Improve D3D11 varying packing when there are more varyings than registers.
BUG=angle:738
Change-Id: I0599840fc79d571230acf26105d512322bcffdcd
Reviewed-on: https://chromium-review.googlesource.com/214108
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 2e755df..1cc55d2 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1072,6 +1072,7 @@
}
output->registerIndex = input->registerIndex;
+ output->columnIndex = input->columnIndex;
matched = true;
break;
diff --git a/src/libGLESv2/Shader.h b/src/libGLESv2/Shader.h
index f28b805..7ba3bd1 100644
--- a/src/libGLESv2/Shader.h
+++ b/src/libGLESv2/Shader.h
@@ -35,10 +35,12 @@
struct PackedVarying : public sh::Varying
{
unsigned int registerIndex; // Assigned during link
+ unsigned int columnIndex; // Assigned during link, defaults to 0
PackedVarying(const sh::Varying &varying)
: sh::Varying(varying),
- registerIndex(GL_INVALID_INDEX)
+ registerIndex(GL_INVALID_INDEX),
+ columnIndex(0)
{}
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index c91008a..13411eb 100644
--- a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -126,6 +126,7 @@
if (available)
{
varying->registerIndex = r;
+ varying->columnIndex = 0;
for (int y = 0; y < registers; y++)
{
@@ -159,6 +160,7 @@
if (available)
{
varying->registerIndex = r;
+ varying->columnIndex = 2;
for (int y = 0; y < registers; y++)
{
@@ -189,7 +191,7 @@
for (int x = 0; x < 4; x++)
{
- if (space[x] >= registers && space[x] < space[column])
+ if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
{
column = x;
}
@@ -202,6 +204,7 @@
if (!packing[r][column])
{
varying->registerIndex = r;
+ varying->columnIndex = column;
for (int y = r; y < r + registers; y++)
{
@@ -320,6 +323,10 @@
{
for (int row = 0; row < variableRows; row++)
{
+ // 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: varyingHLSL += " "; break;
@@ -328,7 +335,7 @@
default: UNREACHABLE();
}
- unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
+ unsigned int semanticIndex = elementIndex * variableRows + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + varying.registerIndex + row;
std::string n = Str(semanticIndex);
std::string typeString;
@@ -765,39 +772,9 @@
for (int row = 0; row < variableRows; row++)
{
- int r = varying.registerIndex + elementIndex * variableRows + row;
+ int r = varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + 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())
@@ -943,7 +920,7 @@
int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
for (int row = 0; row < variableRows; row++)
{
- std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
+ std::string n = Str(varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row);
pixelHLSL += " _" + varying.name;
if (varying.isArray())
diff --git a/tests/angle_tests/GLSLTest.cpp b/tests/angle_tests/GLSLTest.cpp
index b47b3f7..dca8ac2 100644
--- a/tests/angle_tests/GLSLTest.cpp
+++ b/tests/angle_tests/GLSLTest.cpp
@@ -27,6 +27,230 @@
);
}
+ std::string GenerateVaryingType(GLint vectorSize)
+ {
+ char varyingType[10];
+
+ if (vectorSize == 1)
+ {
+ sprintf(varyingType, "float");
+ }
+ else
+ {
+ sprintf(varyingType, "vec%d", vectorSize);
+ }
+
+ return std::string(varyingType);
+ }
+
+ std::string GenerateVectorVaryingDeclaration(GLint vectorSize, GLint arraySize, GLint id)
+ {
+ char buff[100];
+
+ if (arraySize == 1)
+ {
+ sprintf(buff, "varying %s v%d;\n", GenerateVaryingType(vectorSize).c_str(), id);
+ }
+ else
+ {
+ sprintf(buff, "varying %s v%d[%d];\n", GenerateVaryingType(vectorSize).c_str(), id, arraySize);
+ }
+
+ return std::string(buff);
+ }
+
+ std::string GenerateVectorVaryingSettingCode(GLint vectorSize, GLint arraySize, GLint id)
+ {
+ std::string returnString;
+ char buff[100];
+
+ if (arraySize == 1)
+ {
+ sprintf(buff, "\t v%d = %s(1.0);\n", id, GenerateVaryingType(vectorSize).c_str());
+ returnString += buff;
+ }
+ else
+ {
+ for (int i = 0; i < arraySize; i++)
+ {
+ sprintf(buff, "\t v%d[%d] = %s(1.0);\n", id, i, GenerateVaryingType(vectorSize).c_str());
+ returnString += buff;
+ }
+ }
+
+ return returnString;
+ }
+
+ std::string GenerateVectorVaryingUseCode(GLint arraySize, GLint id)
+ {
+ if (arraySize == 1)
+ {
+ char buff[100];
+ sprintf(buff, "v%d + ", id);
+ return std::string(buff);
+ }
+ else
+ {
+ std::string returnString;
+ for (int i = 0; i < arraySize; i++)
+ {
+ char buff[100];
+ sprintf(buff, "v%d[%d] + ", id, i);
+ returnString += buff;
+ }
+ return returnString;
+ }
+ }
+
+ void GenerateGLSLWithVaryings(GLint floatCount, GLint floatArrayCount, GLint vec2Count, GLint vec2ArrayCount, GLint vec3Count, GLint vec3ArrayCount, std::string* fragmentShader, std::string* vertexShader)
+ {
+ // Generate a string declaring the varyings, to share between the fragment shader and the vertex shader.
