| // |
| // 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. |
| // |
| |
| // ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl. |
| |
| #include "libGLESv2/renderer/d3d/ProgramD3D.h" |
| |
| #include "common/utilities.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/ShaderExecutable.h" |
| #include "libGLESv2/renderer/d3d/DynamicHLSL.h" |
| #include "libGLESv2/renderer/d3d/ShaderD3D.h" |
| #include "libGLESv2/main.h" |
| |
| namespace rx |
| { |
| |
| ProgramD3D::ProgramD3D(rx::Renderer *renderer) |
| : ProgramImpl(), |
| mRenderer(renderer), |
| mDynamicHLSL(NULL), |
| mVertexWorkarounds(rx::ANGLE_D3D_WORKAROUND_NONE), |
| mPixelWorkarounds(rx::ANGLE_D3D_WORKAROUND_NONE), |
| mUsesPointSize(false), |
| mVertexUniformStorage(NULL), |
| mFragmentUniformStorage(NULL), |
| mShaderVersion(100) |
| { |
| mDynamicHLSL = new rx::DynamicHLSL(renderer); |
| } |
| |
| ProgramD3D::~ProgramD3D() |
| { |
| reset(); |
| SafeDelete(mDynamicHLSL); |
| } |
| |
| ProgramD3D *ProgramD3D::makeProgramD3D(ProgramImpl *impl) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(ProgramD3D*, impl)); |
| return static_cast<ProgramD3D*>(impl); |
| } |
| |
| const ProgramD3D *ProgramD3D::makeProgramD3D(const ProgramImpl *impl) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(const ProgramD3D*, impl)); |
| return static_cast<const ProgramD3D*>(impl); |
| } |
| |
| bool ProgramD3D::usesPointSize() const |
| { |
| return mUsesPointSize; |
| } |
| |
| bool ProgramD3D::usesPointSpriteEmulation() const |
| { |
| return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; |
| } |
| |
| bool ProgramD3D::usesGeometryShader() const |
| { |
| return usesPointSpriteEmulation(); |
| } |
| |
| bool ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) |
| { |
| stream->readInt(&mShaderVersion); |
| |
| stream->readString(&mVertexHLSL); |
| stream->readInt(&mVertexWorkarounds); |
| stream->readString(&mPixelHLSL); |
| stream->readInt(&mPixelWorkarounds); |
| stream->readBool(&mUsesFragDepth); |
| stream->readBool(&mUsesPointSize); |
| |
| const size_t pixelShaderKeySize = stream->readInt<unsigned int>(); |
| mPixelShaderKey.resize(pixelShaderKeySize); |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++) |
| { |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type); |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name); |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source); |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex); |
| } |
| |
| GUID binaryIdentifier = {0}; |
| stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); |
| |
| GUID identifier = mRenderer->getAdapterIdentifier(); |
| if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0) |
| { |
| infoLog.append("Invalid program binary."); |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool ProgramD3D::save(gl::BinaryOutputStream *stream) |
| { |
| stream->writeInt(mShaderVersion); |
| |
| stream->writeString(mVertexHLSL); |
| stream->writeInt(mVertexWorkarounds); |
| stream->writeString(mPixelHLSL); |
| stream->writeInt(mPixelWorkarounds); |
| stream->writeInt(mUsesFragDepth); |
| stream->writeInt(mUsesPointSize); |
| |
| const std::vector<rx::PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey; |
| stream->writeInt(pixelShaderKey.size()); |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++) |
| { |
| const rx::PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex]; |
| stream->writeInt(variable.type); |
| stream->writeString(variable.name); |
| stream->writeString(variable.source); |
| stream->writeInt(variable.outputIndex); |
| } |
| |
| GUID binaryIdentifier = mRenderer->getAdapterIdentifier(); |
| stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); |
| |
| return true; |
| } |
| |
| ShaderExecutable *ProgramD3D::getPixelExecutableForOutputLayout(gl::InfoLog &infoLog, const std::vector<GLenum> &outputSignature, |
| const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, |
| bool separatedOutputBuffers) |
| { |
| std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth, |
| outputSignature); |
| |
| // Generate new pixel executable |
| ShaderExecutable *pixelExecutable = mRenderer->compileToExecutable(infoLog, finalPixelHLSL, rx::SHADER_PIXEL, |
| transformFeedbackLinkedVaryings, separatedOutputBuffers, |
| mPixelWorkarounds); |
| |
| return pixelExecutable; |
| } |
| |
| ShaderExecutable *ProgramD3D::getVertexExecutableForInputLayout(gl::InfoLog &infoLog, |
| const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], |
| const sh::Attribute shaderAttributes[], |
| const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, |
| bool separatedOutputBuffers) |
| { |
| // Generate new dynamic layout with attribute conversions |
| std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, shaderAttributes); |
| |
