| // | |
| // 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. | |
| // | |
| // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation | |
| // | |
| #include "precompiled.h" | |
| #include "libGLESv2/DynamicHLSL.h" | |
| #include "libGLESv2/Shader.h" | |
| #include "libGLESv2/Program.h" | |
| #include "libGLESv2/renderer/Renderer.h" | |
| #include "common/utilities.h" | |
| #include "libGLESv2/ProgramBinary.h" | |
| #include "libGLESv2/formatutils.h" | |
| #include "common/blocklayout.h" | |
| // For use with ArrayString, see angleutils.h | |
| META_ASSERT(GL_INVALID_INDEX == UINT_MAX); | |
| namespace gl_d3d | |
| { | |
| std::string HLSLComponentTypeString(GLenum componentType) | |
| { | |
| switch (componentType) | |
| { | |
| case GL_UNSIGNED_INT: return "uint"; | |
| case GL_INT: return "int"; | |
| case GL_UNSIGNED_NORMALIZED: | |
| case GL_SIGNED_NORMALIZED: | |
| case GL_FLOAT: return "float"; | |
| default: UNREACHABLE(); return "not-component-type"; | |
| } | |
| } | |
| std::string HLSLComponentTypeString(GLenum componentType, int componentCount) | |
| { | |
| return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : ""); | |
| } | |
| std::string HLSLMatrixTypeString(GLenum type) | |
| { | |
| switch (type) | |
| { | |
| case GL_FLOAT_MAT2: return "float2x2"; | |
| case GL_FLOAT_MAT3: return "float3x3"; | |
| case GL_FLOAT_MAT4: return "float4x4"; | |
| case GL_FLOAT_MAT2x3: return "float2x3"; | |
| case GL_FLOAT_MAT3x2: return "float3x2"; | |
| case GL_FLOAT_MAT2x4: return "float2x4"; | |
| case GL_FLOAT_MAT4x2: return "float4x2"; | |
| case GL_FLOAT_MAT3x4: return "float3x4"; | |
| case GL_FLOAT_MAT4x3: return "float4x3"; | |
| default: UNREACHABLE(); return "not-matrix-type"; | |
| } | |
| } | |
| std::string HLSLTypeString(GLenum type) | |
| { | |
| if (gl::IsMatrixType(type)) | |
| { | |
| return HLSLMatrixTypeString(type); | |
| } | |
| return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type)); | |
| } | |
| } | |
| namespace gl | |
| { | |
| const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; | |
| const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; | |
| DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer) | |
| : mRenderer(renderer) | |
| { | |
| } | |
| static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing) | |
| { | |
| GLenum transposedType = TransposeMatrixType(varying->type); | |
| // matrices within varying structs are not transposed | |
| int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount(); | |
| int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType)); | |
| if (elements >= 2 && elements <= 4) | |
| { | |
| for (int r = 0; r <= maxVaryingVectors - registers; r++) | |
| { | |
| bool available = true; | |
| for (int y = 0; y < registers && available; y++) | |
| { | |
| for (int x = 0; x < elements && available; x++) | |
| { | |
| if (packing[r + y][x]) | |
| { | |
| available = false; | |
| } | |
| } | |
| } | |
| if (available) | |
| { | |
| varying->registerIndex = r; | |
| for (int y = 0; y < registers; y++) | |
| { | |
| for (int x = 0; x < elements; x++) | |
| { | |
| packing[r + y][x] = &*varying; | |
| } | |
| } | |
| return true; | |
| } | |
| } | |
| if (elements == 2) | |
| { | |
| for (int r = maxVaryingVectors - registers; r >= 0; r--) | |
| { | |
| bool available = true; | |
| for (int y = 0; y < registers && available; y++) | |
| { | |
| for (int x = 2; x < 4 && available; x++) | |
| { | |
| if (packing[r + y][x]) | |
| { | |
| available = false; | |
| } | |
| } | |
| } | |
| if (available) | |
| { | |
| varying->registerIndex = r; | |
| for (int y = 0; y < registers; y++) | |
| { | |
| for (int x = 2; x < 4; x++) | |
| { | |
| packing[r + y][x] = &*varying; | |
| } | |
| } | |
| return true; | |
| } | |
| } | |
| } | |
| } | |
| else if (elements == 1) | |
| { | |
| int space[4] = { 0 }; | |
| for (int y = 0; y < maxVaryingVectors; y++) | |
| { | |
| for (int x = 0; x < 4; x++) | |
| { | |
| space[x] += packing[y][x] ? 0 : 1; | |
| } | |
| } | |
| int column = 0; | |
| for (int x = 0; x < 4; x++) | |
| { | |
| if (space[x] >= registers && space[x] < space[column]) | |
| { | |
| column = x; | |
| } | |
| } | |
| if (space[column] >= registers) | |
| { | |
| for (int r = 0; r < maxVaryingVectors; r++) | |
| { | |
| if (!packing[r][column]) | |
| { | |
| varying->registerIndex = r; | |
| for (int y = r; y < r + registers; y++) | |
| { | |
| packing[y][column] = &*varying; | |
| } | |
| break; | |
| } | |
| } | |
| return true; | |
| } | |
