blob: 8f5f0063ee8794cd58b8486bb0e46bc954d06aca [file] [log] [blame]
//
// 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 "libANGLE/renderer/d3d/DynamicHLSL.h"
#include "common/utilities.h"
#include "compiler/translator/blocklayoutHLSL.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/VaryingPacking.h"
// For use with ArrayString, see angleutils.h
static_assert(GL_INVALID_INDEX == UINT_MAX,
"GL_INVALID_INDEX must be equal to the max unsigned int.");
using namespace gl;
namespace rx
{
namespace
{
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));
}
const PixelShaderOutputVariable *FindOutputAtLocation(
const std::vector<PixelShaderOutputVariable> &outputVariables,
unsigned int location)
{
for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
{
if (outputVariables[variableIndex].outputIndex == location)
{
return &outputVariables[variableIndex];
}
}
return nullptr;
}
const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
} // anonymous namespace
std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize)
{
// SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
// In D3D11 we manually compute gl_PointCoord in the GS.
return ((programUsesPointSize && majorShaderModel < 4) ? "COLOR" : "TEXCOORD");
}
DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer)
{
}
void DynamicHLSL::generateVaryingHLSL(const gl::Caps &caps,
const std::vector<PackedVarying> &varyings,
bool programUsesPointSize,
std::stringstream &hlslStream) const
{
std::string varyingSemantic =
GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize);
for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(varyings))
{
const PackedVarying &packedVarying = varyings[registerInfo.varyingIndex];
const sh::Varying &varying = *packedVarying.varying;
GLenum transposedType = gl::TransposeMatrixType(varying.type);
unsigned int registerIndex = registerInfo.registerIndex(caps, varyings);
// TODO: Add checks to ensure D3D interpolation modifiers don't result in too many
// registers being used.
// For example, if there are N registers, and we have N vec3 varyings and 1 float
// varying, then D3D will pack them into N registers.
// If the float varying has the 'nointerpolation' modifier on it then we would need
// N + 1 registers, and D3D compilation will fail.
switch (varying.interpolation)
{
case sh::INTERPOLATION_SMOOTH:
hlslStream << " ";
break;
case sh::INTERPOLATION_FLAT:
hlslStream << " nointerpolation ";
break;
case sh::INTERPOLATION_CENTROID:
hlslStream << " centroid ";
break;
default:
UNREACHABLE();
}
if (varying.isStruct())
{
// TODO(jmadill): pass back translated name from the shader translator
hlslStream << decorateVariable(varying.structName);
}
else
{
GLenum componentType = VariableComponentType(transposedType);
int columnCount = VariableColumnCount(transposedType);
hlslStream << HLSLComponentTypeString(componentType, columnCount);
}
hlslStream << " v" << registerIndex << " : " << varyingSemantic << registerIndex << ";\n";
}
}
std::string DynamicHLSL::generateVertexShaderForInputLayout(
const std::string &sourceShader,
const InputLayout &inputLayout,
const std::vector<sh::Attribute> &shaderAttributes) const
{
std::stringstream structStream;
std::stringstream initStream;
structStream << "struct VS_INPUT\n"
<< "{\n";
int semanticIndex = 0;
unsigned int inputIndex = 0;
// If gl_PointSize is used in the shader then pointsprites rendering is expected.
// If the renderer does not support Geometry shaders then Instanced PointSprite emulation
// must be used.
bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
bool useInstancedPointSpriteEmulation =
usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
// Instanced PointSprite emulation requires additional entries in the
// VS_INPUT structure to support the vertices that make up the quad vertices.
// These values must be in sync with the cooresponding values added during inputlayout creation
// in InputLayoutCache::applyVertexBuffers().
