // DrawArrays and DrawElements will issue the INVALID_OPERATION error. - updateSamplerMapping(); - - std::vector<GLenum> textureUnitTypes(caps.maxCombinedTextureImageUnits, GL_NONE); - - for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i) - { - if (mSamplersPS[i].active) - { - unsigned int unit = mSamplersPS[i].logicalTextureUnit; - - if (unit >= textureUnitTypes.size()) - { - if (infoLog) - { - infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size()); - } - - return false; - } - - if (textureUnitTypes[unit] != GL_NONE) - { - if (mSamplersPS[i].textureType != textureUnitTypes[unit]) - { - if (infoLog) - { - infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); - } - - return false; - } - } - else - { - textureUnitTypes[unit] = mSamplersPS[i].textureType; - } - } - } - - for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i) - { - if (mSamplersVS[i].active) - { - unsigned int unit = mSamplersVS[i].logicalTextureUnit; - - if (unit >= textureUnitTypes.size()) - { - if (infoLog) - { - infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size()); - } - - return false; - } - - if (textureUnitTypes[unit] != GL_NONE) - { - if (mSamplersVS[i].textureType != textureUnitTypes[unit]) - { - if (infoLog) - { - infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); - } - - return false; - } - } - else - { - textureUnitTypes[unit] = mSamplersVS[i].textureType; - } - } - } - - return true; -} - -gl::LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) -{ - stream->readInt(&mShaderVersion); - - const unsigned int psSamplerCount = stream->readInt<unsigned int>(); - for (unsigned int i = 0; i < psSamplerCount; ++i) - { - Sampler sampler; - stream->readBool(&sampler.active); - stream->readInt(&sampler.logicalTextureUnit); - stream->readInt(&sampler.textureType); - mSamplersPS.push_back(sampler); - } - const unsigned int vsSamplerCount = stream->readInt<unsigned int>(); - for (unsigned int i = 0; i < vsSamplerCount; ++i) - { - Sampler sampler; - stream->readBool(&sampler.active); - stream->readInt(&sampler.logicalTextureUnit); - stream->readInt(&sampler.textureType); - mSamplersVS.push_back(sampler); - } - - stream->readInt(&mUsedVertexSamplerRange); - stream->readInt(&mUsedPixelSamplerRange); - - const unsigned int uniformCount = stream->readInt<unsigned int>(); - if (stream->error()) - { - infoLog.append("Invalid program binary."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - mUniforms.resize(uniformCount); - for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++) - { - GLenum type = stream->readInt<GLenum>(); - GLenum precision = stream->readInt<GLenum>(); - std::string name = stream->readString(); - unsigned int arraySize = stream->readInt<unsigned int>(); - int blockIndex = stream->readInt<int>(); - - int offset = stream->readInt<int>(); - int arrayStride = stream->readInt<int>(); - int matrixStride = stream->readInt<int>(); - bool isRowMajorMatrix = stream->readBool(); - - const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix); - - gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo); - - stream->readInt(&uniform->psRegisterIndex); - stream->readInt(&uniform->vsRegisterIndex); - stream->readInt(&uniform->registerCount); - stream->readInt(&uniform->registerElement); - - mUniforms[uniformIndex] = uniform; - } - - const unsigned int uniformIndexCount = stream->readInt<unsigned int>(); - if (stream->error()) - { - infoLog.append("Invalid program binary."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - mUniformIndex.resize(uniformIndexCount); - for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++) - { - stream->readString(&mUniformIndex[uniformIndexIndex].name); - stream->readInt(&mUniformIndex[uniformIndexIndex].element); - stream->readInt(&mUniformIndex[uniformIndexIndex].index); - } - - unsigned int uniformBlockCount = stream->readInt<unsigned int>(); - if (stream->error()) - { - infoLog.append("Invalid program binary."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - mUniformBlocks.resize(uniformBlockCount); - for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex) - { - std::string name = stream->readString(); - unsigned int elementIndex = stream->readInt<unsigned int>(); - unsigned int dataSize = stream->readInt<unsigned int>(); - - gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize); - - stream->readInt(&uniformBlock->psRegisterIndex); - stream->readInt(&uniformBlock->vsRegisterIndex); - - unsigned int numMembers = stream->readInt<unsigned int>(); - uniformBlock->memberUniformIndexes.resize(numMembers); - for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) - { - stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]); - } - - mUniformBlocks[uniformBlockIndex] = uniformBlock; - } - - stream->readInt(&mTransformFeedbackBufferMode); - const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>(); - mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount); - for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++) - { - gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex]; - - stream->readString(&varying.name); - stream->readInt(&varying.type); - stream->readInt(&varying.size); - stream->readString(&varying.semanticName); - stream->readInt(&varying.semanticIndex); - stream->readInt(&varying.semanticIndexCount); - } - - stream->readString(&mVertexHLSL); - stream->readInt(&mVertexWorkarounds); - stream->readString(&mPixelHLSL); - stream->readInt(&mPixelWorkarounds); - stream->readBool(&mUsesFragDepth); - stream->readBool(&mUsesPointSize); - - const