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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/ShaderD3D.cpp481
1 files changed, 0 insertions, 481 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ShaderD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ShaderD3D.cpp
deleted file mode 100644
index 8a97579e16..0000000000
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/ShaderD3D.cpp
+++ /dev/null
@@ -1,481 +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.
-//
-
-// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
-
-#include "libGLESv2/Shader.h"
-#include "libGLESv2/main.h"
-#include "libGLESv2/renderer/d3d/RendererD3D.h"
-#include "libGLESv2/renderer/d3d/ShaderD3D.h"
-
-#include "common/features.h"
-#include "common/utilities.h"
-
-// Definitions local to the translation unit
-namespace
-{
-
-const char *GetShaderTypeString(GLenum type)
-{
- switch (type)
- {
- case GL_VERTEX_SHADER:
- return "VERTEX";
-
- case GL_FRAGMENT_SHADER:
- return "FRAGMENT";
-
- default:
- UNREACHABLE();
- return "";
- }
-}
-
-}
-
-namespace rx
-{
-
-template <typename VarT>
-void FilterInactiveVariables(std::vector<VarT> *variableList)
-{
- ASSERT(variableList);
-
- for (size_t varIndex = 0; varIndex < variableList->size();)
- {
- if (!(*variableList)[varIndex].staticUse)
- {
- variableList->erase(variableList->begin() + varIndex);
- }
- else
- {
- varIndex++;
- }
- }
-}
-
-void *ShaderD3D::mFragmentCompiler = NULL;
-void *ShaderD3D::mVertexCompiler = NULL;
-
-template <typename VarT>
-const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
-{
- ASSERT(variableList);
- return variableList;
-}
-
-ShaderD3D::ShaderD3D(const gl::Data &data, GLenum type, RendererD3D *renderer)
- : mType(type),
- mRenderer(renderer),
- mShaderVersion(100)
-{
- uncompile();
- initializeCompiler(data);
-}
-
-ShaderD3D::~ShaderD3D()
-{
-}
-
-ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
-{
- ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
- return static_cast<ShaderD3D*>(impl);
-}
-
-const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
-{
- ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
- return static_cast<const ShaderD3D*>(impl);
-}
-
-std::string ShaderD3D::getDebugInfo() const
-{
- return mDebugInfo + std::string("\n// ") + GetShaderTypeString(mType) + " SHADER END\n";
-}
-
-// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
-void ShaderD3D::initializeCompiler(const gl::Data &data)
-{
- if (!mFragmentCompiler)
- {
- bool result = ShInitialize();
-
- if (result)
- {
- ShShaderSpec specVersion = (data.clientVersion >= 3) ? SH_GLES3_SPEC : SH_GLES2_SPEC;
- ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
-
- ShBuiltInResources resources;
- ShInitBuiltInResources(&resources);
-
- const gl::Caps &caps = *data.caps;
- const gl::Extensions &extensions = *data.extensions;
-
- resources.MaxVertexAttribs = caps.maxVertexAttributes;
- resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
- resources.MaxVaryingVectors = caps.maxVaryingVectors;
- resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
- resources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
- resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
- resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
- resources.MaxDrawBuffers = caps.maxDrawBuffers;
- resources.OES_standard_derivatives = extensions.standardDerivatives;
- resources.EXT_draw_buffers = extensions.drawBuffers;
- resources.EXT_shader_texture_lod = 1;
- // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
- resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
- resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
- // GLSL ES 3.0 constants
- resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
- resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
- resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
- resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
-
- mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, specVersion, hlslVersion, &resources);
- mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, specVersion, hlslVersion, &resources);
- }
- }
-}
-
-void ShaderD3D::releaseCompiler()
-{
- ShDestruct(mFragmentCompiler);
- ShDestruct(mVertexCompiler);
-
- mFragmentCompiler = NULL;
- mVertexCompiler = NULL;
-
- ShFinalize();
-}
-
-void ShaderD3D::parseVaryings(void *compiler)
-{
- if (!mHlsl.empty())
- {
- const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
- ASSERT(varyings);
-
- for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
- {
- mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
- }
-
- mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
- mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
- mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
- mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
- mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
- mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
- mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
- mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
- mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
- mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
- mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
- }
-}
-
-void ShaderD3D::resetVaryingsRegisterAssignment()
-{
- for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
- {
- mVaryings[varyingIndex].resetRegisterAssignment();
- }
-}
-
-// initialize/clean up previous state
-void ShaderD3D::uncompile()
-{
- // set by compileToHLSL
- mHlsl.clear();
- mInfoLog.clear();
-
- mUsesMultipleRenderTargets = false;
- mUsesFragColor = false;
- mUsesFragData = false;
- mUsesFragCoord = false;
- mUsesFrontFacing = false;
- mUsesPointSize = false;
- mUsesPointCoord = false;
- mUsesDepthRange = false;
- mUsesFragDepth = false;
- mShaderVersion = 100;
- mUsesDiscardRewriting = false;
- mUsesNestedBreak = false;
-
- mVaryings.clear();
- mUniforms.clear();
- mInterfaceBlocks.clear();
- mActiveAttributes.clear();
- mActiveOutputVariables.clear();
- mDebugInfo.clear();
-}
-
-void ShaderD3D::compileToHLSL(const gl::Data &data, void *compiler, const std::string &source)