//
// The additional entries must appear first in the VS_INPUT layout because
// Windows Phone 8 era devices require per vertex data to physically come
// before per instance data in the shader.
if (useInstancedPointSpriteEmulation)
{
structStream << " float3 spriteVertexPos : SPRITEPOSITION0;\n"
<< " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
}
for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
{
const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
if (!shaderAttribute.name.empty())
{
ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
VertexFormatType vertexFormatType =
inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID;
// HLSL code for input structure
if (IsMatrixType(shaderAttribute.type))
{
// Matrix types are always transposed
structStream << " "
<< HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
}
else
{
GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType);
if (shaderAttribute.name == "gl_InstanceID")
{
// The input type of the instance ID in HLSL (uint) differs from the one in ESSL
// (int).
structStream << " uint";
}
else
{
structStream << " " << HLSLComponentTypeString(
componentType,
VariableComponentCount(shaderAttribute.type));
}
}
structStream << " " << decorateVariable(shaderAttribute.name) << " : ";
if (shaderAttribute.name == "gl_InstanceID")
{
structStream << "SV_InstanceID";
}
else
{
structStream << "TEXCOORD" << semanticIndex;
semanticIndex += VariableRegisterCount(shaderAttribute.type);
}
structStream << ";\n";
// HLSL code for initialization
initStream << " " << 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(vertexFormatType) & VERTEX_CONVERT_GPU) != 0)
{
initStream << generateAttributeConversionHLSL(vertexFormatType, shaderAttribute);
}
else
{
initStream << "input." << decorateVariable(shaderAttribute.name);
}
initStream << ";\n";
inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
}
}
structStream << "};\n"
"\n"
"void initAttributes(VS_INPUT input)\n"
"{\n"
<< initStream.str() << "}\n";
std::string vertexHLSL(sourceShader);
size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), structStream.str());
return vertexHLSL;
}
std::string DynamicHLSL::generatePixelShaderForOutputSignature(
const std::string &sourceShader,
const std::vector<PixelShaderOutputVariable> &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::stringstream declarationStream;
std::stringstream copyStream;
declarationStream << "struct PS_OUTPUT\n"
"{\n";
for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
{
GLenum binding = outputLayout[layoutIndex];
if (binding != GL_NONE)
{
unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
const PixelShaderOutputVariable *outputVariable =
FindOutputAtLocation(outputVariables, location);
// OpenGL ES 3.0 spec $4.2.1
// If [...] not all user-defined output variables are written, the values of fragment
// colors
// corresponding to unwritten variables are similarly undefined.
if (outputVariable)
{
declarationStream << " " + HLSLTypeString(outputVariable->type) << " "
<< outputVariable->name << " : " << targetSemantic
<< static_cast<int>(layoutIndex) << ";\n";
copyStream << " output." << outputVariable->name << " = "
<< outputVariable->source << ";\n";
}
}
}
if (usesFragDepth)
{
declarationStream << " float gl_Depth : " << depthSemantic << ";\n";
copyStream << " output.gl_Depth = gl_Depth; \n";
}
declarationStream << "};\n"
"\n"
"PS_OUTPUT generateOutput()\n"
"{\n"
" PS_OUTPUT output;\n"
<< copyStream.str() << " 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(),
declarationStream.str());
return pixelHLSL;
}
void DynamicHLSL::generateVaryingLinkHLSL(const gl::Caps &caps,
bool programUsesPointSize,
const SemanticInfo &info,
const std::vector<PackedVarying> &packedVaryings,
std::stringstream &linkStream) const
{
ASSERT(info.dxPosition.enabled);
linkStream << "{\n"
<< " float4 dx_Position : " << info.dxPosition.str() << ";\n";
if (info.glPosition.enabled)
{
linkStream << " float4 gl_Position : " << info.glPosition.str() << ";\n";
}
if (info.glFragCoord.enabled)
{
linkStream << " float4 gl_FragCoord : " << info.glFragCoord.str() << ";\n";
}
if (info.glPointCoord.enabled)
{
linkStream << " float2 gl_PointCoord : " << info.glPointCoord.str() << ";\n";
}
if (info.glPointSize.enabled)
{
linkStream << " float gl_PointSize : " << info.glPointSize.str() << ";\n";
}
// Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the
// same register.