size_t pixelShaderKeySize = stream->readInt<unsigned int>(); - mPixelShaderKey.resize(pixelShaderKeySize); - for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++) - { - stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type); - stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name); - stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source); - stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex); - } - - const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data()); - - const unsigned int vertexShaderCount = stream->readInt<unsigned int>(); - for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++) - { - gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]; - - for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++) - { - gl::VertexFormat *vertexInput = &inputLayout[inputIndex]; - stream->readInt(&vertexInput->mType); - stream->readInt(&vertexInput->mNormalized); - stream->readInt(&vertexInput->mComponents); - stream->readBool(&vertexInput->mPureInteger); - } - - unsigned int vertexShaderSize = stream->readInt<unsigned int>(); - const unsigned char *vertexShaderFunction = binary + stream->offset(); - - ShaderExecutable *shaderExecutable = NULL; - gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize, - SHADER_VERTEX, - mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - &shaderExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - - if (!shaderExecutable) - { - infoLog.append("Could not create vertex shader."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - // generated converted input layout - GLenum signature[gl::MAX_VERTEX_ATTRIBS]; - getInputLayoutSignature(inputLayout, signature); - - // add new binary - mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable)); - - stream->skip(vertexShaderSize); - } - - const size_t pixelShaderCount = stream->readInt<unsigned int>(); - for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++) - { - const size_t outputCount = stream->readInt<unsigned int>(); - std::vector<GLenum> outputs(outputCount); - for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++) - { - stream->readInt(&outputs[outputIndex]); - } - - const size_t pixelShaderSize = stream->readInt<unsigned int>(); - const unsigned char *pixelShaderFunction = binary + stream->offset(); - ShaderExecutable *shaderExecutable = NULL; - gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, - mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - &shaderExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - - if (!shaderExecutable) - { - infoLog.append("Could not create pixel shader."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - // add new binary - mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable)); - - stream->skip(pixelShaderSize); - } - - unsigned int geometryShaderSize = stream->readInt<unsigned int>(); - - if (geometryShaderSize > 0) - { - const unsigned char *geometryShaderFunction = binary + stream->offset(); - gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY, - mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - &mGeometryExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - - if (!mGeometryExecutable) - { - infoLog.append("Could not create geometry shader."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - stream->skip(geometryShaderSize); - } - - GUID binaryIdentifier = {0}; - stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); - - GUID identifier = mRenderer->getAdapterIdentifier(); - if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0) - { - infoLog.append("Invalid program binary."); - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - initializeUniformStorage(); - - return gl::LinkResult(true, gl::Error(GL_NO_ERROR)); -} - -gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream) -{ - stream->writeInt(mShaderVersion); - - stream->writeInt(mSamplersPS.size()); - for (unsigned int i = 0; i < mSamplersPS.size(); ++i) - { - stream->writeInt(mSamplersPS[i].active); - stream->writeInt(mSamplersPS[i].logicalTextureUnit); - stream->writeInt(mSamplersPS[i].textureType); - } - - stream->writeInt(mSamplersVS.size()); - for (unsigned int i = 0; i < mSamplersVS.size(); ++i) - { - stream->writeInt(mSamplersVS[i].active); - stream->writeInt(mSamplersVS[i].logicalTextureUnit); - stream->writeInt(mSamplersVS[i].textureType); - } - - stream->writeInt(mUsedVertexSamplerRange); - stream->writeInt(mUsedPixelSamplerRange); - - stream->writeInt(mUniforms.size()); - for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex) - { - const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; - - stream->writeInt(uniform.type); - stream->writeInt(uniform.precision); - stream->writeString(uniform.name); - stream->writeInt(uniform.arraySize); - stream->writeInt(uniform.blockIndex); - - stream->writeInt(uniform.blockInfo.offset); - stream->writeInt(uniform.blockInfo.arrayStride); - stream->writeInt(uniform.blockInfo.matrixStride); - stream->writeInt(uniform.blockInfo.isRowMajorMatrix); - - stream->writeInt(uniform.psRegisterIndex); - stream->writeInt(uniform.vsRegisterIndex); - stream->writeInt(uniform.registerCount); - stream->writeInt(uniform.registerElement); - } - - stream->writeInt(mUniformIndex.size()); - for (size_t i = 0; i < mUniformIndex.size(); ++i) - { - stream->writeString(mUniformIndex[i].name); - stream->writeInt(mUniformIndex[i].element); - stream->writeInt(mUniformIndex[i].index); - } - - stream->writeInt(mUniformBlocks.size()); - for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex) - { - const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex]; - - stream->writeString(uniformBlock.name); - stream->writeInt(uniformBlock.elementIndex); - stream->writeInt(uniformBlock.dataSize); - - stream->writeInt(uniformBlock.memberUniformIndexes.size()); - for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) - { - stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]); - } - - stream->writeInt(uniformBlock.psRegisterIndex); - stream->writeInt(uniformBlock.vsRegisterIndex); - } - - stream->writeInt(mTransformFeedbackBufferMode); - stream->writeInt(mTransformFeedbackLinkedVaryings.size()); - for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++) - { - const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i]; - - stream->writeString(varying.name); - stream->writeInt(varying.type); - stream->writeInt(varying.size); - stream->writeString(varying.semanticName); - stream->writeInt(varying.semanticIndex); - stream->writeInt(varying.semanticIndexCount); - } - - stream->writeString(mVertexHLSL); - stream->writeInt(mVertexWorkarounds); - stream->writeString(mPixelHLSL); - stream->writeInt(mPixelWorkarounds); - stream->writeInt(mUsesFragDepth); - stream->writeInt(mUsesPointSize); - - const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey; - stream->writeInt(pixelShaderKey.size()); - for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++) - { - const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex]; - stream->writeInt(variable.type); - stream->writeString(variable.name); - stream->writeString(variable.source); - stream->writeInt(variable.outputIndex); - } - - stream->writeInt(mVertexExecutables.size()); - for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++) - { - VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex]; - - for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++) - { - const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex]; - stream->writeInt(vertexInput.mType); - stream->writeInt(vertexInput.mNormalized); - stream->writeInt(vertexInput.mComponents); - stream->writeInt(vertexInput.mPureInteger); - } - - size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength(); - stream->writeInt(vertexShaderSize); - - const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction(); - stream->writeBytes(vertexBlob, vertexShaderSize); - } - - stream->writeInt(mPixelExecutables.size()); - for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++) - { - PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex]; - - const std::vector<GLenum> outputs = pixelExecutable->outputSignature(); - stream->writeInt(outputs.size()); - for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++) - { - stream->writeInt(outputs[outputIndex]); - } - - size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength(); - stream->writeInt(pixelShaderSize); - - const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction(); - stream->writeBytes(pixelBlob, pixelShaderSize); - } - - size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0; - stream->writeInt(geometryShaderSize); - - if (mGeometryExecutable != NULL && geometryShaderSize > 0) - { - const uint8_t *geometryBlob = mGeometryExecutable->getFunction(); - stream->writeBytes(geometryBlob, geometryShaderSize); - } - - GUID binaryIdentifier = mRenderer->getAdapterIdentifier(); - stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); - - return gl::Error(GL_NO_ERROR); -} - -gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutable **outExecutable) -{ - std::vector<GLenum> outputs; - - const gl::ColorbufferInfo &colorbuffers = fbo->getColorbuffersForRender(mRenderer->getWorkarounds()); - - for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) - { - const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; - - if (colorbuffer) - { - outputs.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding()); - } - else - { - outputs.push_back(GL_NONE); - } - } - - return getPixelExecutableForOutputLayout(outputs, outExecutable); -} - -gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature, ShaderExecutable **outExectuable) -{ - for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++) - { - if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature)) - { - *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable(); - return gl::Error(GL_NO_ERROR); - } - } - - std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth, - outputSignature); - - // Generate new pixel executable - gl::InfoLog tempInfoLog; - ShaderExecutable *pixelExecutable = NULL; - gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalPixelHLSL, SHADER_PIXEL, - mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - mPixelWorkarounds, &pixelExecutable); - if (error.isError()) - { - return error; - } - - if (!pixelExecutable) - { - std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3); - tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]); - ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]); - } - else - { - mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable)); - } - - *outExectuable = pixelExecutable; - return gl::Error(GL_NO_ERROR); -} - -gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutable **outExectuable) -{ - GLenum