| } | |
| else UNREACHABLE(); | |
| return false; | |
| } | |
| // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 | |
| // Returns the number of used varying registers, or -1 if unsuccesful | |
| int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader, | |
| VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings) | |
| { | |
| const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); | |
| vertexShader->resetVaryingsRegisterAssignment(); | |
| fragmentShader->resetVaryingsRegisterAssignment(); | |
| std::set<std::string> packedVaryings; | |
| for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) | |
| { | |
| PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex]; | |
| if (packVarying(varying, maxVaryingVectors, packing)) | |
| { | |
| packedVaryings.insert(varying->name); | |
| } | |
| else | |
| { | |
| infoLog.append("Could not pack varying %s", varying->name.c_str()); | |
| return -1; | |
| } | |
| } | |
| for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++) | |
| { | |
| const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex]; | |
| if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end()) | |
| { | |
| bool found = false; | |
| for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++) | |
| { | |
| PackedVarying *varying = &vertexShader->mVaryings[varyingIndex]; | |
| if (transformFeedbackVarying == varying->name) | |
| { | |
| if (!packVarying(varying, maxVaryingVectors, packing)) | |
| { | |
| infoLog.append("Could not pack varying %s", varying->name.c_str()); | |
| return -1; | |
| } | |
| found = true; | |
| break; | |
| } | |
| } | |
| if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize") | |
| { | |
| infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str()); | |
| return -1; | |
| } | |
| } | |
| } | |
| // Return the number of used registers | |
| int registers = 0; | |
| for (int r = 0; r < maxVaryingVectors; r++) | |
| { | |
| if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3]) | |
| { | |
| registers++; | |
| } | |
| } | |
| return registers; | |
| } | |
| std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const | |
| { | |
| std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize); | |
| std::string varyingHLSL; | |
| for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++) | |
| { | |
| const PackedVarying &varying = shader->mVaryings[varyingIndex]; | |
| if (varying.registerAssigned()) | |
| { | |
| GLenum transposedType = TransposeMatrixType(varying.type); | |
| int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); | |
| for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) | |
| { | |
| for (int row = 0; row < variableRows; row++) | |
| { | |
| switch (varying.interpolation) | |
| { | |
| case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break; | |
| case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break; | |
| case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break; | |
| default: UNREACHABLE(); | |
| } | |
| unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row; | |
| std::string n = Str(semanticIndex); | |
| std::string typeString; | |
| if (varying.isStruct()) | |
| { | |
| // matrices within structs are not transposed, so | |
| // do not use the special struct prefix "rm" | |
| typeString = decorateVariable(varying.structName); | |
| } | |
| else | |
| { | |
| GLenum componentType = VariableComponentType(transposedType); | |
| int columnCount = VariableColumnCount(transposedType); | |
| typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount); | |
| } | |
| varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; | |
| } | |
| } | |
| } | |
| } | |
| return varyingHLSL; | |
| } | |
| std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader, | |
| const VertexFormat inputLayout[], | |
| const sh::Attribute shaderAttributes[]) const | |
| { | |
| std::string structHLSL, initHLSL; | |
| int semanticIndex = 0; | |
| unsigned int inputIndex = 0; | |
| for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) | |
| { | |
| ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); | |
| const VertexFormat &vertexFormat = inputLayout[inputIndex]; | |
| const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex]; | |
| if (!shaderAttribute.name.empty()) | |
| { | |
| // HLSL code for input structure | |
| if (IsMatrixType(shaderAttribute.type)) | |
| { | |
| // Matrix types are always transposed | |
| structHLSL += " " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); | |
| } | |
| else | |
| { | |
