| #include "precompiled.h" | |
| // | |
| // Copyright (c) 2002-2013 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. | |
| // | |
| // Shader.cpp: Implements the gl::Shader class and its derived classes | |
| // VertexShader and FragmentShader. Implements GL shader objects and related | |
| // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. | |
| #include "libGLESv2/Shader.h" | |
| #include "GLSLANG/ShaderLang.h" | |
| #include "common/utilities.h" | |
| #include "libGLESv2/renderer/Renderer.h" | |
| #include "libGLESv2/Constants.h" | |
| #include "libGLESv2/ResourceManager.h" | |
| namespace gl | |
| { | |
| void *Shader::mFragmentCompiler = NULL; | |
| void *Shader::mVertexCompiler = NULL; | |
| Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) | |
| : mHandle(handle), mRenderer(renderer), mResourceManager(manager) | |
| { | |
| uncompile(); | |
| initializeCompiler(); | |
| mRefCount = 0; | |
| mDeleteStatus = false; | |
| mShaderVersion = 100; | |
| } | |
| Shader::~Shader() | |
| { | |
| } | |
| GLuint Shader::getHandle() const | |
| { | |
| return mHandle; | |
| } | |
| void Shader::setSource(GLsizei count, const char *const *string, const GLint *length) | |
| { | |
| std::ostringstream stream; | |
| for (int i = 0; i < count; i++) | |
| { | |
| stream << string[i]; | |
| } | |
| mSource = stream.str(); | |
| } | |
| int Shader::getInfoLogLength() const | |
| { | |
| return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1); | |
| } | |
| void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const | |
| { | |
| int index = 0; | |
| if (bufSize > 0) | |
| { | |
| index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length())); | |
| memcpy(infoLog, mInfoLog.c_str(), index); | |
| infoLog[index] = '\0'; | |
| } | |
| if (length) | |
| { | |
| *length = index; | |
| } | |
| } | |
| int Shader::getSourceLength() const | |
| { | |
| return mSource.empty() ? 0 : (mSource.length() + 1); | |
| } | |
| int Shader::getTranslatedSourceLength() const | |
| { | |
| return mHlsl.empty() ? 0 : (mHlsl.length() + 1); | |
| } | |
| void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const | |
| { | |
| int index = 0; | |
| if (bufSize > 0) | |
| { | |
| index = std::min(bufSize - 1, static_cast<GLsizei>(source.length())); | |
| memcpy(buffer, source.c_str(), index); | |
| buffer[index] = '\0'; | |
| } | |
| if (length) | |
| { | |
| *length = index; | |
| } | |
| } | |
| void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const | |
| { | |
| getSourceImpl(mSource, bufSize, length, buffer); | |
| } | |
| void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const | |
| { | |
| getSourceImpl(mHlsl, bufSize, length, buffer); | |
| } | |
| const std::vector<sh::Uniform> &Shader::getUniforms() const | |
| { | |
| return mActiveUniforms; | |
| } | |
| const sh::ActiveInterfaceBlocks &Shader::getInterfaceBlocks() const | |
| { | |
| return mActiveInterfaceBlocks; | |
| } | |
| bool Shader::isCompiled() const | |
| { | |
| return !mHlsl.empty(); | |
| } | |
| const std::string &Shader::getHLSL() const | |
| { | |
| return mHlsl; | |
| } | |
| void Shader::addRef() | |
| { | |
| mRefCount++; | |
| } | |
| void Shader::release() | |
| { | |
| mRefCount--; | |
| if (mRefCount == 0 && mDeleteStatus) | |
| { | |
| mResourceManager->deleteShader(mHandle); | |
| } | |
| } | |
| unsigned int Shader::getRefCount() const | |
| { | |
| return mRefCount; | |
| } | |
| bool Shader::isFlaggedForDeletion() const | |
| { | |
| return mDeleteStatus; | |
| } | |
| void Shader::flagForDeletion() | |
| { | |
| mDeleteStatus = true; | |
| } | |
| // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler) | |
| void Shader::initializeCompiler() | |
| { | |
| if (!mFragmentCompiler) | |
| { | |
| int result = ShInitialize(); | |
| if (result) | |
| { | |
| ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT; | |
| ShBuiltInResources resources; | |
| ShInitBuiltInResources(&resources); | |
| resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; | |
| resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors(); | |
| resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors(); | |
| resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits(); | |
| resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); | |
| resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; | |
| resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors(); | |
| resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets(); | |
| resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport(); | |
| resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 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 = mRenderer->getMaxVaryingVectors(); | |
| resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors(); | |
| resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE | |
| resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE | |
| mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); | |
| mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); | |
| } | |
| } | |
| } | |
| void Shader::releaseCompiler() | |
| { | |
| ShDestruct(mFragmentCompiler); | |
| ShDestruct(mVertexCompiler); | |
| mFragmentCompiler = NULL; | |
| mVertexCompiler = NULL; | |
| ShFinalize(); | |
| } | |
| void Shader::parseVaryings(void *compiler) | |
| { | |
| if (!mHlsl.empty()) | |
| { | |
| std::vector<sh::Varying> *activeVaryings; | |
| ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings)); | |
| mVaryings = *activeVaryings; | |
| 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; | |
| } | |
| } | |
| void Shader::resetVaryingsRegisterAssignment() | |
| { | |
| for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++) | |
| { | |
| mVaryings[varyingIndex].resetRegisterAssignment(); | |
| } | |
| } | |
| // initialize/clean up previous state | |
| void Shader::uncompile() | |
| { | |
| // set by compileToHLSL | |
| mHlsl.clear(); | |
| mInfoLog.clear(); | |
| // set by parseVaryings | |
| mVaryings.clear(); | |
| mUsesMultipleRenderTargets = false; | |
| mUsesFragColor = false; | |
| mUsesFragData = false; | |
| mUsesFragCoord = false; | |
| mUsesFrontFacing = false; | |
| mUsesPointSize = false; | |
| mUsesPointCoord = false; | |
| mUsesDepthRange = false; | |
| mUsesFragDepth = false; | |
| mShaderVersion = 100; | |
| mActiveUniforms.clear(); | |
| mActiveInterfaceBlocks.clear(); | |
| } | |
| void Shader::compileToHLSL(void *compiler) | |
| { | |
| // ensure the compiler is loaded | |
| initializeCompiler(); | |
| int compileOptions = SH_OBJECT_CODE; | |
| std::string sourcePath; | |
| if (perfActive()) | |
| { | |
| sourcePath = getTempPath(); | |
| writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length()); | |
| compileOptions |= SH_LINE_DIRECTIVES; | |
| } | |
| int result; | |
| if (sourcePath.empty()) | |
| { | |
| const char* sourceStrings[] = | |
| { | |
| mSource.c_str(), | |
| }; | |
| result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions); | |
| } | |
| else | |
| { | |
| const char* sourceStrings[] = | |
| { | |
| sourcePath.c_str(), | |
| mSource.c_str(), | |
| }; | |
| result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH); | |
| } | |
| size_t shaderVersion = 100; | |
| ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion); | |
| mShaderVersion = static_cast<int>(shaderVersion); | |
| if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3) | |
| { | |
| mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts"; | |
| TRACE("\n%s", mInfoLog.c_str()); | |
| } | |
| else if (result) | |
| { | |
| size_t objCodeLen = 0; | |
| ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen); | |
| char* outputHLSL = new char[objCodeLen]; | |
| ShGetObjectCode(compiler, outputHLSL); | |
| #ifdef _DEBUG | |
| std::ostringstream hlslStream; | |
| hlslStream << "// GLSL\n"; | |
| hlslStream << "//\n"; | |
| size_t curPos = 0; | |
| while (curPos != std::string::npos) | |
| { | |
| size_t nextLine = mSource.find("\n", curPos); | |
| size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1); | |
| hlslStream << "// " << mSource.substr(curPos, len); | |
| curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1); | |
| } | |
| hlslStream << "\n\n"; | |
| hlslStream << outputHLSL; | |
| mHlsl = hlslStream.str(); | |
| #else | |
| mHlsl = outputHLSL; | |
| #endif | |
| delete[] outputHLSL; | |
| void *activeUniforms; | |
| ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms); | |
| mActiveUniforms = *(std::vector<sh::Uniform>*)activeUniforms; | |
| void *activeInterfaceBlocks; | |
| ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks); | |
| mActiveInterfaceBlocks = *(sh::ActiveInterfaceBlocks*)activeInterfaceBlocks; | |
| } | |
| else | |
| { | |
| size_t infoLogLen = 0; | |
| ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen); | |