signature[gl::MAX_VERTEX_ATTRIBS]; - getInputLayoutSignature(inputLayout, signature); - - for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++) - { - if (mVertexExecutables[executableIndex]->matchesSignature(signature)) - { - *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable(); - return gl::Error(GL_NO_ERROR); - } - } - - // Generate new dynamic layout with attribute conversions - std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, mShaderAttributes); - - // Generate new vertex executable - gl::InfoLog tempInfoLog; - ShaderExecutable *vertexExecutable = NULL; - gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalVertexHLSL, SHADER_VERTEX, - mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - mVertexWorkarounds, &vertexExecutable); - if (error.isError()) - { - return error; - } - - if (!vertexExecutable) - { - std::vector<char> tempCharBuffer(tempInfoLog.getLength()+3); - tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]); - ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]); - } - else - { - mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable)); - } - - *outExectuable = vertexExecutable; - return gl::Error(GL_NO_ERROR); -} - -gl::LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, - int registers) -{ - ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); - ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); - - gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS]; - GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout); - ShaderExecutable *defaultVertexExecutable = NULL; - gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - - std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey()); - ShaderExecutable *defaultPixelExecutable = NULL; - error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - - if (usesGeometryShader()) - { - std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D); - - - error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings, - (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), - ANGLE_D3D_WORKAROUND_NONE, &mGeometryExecutable); - if (error.isError()) - { - return gl::LinkResult(false, error); - } - } - -#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED - if (usesGeometryShader() && mGeometryExecutable) - { - // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level - // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch - vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n"); - vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo()); - vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n"); - } - - if (defaultVertexExecutable) - { - vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo()); - } - - if (defaultPixelExecutable) - { - fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo()); - } -#endif - - bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable)); - return gl::LinkResult(linkSuccess, gl::Error(GL_NO_ERROR)); -} - -gl::LinkResult ProgramD3D::link(const gl::Data &data, gl::InfoLog &infoLog, - gl::Shader *fragmentShader, gl::Shader *vertexShader, - const std::vector<std::string> &transformFeedbackVaryings, - GLenum transformFeedbackBufferMode, - int *registers, std::vector<gl::LinkedVarying> *linkedVaryings, - std::map<int, gl::VariableLocation> *outputVariables) -{ - ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); - ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); - - mSamplersPS.resize(data.caps->maxTextureImageUnits); - mSamplersVS.resize(data.caps->maxVertexTextureImageUnits); - - mTransformFeedbackBufferMode = transformFeedbackBufferMode; - - mPixelHLSL = fragmentShaderD3D->getTranslatedSource(); - mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds(); - - mVertexHLSL = vertexShaderD3D->getTranslatedSource(); - mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds(); - mShaderVersion = vertexShaderD3D->getShaderVersion(); - - // Map the varyings to the register file - VaryingPacking packing = { NULL }; - *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings); - - if (*registers < 0) - { - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - if (!gl::ProgramBinary::linkVaryings(infoLog, fragmentShader, vertexShader)) - { - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL, mVertexHLSL, - fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings, - linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth)) - { - return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); - } - - mUsesPointSize = vertexShaderD3D->usesPointSize(); - - return gl::LinkResult(true, gl::Error(GL_NO_ERROR)); -} - -void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const -{ - mDynamicHLSL->getInputLayoutSignature(inputLayout, signature); -} - -void ProgramD3D::initializeUniformStorage() -{ - // Compute total default block size - unsigned int vertexRegisters = 0; - unsigned int fragmentRegisters = 0; - for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) - { - const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; - - if (!gl::IsSampler(uniform.type)) - { - if (uniform.isReferencedByVertexShader()) - { - vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount); - } - if (uniform.isReferencedByFragmentShader()) - { - fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount); - } - } - } - - mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u); - mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u); -} - -gl::Error ProgramD3D::applyUniforms() -{ - updateSamplerMapping(); - - gl::Error