generateVaryingHLSL(caps, packedVaryings, programUsesPointSize, linkStream);
linkStream << "};\n";
}
void DynamicHLSL::storeBuiltinVaryings(const SemanticInfo &info,
std::vector<D3DVarying> *d3dVaryingsOut) const
{
if (info.glPosition.enabled)
{
d3dVaryingsOut->push_back(D3DVarying("gl_Position", GL_FLOAT_VEC4, 1,
info.glPosition.semantic, info.glPosition.index, 1));
}
if (info.glFragCoord.enabled)
{
d3dVaryingsOut->push_back(D3DVarying("gl_FragCoord", GL_FLOAT_VEC4, 1,
info.glFragCoord.semantic, info.glFragCoord.index, 1));
}
if (info.glPointSize.enabled)
{
d3dVaryingsOut->push_back(D3DVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
}
}
void DynamicHLSL::storeUserVaryings(const std::vector<PackedVarying> &packedVaryings,
bool programUsesPointSize,
std::vector<D3DVarying> *d3dVaryingsOut) const
{
const std::string &varyingSemantic =
GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize);
for (const PackedVarying &packedVarying : packedVaryings)
{
if (packedVarying.registerAssigned())
{
const sh::Varying &varying = *packedVarying.varying;
ASSERT(!varying.isBuiltIn());
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
d3dVaryingsOut->push_back(D3DVarying(varying.name, varying.type, varying.elementCount(),
varyingSemantic, packedVarying.registerIndex,
variableRows * varying.elementCount()));
}
}
}
bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
const gl::Program::Data &programData,
const ProgramD3DMetadata &programMetadata,
InfoLog &infoLog,
unsigned int registerCount,
std::string *pixelHLSL,
std::string *vertexHLSL,
const std::vector<PackedVarying> &packedVaryings,
std::vector<D3DVarying> *d3dVaryingsOut) const
{
ASSERT(pixelHLSL->empty() && vertexHLSL->empty());
const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader();
const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(vertexShaderGL);
const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader();
const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
const int shaderModel = mRenderer->getMajorShaderModel();
bool usesFragCoord = programMetadata.usesFragCoord();
bool usesPointCoord = fragmentShader->usesPointCoord();
bool usesPointSize = vertexShader->usesPointSize();
bool useInstancedPointSpriteEmulation =
programMetadata.usesPointSize() &&
mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
// Validation done in the compiler
ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData());
// Write the HLSL input/output declarations
const unsigned int registersNeeded =
registerCount + (usesFragCoord ? 1u : 0u) + (usesPointCoord ? 1u : 0u);
if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
{
infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord";
return false;
}
// Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader
// VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
// GeometryShader PointSprite emulation does not require this additional entry because the
// GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the
// PS_INPUT of the generated pixel shader. The Geometry Shader point sprite implementation needs
// gl_PointSize to be in VS_OUTPUT and GS_INPUT. Instanced point sprites doesn't need
// gl_PointSize in VS_OUTPUT.
const SemanticInfo &vertexSemantics =
GetSemanticInfo(SHADER_VERTEX, programMetadata, registerCount);
storeUserVaryings(packedVaryings, usesPointSize, d3dVaryingsOut);
storeBuiltinVaryings(vertexSemantics, d3dVaryingsOut);
std::stringstream vertexStream;
vertexStream << vertexShaderGL->getTranslatedSource();
// Instanced PointSprite emulation requires additional entries originally generated in the
// GeometryShader HLSL. These include pointsize clamp values.