-{
- // ensure the compiler is loaded
- initializeCompiler(data);
-
- int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
- std::string sourcePath;
-
-#if !defined (ANGLE_ENABLE_WINDOWS_STORE)
- if (gl::perfActive())
- {
- sourcePath = getTempPath();
- writeFile(sourcePath.c_str(), source.c_str(), source.length());
- compileOptions |= SH_LINE_DIRECTIVES;
- }
-#endif
-
- int result;
- if (sourcePath.empty())
- {
- const char* sourceStrings[] =
- {
- source.c_str(),
- };
-
- result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
- }
- else
- {
- const char* sourceStrings[] =
- {
- sourcePath.c_str(),
- source.c_str(),
- };
-
- result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
- }
-
- mShaderVersion = ShGetShaderVersion(compiler);
-
- if (mShaderVersion == 300 && data.clientVersion < 3)
- {
- mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
- TRACE("\n%s", mInfoLog.c_str());
- }
- else if (result)
- {
- mHlsl = ShGetObjectCode(compiler);
-
-#ifdef _DEBUG
- // Prefix hlsl shader with commented out glsl shader
- // Useful in diagnostics tools like pix which capture the hlsl shaders
- std::ostringstream hlslStream;
- hlslStream << "// GLSL\n";
- hlslStream << "//\n";
-
- size_t curPos = 0;
- while (curPos != std::string::npos)
- {
- size_t nextLine = source.find("\n", curPos);
- size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
-
- hlslStream << "// " << source.substr(curPos, len);
-
- curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
- }
- hlslStream << "\n\n";
- hlslStream << mHlsl;
- mHlsl = hlslStream.str();
-#endif
-
- mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
-
- for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
- {
- const sh::Uniform &uniform = mUniforms[uniformIndex];
-
- if (uniform.staticUse)
- {
- unsigned int index = -1;
- bool result = ShGetUniformRegister(compiler, uniform.name, &index);
- UNUSED_ASSERTION_VARIABLE(result);
- ASSERT(result);
-
- mUniformRegisterMap[uniform.name] = index;
- }
- }
-
- mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
-
- for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
- {
- const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
-
- if (interfaceBlock.staticUse)
- {
- unsigned int index = -1;
- bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name, &index);
- UNUSED_ASSERTION_VARIABLE(result);
- ASSERT(result);
-
- mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
- }
- }
- }
- else
- {
- mInfoLog = ShGetInfoLog(compiler);
-
- TRACE("\n%s", mInfoLog.c_str());
- }
-}
-
-D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
-{
- if (mUsesDiscardRewriting)
- {
- // ANGLE issue 486:
- // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
- return ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
- }
-
- if (mUsesNestedBreak)
- {
- // ANGLE issue 603:
- // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
- // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
- return ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
- }
-
- return ANGLE_D3D_WORKAROUND_NONE;
-}
-
-// true if varying x has a higher priority in packing than y
-bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
-{
- if (x.type == y.type)
- {
- return x.arraySize > y.arraySize;
- }
-
- // Special case for handling structs: we sort these to the end of the list
- if (x.type == GL_STRUCT_ANGLEX)
- {
- return false;
- }
-
- if (y.type == GL_STRUCT_ANGLEX)
- {
- return true;
- }
-
- return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
-}
-
-unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
-{
- ASSERT(mUniformRegisterMap.count(uniformName) > 0);
- return mUniformRegisterMap.find(uniformName)->second;
-}
-
-unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
-{
- ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
- return mInterfaceBlockRegisterMap.find(blockName)->second;
-}
-
-void *ShaderD3D::getCompiler()
-{
- if (mType == GL_VERTEX_SHADER)
- {
- return mVertexCompiler;
- }
- else
- {
- ASSERT(mType == GL_FRAGMENT_SHADER);
- return mFragmentCompiler;
- }
-}
-
-ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
-{
- void *compiler = NULL;
-
- switch (shader)
- {
- case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
- case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
- default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
- }
-
- return ShGetShaderOutputType(compiler);
-}
-
-bool ShaderD3D::compile(const gl::Data &data, const std::string &source)
-{
- uncompile();
-
- void *compiler = getCompiler();
-
- compileToHLSL(data, compiler, source);
-
- if (mType == GL_VERTEX_SHADER)
- {
- parseAttributes(compiler);
- }
-
- parseVaryings(compiler);
-
- if (mType == GL_FRAGMENT_SHADER)
- {
- std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
-
- const std::string &hlsl = getTranslatedSource();
- if (!hlsl.empty())
- {
- mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compiler));
- FilterInactiveVariables(&mActiveOutputVariables);
- }
- }
-
-#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
- mDebugInfo += std::string("// ") + GetShaderTypeString(mType) + " SHADER BEGIN\n";
- mDebugInfo += "\n// GLSL BEGIN\n\n" + source + "\n\n// GLSL END\n\n\n";
- mDebugInfo += "// INITIAL HLSL BEGIN\n\n" + getTranslatedSource() + "\n// INITIAL HLSL END\n\n\n";
- // Successive steps will append more info
-#else
- mDebugInfo += getTranslatedSource();
-#endif
-
- return !getTranslatedSource().empty();
-}
-
-void ShaderD3D::parseAttributes(void *compiler)
-{
- const std::string &hlsl = getTranslatedSource();
- if (!hlsl.empty())
- {
- mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
- FilterInactiveVariables(&mActiveAttributes);
- }
-}
-
-int ShaderD3D::getSemanticIndex(const std::string &attributeName) const
-{
- if (!attributeName.empty())
- {
- int semanticIndex = 0;
- for (size_t attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
- {
- const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
-
- if (attribute.name == attributeName)
- {
- return semanticIndex;
- }
-
- semanticIndex += gl::VariableRegisterCount(attribute.type);
- }
- }
-
- return -1;
-}
-
-}