| GLenum componentType = mRenderer->getVertexComponentType(vertexFormat); | |
| structHLSL += " " + gl_d3d::HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type)); | |
| } | |
| structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n"; | |
| semanticIndex += VariableRegisterCount(shaderAttribute.type); | |
| // HLSL code for initialization | |
| initHLSL += " " + decorateVariable(shaderAttribute.name) + " = "; | |
| // Mismatched vertex attribute to vertex input may result in an undefined | |
| // data reinterpretation (eg for pure integer->float, float->pure integer) | |
| // TODO: issue warning with gl debug info extension, when supported | |
| if (IsMatrixType(shaderAttribute.type) || | |
| (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0) | |
| { | |
| initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute); | |
| } | |
| else | |
| { | |
| initHLSL += "input." + decorateVariable(shaderAttribute.name); | |
| } | |
| initHLSL += ";\n"; | |
| inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); | |
| } | |
| } | |
| std::string replacementHLSL = "struct VS_INPUT\n" | |
| "{\n" + | |
| structHLSL + | |
| "};\n" | |
| "\n" | |
| "void initAttributes(VS_INPUT input)\n" | |
| "{\n" + | |
| initHLSL + | |
| "}\n"; | |
| std::string vertexHLSL(sourceShader); | |
| size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING); | |
| vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL); | |
| return vertexHLSL; | |
| } | |
| std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables, | |
| bool usesFragDepth, const std::vector<GLenum> &outputLayout) const | |
| { | |
| const int shaderModel = mRenderer->getMajorShaderModel(); | |
| std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR"; | |
| std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; | |
| std::string declarationHLSL; | |
| std::string copyHLSL; | |
| for (size_t i = 0; i < outputVariables.size(); i++) | |
| { | |
| const PixelShaderOuputVariable& outputVariable = outputVariables[i]; | |
| ASSERT(outputLayout.size() > outputVariable.outputIndex); | |
| // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers | |
| bool outputIndexEnabled = true; // outputLayout[outputVariable.outputIndex] != GL_NONE | |
| if (outputIndexEnabled) | |
| { | |
| declarationHLSL += " " + gl_d3d::HLSLTypeString(outputVariable.type) + " " + outputVariable.name + | |
| " : " + targetSemantic + Str(outputVariable.outputIndex) + ";\n"; | |
| copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n"; | |
| } | |
| } | |
| if (usesFragDepth) | |
| { | |
| declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n"; | |
| copyHLSL += " output.gl_Depth = gl_Depth; \n"; | |
| } | |
| std::string replacementHLSL = "struct PS_OUTPUT\n" | |
| "{\n" + | |
| declarationHLSL + | |
| "};\n" | |
| "\n" | |
| "PS_OUTPUT generateOutput()\n" | |
| "{\n" | |
| " PS_OUTPUT output;\n" + | |
| copyHLSL + | |
| " return output;\n" | |
| "}\n"; | |
| std::string pixelHLSL(sourceShader); | |
| size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING); | |
| pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL); | |
| return pixelHLSL; | |
| } | |
| std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const | |
| { | |
| // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) | |
| // In D3D11 we manually compute gl_PointCoord in the GS. | |
| int shaderModel = mRenderer->getMajorShaderModel(); | |
| return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD"); | |
| } | |
| struct DynamicHLSL::SemanticInfo | |
| { | |
| struct BuiltinInfo | |
| { | |
| BuiltinInfo() | |
| : enabled(false), | |
| index(0), | |
| systemValue(false) | |
| {} | |
| bool enabled; | |
| std::string semantic; | |
| unsigned int index; | |
| bool systemValue; | |
| std::string str() const | |
| { | |
| return (systemValue ? semantic : (semantic + Str(index))); | |
| } | |
| void enableSystem(const std::string &systemValueSemantic) | |
| { | |
| enabled = true; | |
| semantic = systemValueSemantic; | |
| systemValue = true; | |
| } | |
| void enable(const std::string &semanticVal, unsigned int indexVal) | |
| { | |
| enabled = true; | |
| semantic = semanticVal; | |
| index = indexVal; | |
| } | |
| }; | |
| BuiltinInfo dxPosition; | |
| BuiltinInfo glPosition; | |
| BuiltinInfo glFragCoord; | |
| BuiltinInfo glPointCoord; | |
| BuiltinInfo glPointSize; | |
| }; | |
| DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord, | |
| bool pointSize, bool pixelShader) const | |
| { | |
| SemanticInfo info; | |
| bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4); | |
| const std::string &varyingSemantic = getVaryingSemantic(pointSize); | |
| int reservedRegisterIndex = startRegisters; | |
| if (hlsl4) | |
| { | |
| info.dxPosition.enableSystem("SV_Position"); | |
| } | |
| else if (pixelShader) | |
| { | |
| info.dxPosition.enableSystem("VPOS"); | |
| } | |
| else | |
| { | |
| info.dxPosition.enableSystem("POSITION"); | |
| } | |
| info.glPosition.enable(varyingSemantic, reservedRegisterIndex++); | |
| if (fragCoord) | |
| { | |
| info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++); | |
| } | |
| if (pointCoord) | |
| { | |
| // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) | |
| // In D3D11 we manually compute gl_PointCoord in the GS. | |
| if (hlsl4) | |
| { | |
| info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++); | |
| } | |
| else | |
| { | |
| info.glPointCoord.enable("TEXCOORD", 0); | |
| } | |
| } | |
| // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders | |
| if (pointSize && (!pixelShader || hlsl4)) | |
| { | |
| info.glPointSize.enableSystem("PSIZE"); | |
| } | |
| return info; | |
| } | |
| std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const | |
| { | |
| std::string linkHLSL = "{\n"; | |
| ASSERT(info.dxPosition.enabled && info.glPosition.enabled); | |
| linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n"; | |
| linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n"; | |
| if (info.glFragCoord.enabled) | |
| { | |
| linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n"; | |
| } | |
| if (info.glPointCoord.enabled) | |
| { | |
| linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n"; | |
| } | |
| linkHLSL += varyingHLSL; | |
| if (info.glPointSize.enabled) | |
| { | |
| linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n"; | |
| } | |
| linkHLSL += "};\n"; | |
| return linkHLSL; | |
| } | |
| void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info, | |
| std::vector<LinkedVarying> *linkedVaryings) const | |
| { | |
| ASSERT(info.glPosition.enabled); | |
| linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic, | |
| info.glPosition.index, 1)); | |
| if (info.glFragCoord.enabled) | |
| { | |
| linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic, | |
| info.glFragCoord.index, 1)); | |
| } | |
| if (info.glPointSize.enabled) | |
| { | |
| linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1)); | |
| } | |
| } | |
| void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader, | |
| std::vector<LinkedVarying> *linkedVaryings) const | |
| { | |
| const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize); | |
| const std::vector<PackedVarying> &varyings = vertexShader->mVaryings; | |
| for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) | |
| { | |
| const PackedVarying &varying = varyings[varyingIndex]; | |
| if (varying.registerAssigned()) | |
| { | |
| GLenum transposedType = TransposeMatrixType(varying.type); | |
| int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); | |
| linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(), | |
| varyingSemantic, varying.registerIndex, | |
| variableRows * varying.elementCount())); | |
| } | |
| } | |
| } | |
| bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing, | |
| std::string& pixelHLSL, std::string& vertexHLSL, | |
| FragmentShader *fragmentShader, VertexShader *vertexShader, | |
| const std::vector<std::string>& transformFeedbackVaryings, | |
| std::vector<LinkedVarying> *linkedVaryings, | |
| std::map<int, VariableLocation> *programOutputVars, | |
| std::vector<PixelShaderOuputVariable> *outPixelShaderKey, | |
| bool *outUsesFragDepth) const | |
| { | |
| if (pixelHLSL.empty() || vertexHLSL.empty()) | |
| { | |
| return false; | |
| } | |
| bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; | |
| bool usesFragColor = fragmentShader->mUsesFragColor; | |
| bool usesFragData = fragmentShader->mUsesFragData; | |
| bool usesFragCoord = fragmentShader->mUsesFragCoord; | |
| bool usesPointCoord = fragmentShader->mUsesPointCoord; | |
| bool usesPointSize = vertexShader->mUsesPointSize; | |
| if (usesFragColor && usesFragData) | |
| { | |
| infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); | |
| return false; | |
| } | |
| // Write the HLSL input/output declarations | |
| const int shaderModel = mRenderer->getMajorShaderModel(); | |
| const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); | |
| const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0); | |