error = mRenderer->applyUniforms(*this, mUniforms); - if (error.isError()) - { - return error; - } - - for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) - { - mUniforms[uniformIndex]->dirty = false; - } - - return gl::Error(GL_NO_ERROR); -} - -gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps) -{ - ASSERT(boundBuffers.size() == mUniformBlocks.size()); - - const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL}; - const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL}; - - const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers(); - const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers(); - - for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++) - { - gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex]; - gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex]; - - ASSERT(uniformBlock && uniformBuffer); - - if (uniformBuffer->getSize() < uniformBlock->dataSize) - { - // undefined behaviour - return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small."); - } - - // Unnecessary to apply an unreferenced standard or shared UBO - if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader()) - { - continue; - } - - if (uniformBlock->isReferencedByVertexShader()) - { - unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS; - ASSERT(vertexUniformBuffers[registerIndex] == NULL); - ASSERT(registerIndex < caps.maxVertexUniformBlocks); - vertexUniformBuffers[registerIndex] = uniformBuffer; - } - - if (uniformBlock->isReferencedByFragmentShader()) - { - unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS; - ASSERT(fragmentUniformBuffers[registerIndex] == NULL); - ASSERT(registerIndex < caps.maxFragmentUniformBlocks); - fragmentUniformBuffers[registerIndex] = uniformBuffer; - } - } - - return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers); -} - -bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader, - unsigned int registerIndex, const gl::Caps &caps) -{ - if (shader == GL_VERTEX_SHADER) - { - uniformBlock->vsRegisterIndex = registerIndex; - if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks) - { - infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks); - return false; - } - } - else if (shader == GL_FRAGMENT_SHADER) - { - uniformBlock->psRegisterIndex = registerIndex; - if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks) - { - infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks); - return false; - } - } - else UNREACHABLE(); - - return true; -} - -void ProgramD3D::dirtyAllUniforms() -{ - unsigned int numUniforms = mUniforms.size(); - for (unsigned int index = 0; index < numUniforms; index++) - { - mUniforms[index]->dirty = true; - } -} - -void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) -{ - setUniform(location, count, v, GL_FLOAT); -} - -void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) -{ - setUniform(location, count, v, GL_FLOAT_VEC2); -} - -void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) -{ - setUniform(location, count, v, GL_FLOAT_VEC3); -} - -void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) -{ - setUniform(location, count, v, GL_FLOAT_VEC4); -} - -void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2); -} - -void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3); -} - -void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4); -} - -void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3); -} - -void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2); -} - -void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4); -} - -void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2); -} - -void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4); -} - -void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) -{ - setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3); -} - -void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v) -{ - setUniform(location, count, v, GL_INT); -} - -void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v) -{ - setUniform(location, count, v, GL_INT_VEC2); -} - -void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v) -{ - setUniform(location, count, v, GL_INT_VEC3); -} - -void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v) -{ - setUniform(location, count, v, GL_INT_VEC4); -} - -void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) -{ - setUniform(location, count, v, GL_UNSIGNED_INT); -} - -void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) -{ - setUniform(location, count, v, GL_UNSIGNED_INT_VEC2); -} - -void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) -{ - setUniform(location, count, v, GL_UNSIGNED_INT_VEC3); -} - -void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) -{ - setUniform(location, count, v, GL_UNSIGNED_INT_VEC4); -} - -void ProgramD3D::getUniformfv(GLint location, GLfloat *params) -{ - getUniformv(location, params, GL_FLOAT); -} - -void ProgramD3D::getUniformiv(GLint location, GLint *params) -{ - getUniformv(location, params, GL_INT); -} - -void ProgramD3D::getUniformuiv(GLint location, GLuint *params) -{ - getUniformv(location, params, GL_UNSIGNED_INT); -} - -bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader, - const gl::Caps &caps) -{ - const ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader.getImplementation()); - const ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader.getImplementation()); - - const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms(); - const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms(); - - // Check