// // 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 "libANGLE/renderer/d3d/ShaderD3D.h" #include "common/utilities.h" #include "libANGLE/Compiler.h" #include "libANGLE/Shader.h" #include "libANGLE/features.h" #include "libANGLE/renderer/d3d/RendererD3D.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 ""; } } } // anonymous namespace namespace rx { ShaderD3D::ShaderD3D(const gl::Shader::Data &data) : ShaderImpl(data) { uncompile(); } ShaderD3D::~ShaderD3D() { } std::string ShaderD3D::getDebugInfo() const { return mDebugInfo + std::string("\n// ") + GetShaderTypeString(mData.getShaderType()) + " SHADER END\n"; } // initialize/clean up previous state void ShaderD3D::uncompile() { // set by compileToHLSL mCompilerOutputType = SH_ESSL_OUTPUT; mUsesMultipleRenderTargets = false; mUsesFragColor = false; mUsesFragData = false; mUsesFragCoord = false; mUsesFrontFacing = false; mUsesPointSize = false; mUsesPointCoord = false; mUsesDepthRange = false; mUsesFragDepth = false; mUsesDiscardRewriting = false; mUsesNestedBreak = false; mUsesDeferredInit = false; mRequiresIEEEStrictCompiling = false; mDebugInfo.clear(); } void ShaderD3D::generateWorkarounds(D3DCompilerWorkarounds *workarounds) const { if (mUsesDiscardRewriting) { // ANGLE issue 486: // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization workarounds->skipOptimization = true; } else 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 workarounds->useMaxOptimization = true; } if (mRequiresIEEEStrictCompiling) { // IEEE Strictness for D3D compiler needs to be enabled for NaNs to work. workarounds->enableIEEEStrictness = true; } } 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; } ShShaderOutput ShaderD3D::getCompilerOutputType() const { return mCompilerOutputType; } int ShaderD3D::prepareSourceAndReturnOptions(std::stringstream *shaderSourceStream, std::string *sourcePath) { uncompile(); int additionalOptions = 0; const std::string &source = mData.getSource(); #if !defined(ANGLE_ENABLE_WINDOWS_STORE) if (gl::DebugAnnotationsActive()) { *sourcePath = getTempPath(); writeFile(sourcePath->c_str(), source.c_str(), source.length()); additionalOptions |= SH_LINE_DIRECTIVES | SH_SOURCE_PATH; } #endif *shaderSourceStream << source; return additionalOptions; } bool ShaderD3D::postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) { // TODO(jmadill): We shouldn't need to cache this. mCompilerOutputType = compiler->getShaderOutputType(); const std::string &translatedSource = mData.getTranslatedSource(); mUsesMultipleRenderTargets = translatedSource.find("GL_USES_MRT") != std::string::npos; mUsesFragColor = translatedSource.find("GL_USES_FRAG_COLOR") != std::string::npos; mUsesFragData = translatedSource.find("GL_USES_FRAG_DATA") != std::string::npos; mUsesFragCoord = translatedSource.find("GL_USES_FRAG_COORD") != std::string::npos; mUsesFrontFacing = translatedSource.find("GL_USES_FRONT_FACING") != std::string::npos; mUsesPointSize = translatedSource.find("GL_USES_POINT_SIZE") != std::string::npos; mUsesPointCoord = translatedSource.find("GL_USES_POINT_COORD") != std::string::npos; mUsesDepthRange = translatedSource.find("GL_USES_DEPTH_RANGE") != std::string::npos; mUsesFragDepth = translatedSource.find("GL_USES_FRAG_DEPTH") != std::string::npos; mUsesDiscardRewriting = translatedSource.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos; mUsesNestedBreak = translatedSource.find("ANGLE_USES_NESTED_BREAK") != std::string::npos; mUsesDeferredInit = translatedSource.find("ANGLE_USES_DEFERRED_INIT") != std::string::npos; mRequiresIEEEStrictCompiling = translatedSource.find("ANGLE_REQUIRES_IEEE_STRICT_COMPILING") != std::string::npos; ShHandle compilerHandle = compiler->getCompilerHandle(mData.getShaderType()); for (const sh::Uniform &uniform : mData.getUniforms()) { if (uniform.staticUse && !uniform.isBuiltIn()) { unsigned int index = static_cast(-1); bool getUniformRegisterResult = ShGetUniformRegister(compilerHandle, uniform.name, &index); UNUSED_ASSERTION_VARIABLE(getUniformRegisterResult); ASSERT(getUniformRegisterResult); mUniformRegisterMap[uniform.name] = index; } } for (const sh::InterfaceBlock &interfaceBlock : mData.getInterfaceBlocks()) { if (interfaceBlock.staticUse) { unsigned int index = static_cast(-1); bool blockRegisterResult = ShGetInterfaceBlockRegister(compilerHandle, interfaceBlock.name, &index); UNUSED_ASSERTION_VARIABLE(blockRegisterResult); ASSERT(blockRegisterResult); mInterfaceBlockRegisterMap[interfaceBlock.name] = index; } } mDebugInfo += std::string("// ") + GetShaderTypeString(mData.getShaderType()) + " SHADER BEGIN\n"; mDebugInfo += "\n// GLSL BEGIN\n\n" + mData.getSource() + "\n\n// GLSL END\n\n\n"; mDebugInfo += "// INITIAL HLSL BEGIN\n\n" + translatedSource + "\n// INITIAL HLSL END\n\n\n"; // Successive steps will append more info return true; } } // namespace rx