| // Two cases when writing to gl_FragColor and using ESSL 1.0: | |
| // - with a 3.0 context, the output color is copied to channel 0 | |
| // - with a 2.0 context, the output color is broadcast to all channels | |
| const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3); | |
| const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1); | |
| int shaderVersion = vertexShader->getShaderVersion(); | |
| if (registersNeeded > maxVaryingVectors) | |
| { | |
| infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); | |
| return false; | |
| } | |
| const std::string &varyingHLSL = generateVaryingHLSL(vertexShader); | |
| const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord, | |
| false, usesPointSize, false); | |
| storeUserLinkedVaryings(vertexShader, linkedVaryings); | |
| storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings); | |
| // Add stub string to be replaced when shader is dynamically defined by its layout | |
| vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n" | |
| "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n" | |
| "VS_OUTPUT main(VS_INPUT input)\n" | |
| "{\n" | |
| " initAttributes(input);\n"; | |
| if (shaderModel >= 4) | |
| { | |
| vertexHLSL += "\n" | |
| " gl_main();\n" | |
| "\n" | |
| " VS_OUTPUT output;\n" | |
| " output.gl_Position = gl_Position;\n" | |
| " output.dx_Position.x = gl_Position.x;\n" | |
| " output.dx_Position.y = -gl_Position.y;\n" | |
| " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" | |
| " output.dx_Position.w = gl_Position.w;\n"; | |
| } | |
| else | |
| { | |
| vertexHLSL += "\n" | |
| " gl_main();\n" | |
| "\n" | |
| " VS_OUTPUT output;\n" | |
| " output.gl_Position = gl_Position;\n" | |
| " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" | |
| " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" | |
| " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" | |
| " output.dx_Position.w = gl_Position.w;\n"; | |
| } | |
| if (usesPointSize && shaderModel >= 3) | |
| { | |
| vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; | |
| } | |
| if (usesFragCoord) | |
| { | |
| vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; | |
| } | |
| for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++) | |
| { | |
| const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex]; | |
| if (varying.registerAssigned()) | |
| { | |
| for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) | |
| { | |
| int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type))); | |
| for (int row = 0; row < variableRows; row++) | |
| { | |
| int r = varying.registerIndex + elementIndex * variableRows + row; | |
| vertexHLSL += " output.v" + Str(r); | |
| bool sharedRegister = false; // Register used by multiple varyings | |
| for (int x = 0; x < 4; x++) | |
| { | |
| if (packing[r][x] && packing[r][x] != packing[r][0]) | |
| { | |
| sharedRegister = true; | |
| break; | |
| } | |
| } | |
| if(sharedRegister) | |
| { | |
| vertexHLSL += "."; | |
| for (int x = 0; x < 4; x++) | |
| { | |
| if (packing[r][x] == &varying) | |
| { | |
| switch(x) | |
| { | |
| case 0: vertexHLSL += "x"; break; | |
| case 1: vertexHLSL += "y"; break; | |
| case 2: vertexHLSL += "z"; break; | |
| case 3: vertexHLSL += "w"; break; | |
| } | |
| } | |
| } | |
| } | |
| vertexHLSL += " = _" + varying.name; | |
| if (varying.isArray()) | |
| { | |
| vertexHLSL += ArrayString(elementIndex); | |
| } | |
| if (variableRows > 1) | |
| { | |
| vertexHLSL += ArrayString(row); | |
| } | |
| vertexHLSL += ";\n"; | |
| } | |
| } | |
| } | |
| } | |
| vertexHLSL += "\n" | |
| " return output;\n" | |
| "}\n"; | |
| const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord, | |
| usesPointSize, true); | |
| pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n"; | |
| if (shaderVersion < 300) | |
| { | |
| for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) | |
| { | |
| PixelShaderOuputVariable outputKeyVariable; | |
| outputKeyVariable.type = GL_FLOAT_VEC4; | |
| outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex); | |
| outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]"; | |
| outputKeyVariable.outputIndex = renderTargetIndex; | |
| outPixelShaderKey->push_back(outputKeyVariable); | |
| } | |
| *outUsesFragDepth = fragmentShader->mUsesFragDepth; | |
| } | |
| else | |
| { | |
| defineOutputVariables(fragmentShader, programOutputVars); | |
| const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); | |
| for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) | |
| { | |