| char* infoLog = new char[infoLogLen]; | |
| ShGetInfoLog(compiler, infoLog); | |
| mInfoLog = infoLog; | |
| TRACE("\n%s", mInfoLog.c_str()); | |
| } | |
| } | |
| // [OpenGL ES SL 3.00.4] Section 11 p. 120 | |
| // Vertex Outs/Fragment Ins packing priorities | |
| static const GLenum varyingPriorityList[] = | |
| { | |
| // 1. Arrays of mat4 and mat4 | |
| GL_FLOAT_MAT4, | |
| // Non-square matrices of type matCxR consume the same space as a square | |
| // matrix of type matN where N is the greater of C and R | |
| GL_FLOAT_MAT3x4, | |
| GL_FLOAT_MAT4x3, | |
| GL_FLOAT_MAT2x4, | |
| GL_FLOAT_MAT4x2, | |
| // 2. Arrays of mat2 and mat2 (since they occupy full rows) | |
| GL_FLOAT_MAT2, | |
| // 3. Arrays of vec4 and vec4 | |
| GL_FLOAT_VEC4, | |
| GL_INT_VEC4, | |
| GL_UNSIGNED_INT_VEC4, | |
| // 4. Arrays of mat3 and mat3 | |
| GL_FLOAT_MAT3, | |
| GL_FLOAT_MAT2x3, | |
| GL_FLOAT_MAT3x2, | |
| // 5. Arrays of vec3 and vec3 | |
| GL_FLOAT_VEC3, | |
| GL_INT_VEC3, | |
| GL_UNSIGNED_INT_VEC3, | |
| // 6. Arrays of vec2 and vec2 | |
| GL_FLOAT_VEC2, | |
| GL_INT_VEC2, | |
| GL_UNSIGNED_INT_VEC2, | |
| // 7. Arrays of float and float | |
| GL_FLOAT, | |
| GL_INT, | |
| GL_UNSIGNED_INT, | |
| }; | |
| // true if varying x has a higher priority in packing than y | |
| bool Shader::compareVarying(const sh::ShaderVariable &x, const sh::ShaderVariable &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; | |
| } | |
| unsigned int xPriority = GL_INVALID_INDEX; | |
| unsigned int yPriority = GL_INVALID_INDEX; | |
| for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++) | |
| { | |
| if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex; | |
| if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex; | |
| if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break; | |
| } | |
| ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX); | |
| return xPriority <= yPriority; | |
| } | |
| int Shader::getShaderVersion() const | |
| { | |
| return mShaderVersion; | |
| } | |
| VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) | |
| : Shader(manager, renderer, handle) | |
| { | |
| } | |
| VertexShader::~VertexShader() | |
| { | |
| } | |
| GLenum VertexShader::getType() | |
| { | |
| return GL_VERTEX_SHADER; | |
| } | |
| void VertexShader::uncompile() | |
| { | |
| Shader::uncompile(); | |
| // set by ParseAttributes | |
| mActiveAttributes.clear(); | |
| } | |
| void VertexShader::compile() | |
| { | |
| uncompile(); | |
| compileToHLSL(mVertexCompiler); | |
| parseAttributes(); | |
| parseVaryings(mVertexCompiler); | |
| } | |
| int VertexShader::getSemanticIndex(const std::string &attributeName) | |
| { | |
| if (!attributeName.empty()) | |
| { | |
| int semanticIndex = 0; | |
| for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++) | |
| { | |
| const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex]; | |
| if (attribute.name == attributeName) | |
| { | |
| return semanticIndex; | |
| } | |
| semanticIndex += AttributeRegisterCount(attribute.type); | |
| } | |
| } | |
| return -1; | |
| } | |
| void VertexShader::parseAttributes() | |
| { | |
| const std::string &hlsl = getHLSL(); | |
| if (!hlsl.empty()) | |
| { | |
| void *activeAttributes; | |
| ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes); | |
| mActiveAttributes = *(std::vector<sh::Attribute>*)activeAttributes; | |
| } | |
| } | |
| FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) | |
| : Shader(manager, renderer, handle) | |
| { | |
| } | |
| FragmentShader::~FragmentShader() | |
| { | |
| } | |
| GLenum FragmentShader::getType() | |
| { | |
| return GL_FRAGMENT_SHADER; | |
| } | |
| void FragmentShader::compile() | |
| { | |
| uncompile(); | |
| compileToHLSL(mFragmentCompiler); | |
| parseVaryings(mFragmentCompiler); | |
| std::sort(mVaryings.begin(), mVaryings.end(), compareVarying); | |
| const std::string &hlsl = getHLSL(); | |
| if (!hlsl.empty()) | |
| { | |
| void *activeOutputVariables; | |
| ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables); | |
| mActiveOutputVariables = *(std::vector<sh::Attribute>*)activeOutputVariables; | |
| } | |
| } | |
| void FragmentShader::uncompile() | |
| { | |
| Shader::uncompile(); | |
| mActiveOutputVariables.clear(); | |
| } | |
| const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const | |
| { | |
| return mActiveOutputVariables; | |
| } | |
| } |