if (useInstancedPointSpriteEmulation)
{
vertexStream << "static float minPointSize = "
<< static_cast<int>(data.caps->minAliasedPointSize) << ".0f;\n"
<< "static float maxPointSize = "
<< static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n";
}
// Add stub string to be replaced when shader is dynamically defined by its layout
vertexStream << "\n" << VERTEX_ATTRIBUTE_STUB_STRING + "\n"
<< "struct VS_OUTPUT\n";
generateVaryingLinkHLSL(*data.caps, usesPointSize, vertexSemantics, packedVaryings,
vertexStream);
vertexStream << "\n"
<< "VS_OUTPUT main(VS_INPUT input)\n"
<< "{\n"
<< " initAttributes(input);\n";
if (vertexShader->usesDeferredInit())
{
vertexStream << "\n"
<< " initializeDeferredGlobals();\n";
}
vertexStream << "\n"
<< " gl_main();\n"
<< "\n"
<< " VS_OUTPUT output;\n";
if (vertexSemantics.glPosition.enabled)
{
vertexStream << " output.gl_Position = gl_Position;\n";
}
// On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
{
vertexStream << " 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
{
vertexStream << " 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";
}
// We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
if (usesPointSize && shaderModel >= 3 && !useInstancedPointSpriteEmulation)
{
vertexStream << " output.gl_PointSize = gl_PointSize;\n";
}
if (usesFragCoord)
{
vertexStream << " output.gl_FragCoord = gl_Position;\n";
}
for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(packedVaryings))
{
const PackedVarying &packedVarying = packedVaryings[registerInfo.varyingIndex];
const sh::Varying &varying = *packedVarying.varying;
GLenum transposedType = TransposeMatrixType(varying.type);
unsigned int variableRows =
static_cast<unsigned int>(varying.isStruct() ? 1 : VariableRowCount(transposedType));
int r = registerInfo.registerIndex(*data.caps, packedVaryings);
vertexStream << " output.v" << r << " = _" + varying.name;
if (varying.isArray())
{
vertexStream << ArrayString(registerInfo.elementIndex);
}
if (variableRows > 1)
{
vertexStream << ArrayString(registerInfo.rowIndex);
}
vertexStream << ";\n";
}
// Instanced PointSprite emulation requires additional entries to calculate
// the final output vertex positions of the quad that represents each sprite.
if (useInstancedPointSpriteEmulation)
{
vertexStream << "\n"
<< " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
<< " output.dx_Position.xyz += float3(input.spriteVertexPos.x * "
"gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * "
"gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * "
"output.dx_Position.w;\n";
if (programMetadata.usesPointCoord())
{
vertexStream << "\n"
<< " output.gl_PointCoord = input.spriteTexCoord;\n";
}
}
// Renderers that enable instanced pointsprite emulation require the vertex shader output member
// gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same
// default value used in the generated pixel shader.
if (programMetadata.usesInsertedPointCoordValue())
{
ASSERT(!useInstancedPointSpriteEmulation);
vertexStream << "\n"
<< " output.gl_PointCoord = float2(0.5, 0.5);\n";
}
vertexStream << "\n"
<< " return output;\n"
<< "}\n";
std::stringstream pixelStream;
pixelStream << fragmentShaderGL->getTranslatedSource();
const SemanticInfo &pixelSemantics =
GetSemanticInfo(SHADER_PIXEL, programMetadata, registerCount);
pixelStream << "struct PS_INPUT\n";
generateVaryingLinkHLSL(*data.caps, usesPointSize, pixelSemantics, packedVaryings, pixelStream);
pixelStream << "\n";
pixelStream << PIXEL_OUTPUT_STUB_STRING + "\n";
if (fragmentShader->usesFrontFacing())
{
if (shaderModel >= 4)
{
pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
<< "{\n";
}
else
{
pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
<< "{\n";
}
}
else
{
pixelStream << "PS_OUTPUT main(PS_INPUT input)\n"
<< "{\n";
}
if (usesFragCoord)
{
pixelStream << " float rhw = 1.0 / input.gl_FragCoord.w;\n";
// Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
// Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using
// dx_ViewCoords.
if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
{
pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n"
<< " gl_FragCoord.y = input.dx_Position.y;\n";
}
else if (shaderModel == 3)
{
pixelStream << " 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()
pixelStream << " 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";
}
pixelStream << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + "
"dx_DepthFront.y;\n"
<< " gl_FragCoord.w = rhw;\n";
}
if (usesPointCoord && shaderModel >= 3)
{
pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n"
<< " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
}
if (fragmentShader->usesFrontFacing())
{
if (shaderModel <= 3)
{
pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
}
else
{
pixelStream << " gl_FrontFacing = isFrontFace;\n";
}
}
for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(packedVaryings))
{
const PackedVarying &packedVarying = packedVaryings[registerInfo.varyingIndex];
const sh::Varying &varying = *packedVarying.varying;
// Don't reference VS-only transform feedback varyings in the PS.