| const VariableLocation &outputLocation = locationIt->second; | |
| const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; | |
| const std::string &variableName = "out_" + outputLocation.name; | |
| const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); | |
| PixelShaderOuputVariable outputKeyVariable; | |
| outputKeyVariable.type = outputVariable.type; | |
| outputKeyVariable.name = variableName + elementString; | |
| outputKeyVariable.source = variableName + ArrayString(outputLocation.element); | |
| outputKeyVariable.outputIndex = locationIt->first; | |
| outPixelShaderKey->push_back(outputKeyVariable); | |
| } | |
| *outUsesFragDepth = false; | |
| } | |
| pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n"; | |
| if (fragmentShader->mUsesFrontFacing) | |
| { | |
| if (shaderModel >= 4) | |
| { | |
| pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" | |
| "{\n"; | |
| } | |
| else | |
| { | |
| pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" | |
| "{\n"; | |
| } | |
| } | |
| else | |
| { | |
| pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n" | |
| "{\n"; | |
| } | |
| if (usesFragCoord) | |
| { | |
| pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; | |
| if (shaderModel >= 4) | |
| { | |
| pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n" | |
| " gl_FragCoord.y = input.dx_Position.y;\n"; | |
| } | |
| else if (shaderModel >= 3) | |
| { | |
| pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n" | |
| " gl_FragCoord.y = input.dx_Position.y + 0.5;\n"; | |
| } | |
| else | |
| { | |
| // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport() | |
| pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n" | |
| " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n"; | |
| } | |
| pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n" | |
| " gl_FragCoord.w = rhw;\n"; | |
| } | |
| if (usesPointCoord && shaderModel >= 3) | |
| { | |
| pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n"; | |
| pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; | |
| } | |
| if (fragmentShader->mUsesFrontFacing) | |
| { | |
| if (shaderModel <= 3) | |
| { | |
| pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; | |
| } | |
| else | |
| { | |
| pixelHLSL += " gl_FrontFacing = isFrontFace;\n"; | |
| } | |
| } | |
| for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) | |
| { | |
| const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex]; | |
| if (varying.registerAssigned()) | |
| { | |
| for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) | |
| { | |
| GLenum transposedType = TransposeMatrixType(varying.type); | |
| int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); | |
| for (int row = 0; row < variableRows; row++) | |
| { | |
| std::string n = Str(varying.registerIndex + elementIndex * variableRows + row); | |
| pixelHLSL += " _" + varying.name; | |
| if (varying.isArray()) | |
| { | |
| pixelHLSL += ArrayString(elementIndex); | |
| } | |
| if (variableRows > 1) | |
| { | |
| pixelHLSL += ArrayString(row); | |
| } | |
| if (varying.isStruct()) | |
| { | |
| pixelHLSL += " = input.v" + n + ";\n"; break; | |
| } | |
| else | |
| { | |
| switch (VariableColumnCount(transposedType)) | |
| { | |
| case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break; | |
| case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break; | |
| case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break; | |
| case 4: pixelHLSL += " = input.v" + n + ";\n"; break; | |
| default: UNREACHABLE(); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| else UNREACHABLE(); | |
| } | |
| pixelHLSL += "\n" | |
| " gl_main();\n" | |
| "\n" | |
| " return generateOutput();\n" | |
| "}\n"; | |
| return true; | |
| } | |
| void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const | |
| { | |
| const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); | |
| for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++) | |
| { | |
| const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex]; | |
| const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location; | |
| if (outputVariable.arraySize > 0) | |
| { | |
| for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++) | |
| { | |
| const int location = baseLocation + elementIndex; | |
| ASSERT(programOutputVars->count(location) == 0); | |
| (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex); | |
| } | |
| } | |
| else | |
| { | |
| ASSERT(programOutputVars->count(baseLocation) == 0); | |
