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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.h184
1 files changed, 158 insertions, 26 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.h
index d645c57daa..4baab9aa19 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ProgramD3D.h
@@ -10,6 +10,7 @@
#define LIBGLESV2_RENDERER_PROGRAMD3D_H_
#include "libGLESv2/renderer/ProgramImpl.h"
+#include "libGLESv2/renderer/Workarounds.h"
#include <string>
#include <vector>
@@ -23,63 +24,194 @@ struct VertexFormat;
namespace rx
{
-
+class RendererD3D;
class UniformStorage;
class ProgramD3D : public ProgramImpl
{
public:
- ProgramD3D(rx::Renderer *renderer);
+ ProgramD3D(RendererD3D *renderer);
virtual ~ProgramD3D();
static ProgramD3D *makeProgramD3D(ProgramImpl *impl);
static const ProgramD3D *makeProgramD3D(const ProgramImpl *impl);
- Renderer *getRenderer() { return mRenderer; }
- DynamicHLSL *getDynamicHLSL() { return mDynamicHLSL; }
- const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
-
- GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
- bool load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
- bool save(gl::BinaryOutputStream *stream);
+ const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
+ int getShaderVersion() const { return mShaderVersion; }
+ GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
- ShaderExecutable *getPixelExecutableForOutputLayout(gl::InfoLog &infoLog, const std::vector<GLenum> &outputSignature,
- const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
- bool separatedOutputBuffers);
- ShaderExecutable *getVertexExecutableForInputLayout(gl::InfoLog &infoLog,
- const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
- const sh::Attribute shaderAttributes[],
- const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
- bool separatedOutputBuffers);
+ GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
+ GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
+ GLint getUsedSamplerRange(gl::SamplerType type) const;
+ void updateSamplerMapping();
+ bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
- bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
- const std::vector<std::string> &transformFeedbackVaryings, int *registers,
- std::vector<gl::LinkedVarying> *linkedVaryings, std::map<int, gl::VariableLocation> *outputVariables);
+ bool usesPointSize() const { return mUsesPointSize; }
+ bool usesPointSpriteEmulation() const;
+ bool usesGeometryShader() const;
- // D3D only
- void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms);
+ GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
+ gl::LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
+ gl::Error save(gl::BinaryOutputStream *stream);
+
+ gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutable **outExectuable);
+ gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutable **outExectuable);
+ gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutable **outExectuable);
+ ShaderExecutable *getGeometryExecutable() const { return mGeometryExecutable; }
+
+ gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers);
+
+ gl::LinkResult 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);
+
+ void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
+
+ void initializeUniformStorage();
+ gl::Error applyUniforms();
+ gl::Error applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps);
+ bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+ unsigned int registerIndex, const gl::Caps &caps);
+ void dirtyAllUniforms();
+
+ void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
+ void setUniform1iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform2iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform3iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform4iv(GLint location, GLsizei count, const GLint *v);
+ void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
+ void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+ void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+
+ void getUniformfv(GLint location, GLfloat *params);
+ void getUniformiv(GLint location, GLint *params);
+ void getUniformuiv(GLint location, GLuint *params);
const UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
const UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
+ bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps);
+ bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
+
void reset();
private:
DISALLOW_COPY_AND_ASSIGN(ProgramD3D);
- Renderer *mRenderer;
+ class VertexExecutable
+ {
+ public:
+ VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
+ const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
+ ShaderExecutable *shaderExecutable);
+ ~VertexExecutable();
+
+ bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
+
+ const gl::VertexFormat *inputs() const { return mInputs; }
+ const GLenum *signature() const { return mSignature; }
+ ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
+ GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
+ ShaderExecutable *mShaderExecutable;
+ };
+
+ class PixelExecutable
+ {
+ public:
+ PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutable *shaderExecutable);
+ ~PixelExecutable();
+
+ bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
+
+ const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
+ ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
+
+ private:
+ std::vector<GLenum> mOutputSignature;
+ ShaderExecutable *mShaderExecutable;
+ };
+
+ struct Sampler
+ {
+ Sampler();
+
+ bool active;
+ GLint logicalTextureUnit;
+ GLenum textureType;
+ };
+
+ void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
+ void defineUniform(GLenum shader, const sh::ShaderVariable &uniform, const std::string &fullName,
+ sh::HLSLBlockEncoder *encoder);
+ bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
+ bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
+ static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
+
+ template <typename T>
+ void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
+
+ template <int cols, int rows>
+ void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
+
+ template <typename T>
+ void getUniformv(GLint location, T *params, GLenum uniformType);
+
+ template <typename VarT>
+ void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
+ sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
+ bool inRowMajorLayout);
+
+ RendererD3D *mRenderer;
DynamicHLSL *mDynamicHLSL;
+ std::vector<VertexExecutable *> mVertexExecutables;
+ std::vector<PixelExecutable *> mPixelExecutables;
+ ShaderExecutable *mGeometryExecutable;
+
std::string mVertexHLSL;
- rx::D3DWorkaroundType mVertexWorkarounds;
+ D3DWorkaroundType mVertexWorkarounds;
std::string mPixelHLSL;
- rx::D3DWorkaroundType mPixelWorkarounds;
+ D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
- std::vector<rx::PixelShaderOutputVariable> mPixelShaderKey;
+ std::vector<PixelShaderOutputVariable> mPixelShaderKey;
+
+ bool mUsesPointSize;
UniformStorage *mVertexUniformStorage;
UniformStorage *mFragmentUniformStorage;
+
+ GLenum mTransformFeedbackBufferMode;
+
+ std::vector<Sampler> mSamplersPS;
+ std::vector<Sampler> mSamplersVS;
+ GLuint mUsedVertexSamplerRange;
+ GLuint mUsedPixelSamplerRange;
+ bool mDirtySamplerMapping;
+
+ int mShaderVersion;
};
}