+ std::string varyingDeclaration;
+
+ unsigned int varyingCount = 0;
+
+ for (GLint i = 0; i < floatCount; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(1, 1, varyingCount);
+ varyingCount += 1;
+ }
+
+ for (GLint i = 0; i < floatArrayCount; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(1, 2, varyingCount);
+ varyingCount += 1;
+ }
+
+ for (GLint i = 0; i < vec2Count; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(2, 1, varyingCount);
+ varyingCount += 1;
+ }
+
+ for (GLint i = 0; i < vec2ArrayCount; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(2, 2, varyingCount);
+ varyingCount += 1;
+ }
+
+ for (GLint i = 0; i < vec3Count; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(3, 1, varyingCount);
+ varyingCount += 1;
+ }
+
+ for (GLint i = 0; i < vec3ArrayCount; i++)
+ {
+ varyingDeclaration += GenerateVectorVaryingDeclaration(3, 2, varyingCount);
+ varyingCount += 1;
+ }
+
+ // Generate the vertex shader
+ vertexShader->clear();
+ vertexShader->append(varyingDeclaration);
+ vertexShader->append("\nvoid main()\n{\n");
+
+ unsigned int currentVSVarying = 0;
+
+ for (GLint i = 0; i < floatCount; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(1, 1, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ for (GLint i = 0; i < floatArrayCount; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(1, 2, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec2Count; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(2, 1, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec2ArrayCount; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(2, 2, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec3Count; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(3, 1, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec3ArrayCount; i++)
+ {
+ vertexShader->append(GenerateVectorVaryingSettingCode(3, 2, currentVSVarying));
+ currentVSVarying += 1;
+ }
+
+ vertexShader->append("}\n");
+
+ // Generate the fragment shader
+ fragmentShader->clear();
+ fragmentShader->append("precision highp float;\n");
+ fragmentShader->append(varyingDeclaration);
+ fragmentShader->append("\nvoid main() \n{ \n\tvec4 retColor = vec4(0,0,0,0);\n");
+
+ unsigned int currentFSVarying = 0;
+
+ // Make use of the float varyings
+ fragmentShader->append("\tretColor += vec4(");
+
+ for (GLint i = 0; i < floatCount; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ for (GLint i = 0; i < floatArrayCount; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ fragmentShader->append("0.0, 0.0, 0.0, 0.0);\n");
+
+ // Make use of the vec2 varyings
+ fragmentShader->append("\tretColor += vec4(");
+
+ for (GLint i = 0; i < vec2Count; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec2ArrayCount; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ fragmentShader->append("vec2(0.0, 0.0), 0.0, 0.0);\n");
+
+ // Make use of the vec3 varyings
+ fragmentShader->append("\tretColor += vec4(");
+
+ for (GLint i = 0; i < vec3Count; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(1, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ for (GLint i = 0; i < vec3ArrayCount; i++)
+ {
+ fragmentShader->append(GenerateVectorVaryingUseCode(2, currentFSVarying));
+ currentFSVarying += 1;
+ }
+
+ fragmentShader->append("vec3(0.0, 0.0, 0.0), 0.0);\n");
+ fragmentShader->append("\tgl_FragColor = retColor;\n}");
+ }
+
std::string mSimpleVSSource;
};
@@ -342,3 +566,157 @@
GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
EXPECT_NE(0u, program);
}
+
+TEST_F(GLSLTest, MaxVaryingVec3)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec3Array)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec3AndOneFloat)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(1, 0, 0, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec3ArrayAndOneFloatArray)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, TwiceMaxVaryingVec2)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec2Arrays)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 0, maxVaryings, 0, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_NE(0u, program);
+}
+
+TEST_F(GLSLTest, MaxPlusOneVaryingVec3)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 0, 0, maxVaryings + 1, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_EQ(0u, program);
+}
+
+TEST_F(GLSLTest, MaxPlusOneVaryingVec3Array)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 0, 0, 0, maxVaryings / 2 + 1, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_EQ(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec3AndOneVec2)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 1, 0, maxVaryings, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_EQ(0u, program);
+}
+
+TEST_F(GLSLTest, MaxPlusOneVaryingVec2)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, 0, 2 * maxVaryings + 1, 0, 0, 0, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_EQ(0u, program);
+}
+
+TEST_F(GLSLTest, MaxVaryingVec3ArrayAndMaxPlusOneFloatArray)
+{
+ GLint maxVaryings = 0;
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &maxVaryings);
+
+ std::string fragmentShaderSource;
+ std::string vertexShaderSource;
+
+ GenerateGLSLWithVaryings(0, maxVaryings / 2 + 1, 0, 0, 0, maxVaryings / 2, &fragmentShaderSource, &vertexShaderSource);
+
+ GLuint program = CompileProgram(vertexShaderSource, fragmentShaderSource);
+ EXPECT_EQ(0u, program);
+}