that uniforms defined in the vertex and fragment shaders are identical - typedef std::map<std::string, const sh::Uniform*> UniformMap; - UniformMap linkedUniforms; - - for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++) - { - const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex]; - linkedUniforms[vertexUniform.name] = &vertexUniform; - } - - for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++) - { - const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex]; - UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name); - if (entry != linkedUniforms.end()) - { - const sh::Uniform &vertexUniform = *entry->second; - const std::string &uniformName = "uniform '" + vertexUniform.name + "'"; - if (!gl::ProgramBinary::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform)) - { - return false; - } - } - } - - for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++) - { - const sh::Uniform &uniform = vertexUniforms[uniformIndex]; - - if (uniform.staticUse) - { - defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name)); - } - } - - for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++) - { - const sh::Uniform &uniform = fragmentUniforms[uniformIndex]; - - if (uniform.staticUse) - { - defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name)); - } - } - - if (!indexUniforms(infoLog, caps)) - { - return false; - } - - initializeUniformStorage(); - - // special case for gl_DepthRange, the only built-in uniform (also a struct) - if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange()) - { - const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo(); - - mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo)); - mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo)); - mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo)); - } - - return true; -} - -void ProgramD3D::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister) -{ - ShShaderOutput outputType = ShaderD3D::getCompilerOutputType(shader); - sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType)); - encoder.skipRegisters(uniformRegister); - - defineUniform(shader, uniform, uniform.name, &encoder); -} - -void ProgramD3D::defineUniform(GLenum shader, const sh::ShaderVariable &uniform, - const std::string &fullName, sh::HLSLBlockEncoder *encoder) -{ - if (uniform.isStruct()) - { - for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) - { - const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); - - encoder->enterAggregateType(); - - for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) - { - const sh::ShaderVariable &field = uniform.fields[fieldIndex]; - const std::string &fieldFullName = (fullName + elementString + "." + field.name); - - defineUniform(shader, field, fieldFullName, encoder); - } - - encoder->exitAggregateType(); - } - } - else // Not a struct - { - // Arrays are treated as aggregate types - if (uniform.isArray()) - { - encoder->enterAggregateType(); - } - - gl::LinkedUniform *linkedUniform = getUniformByName(fullName); - - if (!linkedUniform) - { - linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize, - -1, sh::BlockMemberInfo::getDefaultBlockInfo()); - ASSERT(linkedUniform); - linkedUniform->registerElement = encoder->getCurrentElement(); - mUniforms.push_back(linkedUniform); - } - - ASSERT(linkedUniform->registerElement == encoder->getCurrentElement()); - - if (shader == GL_FRAGMENT_SHADER) - { - linkedUniform->psRegisterIndex = encoder->getCurrentRegister(); - } - else if (shader == GL_VERTEX_SHADER) - { - linkedUniform->vsRegisterIndex = encoder->getCurrentRegister(); - } - else UNREACHABLE(); - - // Advance the uniform offset, to track registers allocation for structs - encoder->encodeType(uniform.type, uniform.arraySize, false); - - // Arrays are treated as aggregate types - if (uniform.isArray()) - { - encoder->exitAggregateType(); - } - } -} - -template <typename T> -static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag) -{ - ASSERT(dest != NULL); - ASSERT(dirtyFlag != NULL); - - *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0); - *dest = source; -} - -template <typename T> -void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType) -{ - const int components = gl::VariableComponentCount(targetUniformType); - const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType); - - gl::LinkedUniform *targetUniform = getUniformByLocation(location); - - int elementCount = targetUniform->elementCount(); - - count = std::min(elementCount - (int)mUniformIndex[location].element, count); - - if (targetUniform->type == targetUniformType) - { - T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4; - - for (int i = 0; i < count; i++) - { - T *dest = target + (i * 4); - const T *source = v + (i * components); - - for (int c = 0; c < components; c++) - { - SetIfDirty(dest + c, source[c], &targetUniform->dirty); - } - for (int c = components; c < 4; c++) - { - SetIfDirty(dest + c, T(0), &targetUniform->dirty); - } - } - } - else if (targetUniform->type == targetBoolType) - { - GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4; - - for (int i = 0; i < count; i++) - { - GLint *dest = boolParams + (i * 4); - const T *source = v + (i * components); - - for (int c = 0; c < components; c++) - { - SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty); - } - for (int c = components; c < 