if (packedVarying.vertexOnly)
continue;
ASSERT(!varying.isBuiltIn());
GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
unsigned int registerIndex = registerInfo.registerIndex(*data.caps, packedVaryings);
pixelStream << " _" << varying.name;
if (varying.isArray())
{
pixelStream << ArrayString(registerInfo.elementIndex);
}
if (variableRows > 1)
{
pixelStream << ArrayString(registerInfo.rowIndex);
}
pixelStream << " = input.v" << registerIndex;
if (!varying.isStruct())
{
switch (VariableColumnCount(transposedType))
{
case 1:
pixelStream << ".x";
break;
case 2:
pixelStream << ".xy";
break;
case 3:
pixelStream << ".xyz";
break;
case 4:
break;
default:
UNREACHABLE();
}
}
pixelStream << ";\n";
}
if (fragmentShader->usesDeferredInit())
{
pixelStream << "\n"
<< " initializeDeferredGlobals();\n";
}
pixelStream << "\n"
<< " gl_main();\n"
<< "\n"
<< " return generateOutput();\n"
<< "}\n";
*vertexHLSL = vertexStream.str();
*pixelHLSL = pixelStream.str();
return true;
}
std::string DynamicHLSL::generateGeometryShaderPreamble(
const gl::Data &data,
const gl::Program::Data &programData,
const ProgramD3DMetadata &programMetadata,
unsigned int registerCount,
const std::vector<PackedVarying> &packedVaryings) const
{
int majorShaderModel = mRenderer->getMajorShaderModel();
ASSERT(registerCount >= 0 && registerCount <= data.caps->maxVaryingVectors);
ASSERT(majorShaderModel >= 4);
// Must be called during link, not from a binary load.
const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(programData.getAttachedVertexShader());
const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(programData.getAttachedFragmentShader());
ASSERT(vertexShader && fragmentShader);
bool usesFragCoord = fragmentShader->usesFragCoord();
bool usesPointSize = vertexShader->usesPointSize();
const SemanticInfo &inSemantics =
GetSemanticInfo(SHADER_VERTEX, programMetadata, registerCount);
const SemanticInfo &outSemantics =
GetSemanticInfo(SHADER_GEOMETRY, programMetadata, registerCount);
std::stringstream preambleStream;
preambleStream << "struct GS_INPUT\n";
generateVaryingLinkHLSL(*data.caps, usesPointSize, inSemantics, packedVaryings, preambleStream);
preambleStream << "\n"
<< "struct GS_OUTPUT\n";
generateVaryingLinkHLSL(*data.caps, usesPointSize, outSemantics, packedVaryings,
preambleStream);
preambleStream
<< "\n"
<< "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n"
<< "{\n"
<< " output.gl_Position = input.gl_Position;\n";
if (usesPointSize)
{
preambleStream << " output.gl_PointSize = input.gl_PointSize;\n";
}
for (const PackedVaryingRegister &varyingRegister : PackedVaryingIterator(packedVaryings))
{
const sh::Varying &varying = *packedVaryings[varyingRegister.varyingIndex].varying;
unsigned int registerIndex = varyingRegister.registerIndex(*data.caps, packedVaryings);
preambleStream << " output.v" << registerIndex << " = ";
if (varying.interpolation == sh::INTERPOLATION_FLAT)
{
preambleStream << "flat";
}
preambleStream << "input.v" << registerIndex << "; \n";
}
if (usesFragCoord)
{
preambleStream << " output.gl_FragCoord = input.gl_FragCoord;\n";
}
// Only write the dx_Position if we aren't using point sprites
preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n"
<< " output.dx_Position = input.dx_Position;\n"
<< "#endif // ANGLE_POINT_SPRITE_SHADER\n"
<< "}\n";
return preambleStream.str();
}
std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
const gl::Data &data,
const gl::Program::Data &programData,
const std::string &preambleString) const
{
ASSERT(mRenderer->getMajorShaderModel() >= 4);
std::stringstream shaderStream;
const bool pointSprites = (primitiveType == PRIMITIVE_POINTS);
const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos;
const char *inputPT = nullptr;
const char *outputPT = nullptr;
int inputSize = 0;
int maxVertexOutput = 0;
switch (primitiveType)
{
case PRIMITIVE_POINTS:
inputPT = "point";
outputPT = "Triangle";
inputSize = 1;
maxVertexOutput = 4;
break;