| (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex); | |
| } | |
| } | |
| } | |
| std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const | |
| { | |
| // for now we only handle point sprite emulation | |
| ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); | |
| return generatePointSpriteHLSL(registers, fragmentShader, vertexShader); | |
| } | |
| std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const | |
| { | |
| ASSERT(registers >= 0); | |
| ASSERT(vertexShader->mUsesPointSize); | |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); | |
| std::string geomHLSL; | |
| const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord, | |
| false, true, false); | |
| const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord, | |
| fragmentShader->mUsesPointCoord, true, false); | |
| std::string varyingHLSL = generateVaryingHLSL(vertexShader); | |
| std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL); | |
| std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL); | |
| // TODO(geofflang): use context's caps | |
| geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" | |
| "\n" | |
| "struct GS_INPUT\n" + inLinkHLSL + "\n" + | |
| "struct GS_OUTPUT\n" + outLinkHLSL + "\n" + | |
| "\n" | |
| "static float2 pointSpriteCorners[] = \n" | |
| "{\n" | |
| " float2( 0.5f, -0.5f),\n" | |
| " float2( 0.5f, 0.5f),\n" | |
| " float2(-0.5f, -0.5f),\n" | |
| " float2(-0.5f, 0.5f)\n" | |
| "};\n" | |
| "\n" | |
| "static float2 pointSpriteTexcoords[] = \n" | |
| "{\n" | |
| " float2(1.0f, 1.0f),\n" | |
| " float2(1.0f, 0.0f),\n" | |
| " float2(0.0f, 1.0f),\n" | |
| " float2(0.0f, 0.0f)\n" | |
| "};\n" | |
| "\n" | |
| "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n" | |
| "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n" | |
| "\n" | |
| "[maxvertexcount(4)]\n" | |
| "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n" | |
| "{\n" | |
| " GS_OUTPUT output = (GS_OUTPUT)0;\n" | |
| " output.gl_Position = input[0].gl_Position;\n"; | |
| " output.gl_PointSize = input[0].gl_PointSize;\n"; | |
| for (int r = 0; r < registers; r++) | |
| { | |
| geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n"; | |
| } | |
| if (fragmentShader->mUsesFragCoord) | |
| { | |
| geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; | |
| } | |
| geomHLSL += " \n" | |
| " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n" | |
| " float4 dx_Position = input[0].dx_Position;\n" | |
| " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n"; | |
| for (int corner = 0; corner < 4; corner++) | |
| { | |
| geomHLSL += " \n" | |
| " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; | |
| if (fragmentShader->mUsesPointCoord) | |
| { | |
| geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n"; | |
| } | |
| geomHLSL += " outStream.Append(output);\n"; | |
| } | |
| geomHLSL += " \n" | |
| " outStream.RestartStrip();\n" | |
| "}\n"; | |
| return geomHLSL; | |
| } | |
| // This method needs to match OutputHLSL::decorate | |
| std::string DynamicHLSL::decorateVariable(const std::string &name) | |
| { | |
| if (name.compare(0, 3, "gl_") != 0) | |
| { | |
| return "_" + name; | |
| } | |
| return name; | |
| } | |
| std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const | |
| { | |
| std::string attribString = "input." + decorateVariable(shaderAttrib.name); | |
| // Matrix | |
| if (IsMatrixType(shaderAttrib.type)) | |
| { | |
| return "transpose(" + attribString + ")"; | |
| } | |
| GLenum shaderComponentType = VariableComponentType(shaderAttrib.type); | |
| int shaderComponentCount = VariableComponentCount(shaderAttrib.type); | |
| // Perform integer to float conversion (if necessary) | |
| bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT); | |
| if (requiresTypeConversion) | |
| { | |
| // TODO: normalization for 32-bit integer formats | |
| ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger); | |
| return "float" + Str(shaderComponentCount) + "(" + attribString + ")"; | |
| } | |
| // No conversion necessary | |
| return attribString; | |
| } | |
| void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const | |
| { | |
| for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++) | |
| { | |
| const VertexFormat &vertexFormat = inputLayout[inputIndex]; | |
| if (vertexFormat.mType == GL_NONE) | |
| { | |
| signature[inputIndex] = GL_NONE; | |
| } | |
| else | |
| { | |
| bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0); | |
| signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE); | |
| } | |
| } | |
| } | |
| } |