4; c++) - { - SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty); - } - } - } - else if (gl::IsSampler(targetUniform->type)) - { - ASSERT(targetUniformType == GL_INT); - - GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4; - - bool wasDirty = targetUniform->dirty; - - for (int i = 0; i < count; i++) - { - GLint *dest = target + (i * 4); - const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components); - - SetIfDirty(dest + 0, source[0], &targetUniform->dirty); - SetIfDirty(dest + 1, 0, &targetUniform->dirty); - SetIfDirty(dest + 2, 0, &targetUniform->dirty); - SetIfDirty(dest + 3, 0, &targetUniform->dirty); - } - - if (!wasDirty && targetUniform->dirty) - { - mDirtySamplerMapping = true; - } - } - else UNREACHABLE(); -} - -template<typename T> -bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) -{ - bool dirty = false; - int copyWidth = std::min(targetHeight, srcWidth); - int copyHeight = std::min(targetWidth, srcHeight); - - for (int x = 0; x < copyWidth; x++) - { - for (int y = 0; y < copyHeight; y++) - { - SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty); - } - } - // clear unfilled right side - for (int y = 0; y < copyWidth; y++) - { - for (int x = copyHeight; x < targetWidth; x++) - { - SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); - } - } - // clear unfilled bottom. - for (int y = copyWidth; y < targetHeight; y++) - { - for (int x = 0; x < targetWidth; x++) - { - SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); - } - } - - return dirty; -} - -template<typename T> -bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) -{ - bool dirty = false; - int copyWidth = std::min(targetWidth, srcWidth); - int copyHeight = std::min(targetHeight, srcHeight); - - for (int y = 0; y < copyHeight; y++) - { - for (int x = 0; x < copyWidth; x++) - { - SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty); - } - } - // clear unfilled right side - for (int y = 0; y < copyHeight; y++) - { - for (int x = copyWidth; x < targetWidth; x++) - { - SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); - } - } - // clear unfilled bottom. - for (int y = copyHeight; y < targetHeight; y++) - { - for (int x = 0; x < targetWidth; x++) - { - SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); - } - } - - return dirty; -} - -template <int cols, int rows> -void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType) -{ - gl::LinkedUniform *targetUniform = getUniformByLocation(location); - - int elementCount = targetUniform->elementCount(); - - count = std::min(elementCount - (int)mUniformIndex[location].element, count); - const unsigned int targetMatrixStride = (4 * rows); - GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride); - - for (int i = 0; i < count; i++) - { - // Internally store matrices as transposed versions to accomodate HLSL matrix indexing - if (transpose == GL_FALSE) - { - targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty; - } - else - { - targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty; - } - target += targetMatrixStride; - value += cols * rows; - } -} - -template <typename T> -void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType) -{ - gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index]; - - if (gl::IsMatrixType(targetUniform->type)) - { - const int rows = gl::VariableRowCount(targetUniform->type); - const int cols = gl::VariableColumnCount(targetUniform->type); - transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows); - } - else if (uniformType == gl::VariableComponentType(targetUniform->type)) - { - unsigned int size = gl::VariableComponentCount(targetUniform->type); - memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T), - size * sizeof(T)); - } - else - { - unsigned int size = gl::VariableComponentCount(targetUniform->type); - switch (gl::VariableComponentType(targetUniform->type)) - { - case GL_BOOL: - { - GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; - - for (unsigned int i = 0; i < size; i++) - { - params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1); - } - } - break; - - case GL_FLOAT: - { - GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; - - for (unsigned int i = 0; i < size; i++) - { - params[i] = static_cast<T>(floatParams[i]); - } - } - break; - - case GL_INT: - { - GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; - - for (unsigned int i = 0; i < size; i++) - { - params[i] = static_cast<T>(intParams[i]); - } - } - break; - - case GL_UNSIGNED_INT: - { - GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4; - - for (unsigned int i = 0; i < size; i++) - { - params[i] = static_cast<T>(uintParams[i]); - } - } - break; - - default: UNREACHABLE(); - } - } -} - -template <typename VarT> -void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex, - sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes, - bool inRowMajorLayout) -{ - for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++) - { - const VarT &field = fields[uniformIndex]; - const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name); - - if (field.isStruct()) - { - bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field)); - - for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++) - { - encoder->enterAggregateType(); - - const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : ""); - defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout); - - encoder->exitAggregateType(); - } - } - else - { - bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout); - - sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix); - - gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize, - blockIndex, memberInfo); - - // add to uniform list, but not index, since uniform block uniforms have no location - blockUniformIndexes->push_back(mUniforms.size()); - mUniforms.push_back(newUniform); - } - } -} - -bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, - const gl::Caps &caps) -{ - const ShaderD3D* shaderD3D = ShaderD3D::makeShaderD3D(shader.getImplementation()); - - // create uniform block entries if they do not exist - if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX) - { - std::vector<unsigned int> blockUniformIndexes; - const unsigned int blockIndex = mUniformBlocks.size(); - - // define member uniforms - sh::BlockLayoutEncoder *encoder = NULL; - - if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD) - { - encoder = new sh::Std140BlockEncoder; - } - else - { - encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED); - } - ASSERT(encoder); - - defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout); - - size_t dataSize = encoder->getBlockSize(); - - // create all the uniform blocks - if (interfaceBlock.arraySize > 0) - { - for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++) - { - gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize); - newUniformBlock->memberUniformIndexes = blockUniformIndexes; - mUniformBlocks.push_back(newUniformBlock); - } - } - else - { - gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize); - newUniformBlock->memberUniformIndexes = blockUniformIndexes; - mUniformBlocks.push_back(newUniformBlock); - } - } - - if (interfaceBlock.staticUse) - { - // Assign registers to the uniform blocks - const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name); - const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize); - ASSERT(blockIndex != GL_INVALID_INDEX); - ASSERT(blockIndex + elementCount <= mUniformBlocks.size()); - - unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name); - - for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++) - { - gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement]; - ASSERT(uniformBlock->name == interfaceBlock.name); - - if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(), - interfaceBlockRegister + uniformBlockElement, caps)) - { - return false; - } - } - } - - return true; -} - -bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex, - GLenum samplerType, - unsigned int samplerCount, - std::vector<Sampler> &outSamplers, - GLuint *outUsedRange) -{ - unsigned int samplerIndex = startSamplerIndex; - - do - { - if (samplerIndex < outSamplers.size()) - { - Sampler& sampler = outSamplers[samplerIndex]; - sampler.active = true; - sampler.textureType = GetTextureType(samplerType); - sampler.logicalTextureUnit = 0; - *outUsedRange = std::max(samplerIndex + 1, *outUsedRange); - } - else - { - return false; - } - - samplerIndex++; - } while (samplerIndex < startSamplerIndex + samplerCount); - - return true; -} - -bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps) -{ - ASSERT(gl::IsSampler(uniform.type)); - ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX); - - if (uniform.vsRegisterIndex != GL_INVALID_INDEX) - { - if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS, - &mUsedVertexSamplerRange)) - { - infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", - mSamplersVS.size()); - return false; - } - - unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors; - if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors) - { - infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", - caps.maxVertexUniformVectors); - return false; - } - } - - if (uniform.psRegisterIndex != GL_INVALID_INDEX) - { - if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS, - &mUsedPixelSamplerRange)) - { - infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", - mSamplersPS.size()); - return false; - } - - unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors; - if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors) - { - infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", - caps.maxFragmentUniformVectors); - return false; - } - } - - return true; -} - -bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps) -{ - for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) - { - const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; - - if (gl::IsSampler(uniform.type)) - { - if (!indexSamplerUniform(uniform, infoLog, caps)) - { - return false; - } - } - - for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++) - { - mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex)); - } - } - - return true; -} - -void ProgramD3D::reset() -{ - ProgramImpl::reset(); - - SafeDeleteContainer(mVertexExecutables); - SafeDeleteContainer(mPixelExecutables); - SafeDelete(mGeometryExecutable); - - mTransformFeedbackBufferMode = GL_NONE; - - mVertexHLSL.clear(); - mVertexWorkarounds = ANGLE_D3D_WORKAROUND_NONE; - mShaderVersion = 100; - - mPixelHLSL.clear(); - mPixelWorkarounds = ANGLE_D3D_WORKAROUND_NONE; - mUsesFragDepth = false; - mPixelShaderKey.clear(); - mUsesPointSize = false; - - SafeDelete(mVertexUniformStorage); - SafeDelete(mFragmentUniformStorage); - - mSamplersPS.clear(); - mSamplersVS.clear(); - - mUsedVertexSamplerRange = 0; - mUsedPixelSamplerRange = 0; - mDirtySamplerMapping = true; -} - -} |