case PRIMITIVE_LINES:
case PRIMITIVE_LINE_STRIP:
case PRIMITIVE_LINE_LOOP:
inputPT = "line";
outputPT = "Line";
inputSize = 2;
maxVertexOutput = 2;
break;
case PRIMITIVE_TRIANGLES:
case PRIMITIVE_TRIANGLE_STRIP:
case PRIMITIVE_TRIANGLE_FAN:
inputPT = "triangle";
outputPT = "Triangle";
inputSize = 3;
maxVertexOutput = 3;
break;
default:
UNREACHABLE();
break;
}
if (pointSprites)
{
shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
"\n"
"uniform float4 dx_ViewCoords : register(c1);\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 = "
<< static_cast<int>(data.caps->minAliasedPointSize)
<< ".0f;\n"
"static float maxPointSize = "
<< static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n"
<< "\n";
}
shaderStream << preambleString << "\n"
<< "[maxvertexcount(" << maxVertexOutput << ")]\n"
<< "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], ";
if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
{
shaderStream << "uint primitiveID : SV_PrimitiveID, ";
}
shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n"
<< "{\n"
<< " GS_OUTPUT output = (GS_OUTPUT)0;\n";
if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
{
shaderStream << " uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n";
}
else
{
shaderStream << " uint lastVertexIndex = " << (inputSize - 1) << ";\n";
}
for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex)
{
shaderStream << " copyVertex(output, input[" << vertexIndex
<< "], input[lastVertexIndex]);\n";
if (!pointSprites)
{
ASSERT(inputSize == maxVertexOutput);
shaderStream << " outStream.Append(output);\n";
}
}
if (pointSprites)
{
shaderStream << "\n"
" float4 dx_Position = input[0].dx_Position;\n"
" float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, "
"maxPointSize);\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++)
{
shaderStream << "\n"
" output.dx_Position = dx_Position + float4(pointSpriteCorners["
<< corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
if (usesPointCoord)
{
shaderStream << " output.gl_PointCoord = pointSpriteTexcoords[" << corner
<< "];\n";
}
shaderStream << " outStream.Append(output);\n";
}
}
shaderStream << " \n"
" outStream.RestartStrip();\n"
"}\n";
return shaderStream.str();
}
// 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(
gl::VertexFormatType vertexFormatType,
const sh::ShaderVariable &shaderAttrib) const
{
const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
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.type != GL_FLOAT);
if (requiresTypeConversion)
{
// TODO: normalization for 32-bit integer formats
ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
}
// No conversion necessary
return attribString;
}
void DynamicHLSL::getPixelShaderOutputKey(const gl::Data &data,
const gl::Program::Data &programData,
const ProgramD3DMetadata &metadata,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey)
{
// 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
bool broadcast = metadata.usesBroadcast(data);
const unsigned int numRenderTargets =
(broadcast || metadata.usesMultipleFragmentOuts() ? data.caps->maxDrawBuffers : 1);
if (metadata.getMajorShaderVersion() < 300)
{
for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets;
renderTargetIndex++)
{
PixelShaderOutputVariable 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);
}
}
else
{
const auto &shaderOutputVars =
metadata.getFragmentShader()->getData().getActiveOutputVariables();
for (auto outputPair : programData.getOutputVariables())
{
const VariableLocation &outputLocation = outputPair.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));
ASSERT(outputVariable.staticUse);
PixelShaderOutputVariable outputKeyVariable;
outputKeyVariable.type = outputVariable.type;
outputKeyVariable.name = variableName + elementString;
outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
outputKeyVariable.outputIndex = outputPair.first;
outPixelShaderKey->push_back(outputKeyVariable);
}
}
}
} // namespace rx