| // Generate new vertex executable |
| ShaderExecutable *vertexExecutable = mRenderer->compileToExecutable(infoLog, finalVertexHLSL, |
| rx::SHADER_VERTEX, |
| transformFeedbackLinkedVaryings, separatedOutputBuffers, |
| mVertexWorkarounds); |
| |
| return vertexExecutable; |
| } |
| |
| ShaderExecutable *ProgramD3D::getGeometryExecutable(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, |
| const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, |
| bool separatedOutputBuffers, int registers) |
| { |
| ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); |
| ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); |
| |
| std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D); |
| |
| ShaderExecutable *geometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL, |
| rx::SHADER_GEOMETRY, transformFeedbackLinkedVaryings, |
| separatedOutputBuffers, rx::ANGLE_D3D_WORKAROUND_NONE); |
| |
| return geometryExecutable; |
| } |
| |
| ShaderExecutable *ProgramD3D::loadExecutable(const void *function, size_t length, rx::ShaderType type, |
| const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, |
| bool separatedOutputBuffers) |
| { |
| return mRenderer->loadExecutable(function, length, type, transformFeedbackLinkedVaryings, separatedOutputBuffers); |
| } |
| |
| bool ProgramD3D::link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, |
| const std::vector<std::string> &transformFeedbackVaryings, int *registers, |
| std::vector<gl::LinkedVarying> *linkedVaryings, std::map<int, gl::VariableLocation> *outputVariables) |
| { |
| rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); |
| rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); |
| |
| mPixelHLSL = fragmentShaderD3D->getTranslatedSource(); |
| mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds(); |
| |
| mVertexHLSL = vertexShaderD3D->getTranslatedSource(); |
| mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds(); |
| mShaderVersion = vertexShaderD3D->getShaderVersion(); |
| |
| // Map the varyings to the register file |
| rx::VaryingPacking packing = { NULL }; |
| *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings); |
| |
| if (*registers < 0) |
| { |
| return false; |
| } |
| |
| if (!gl::ProgramBinary::linkVaryings(infoLog, fragmentShader, vertexShader)) |
| { |
| return false; |
| } |
| |
| if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, *registers, packing, mPixelHLSL, mVertexHLSL, |
| fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings, |
| linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth)) |
| { |
| return false; |
| } |
| |
| mUsesPointSize = vertexShaderD3D->usesPointSize(); |
| |
| return true; |
| } |
| |
| void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const |
| { |
| mDynamicHLSL->getInputLayoutSignature(inputLayout, signature); |
| } |
| |
| void ProgramD3D::initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) |
| { |
| // Compute total default block size |
| unsigned int vertexRegisters = 0; |
| unsigned int fragmentRegisters = 0; |
| for (size_t uniformIndex = 0; uniformIndex < uniforms.size(); uniformIndex++) |
| { |
| const gl::LinkedUniform &uniform = *uniforms[uniformIndex]; |
| |
| if (!gl::IsSampler(uniform.type)) |
| { |
| if (uniform.isReferencedByVertexShader()) |
| { |
| vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount); |
| } |
| if (uniform.isReferencedByFragmentShader()) |
| { |
| fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount); |
| } |
| } |
| } |
| |
| mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u); |
| mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u); |
| } |
| |
| gl::Error ProgramD3D::applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms) |
| { |
| return mRenderer->applyUniforms(*this, uniforms); |
| } |
| |
| gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers, |
| const gl::Caps &caps) |
| { |
| const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL}; |
| const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL}; |
| |
| const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers(); |
| const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers(); |
| |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlocks.size(); uniformBlockIndex++) |
| { |
| gl::UniformBlock *uniformBlock = uniformBlocks[uniformBlockIndex]; |
| gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex]; |
| |
| ASSERT(uniformBlock && uniformBuffer); |
| |
| if (uniformBuffer->getSize() < uniformBlock->dataSize) |
| { |
| // undefined behaviour |
| return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small."); |
| } |
| |
| // Unnecessary to apply an unreferenced standard or shared UBO |
| if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader()) |
| { |
| continue; |
| } |
| |
| if (uniformBlock->isReferencedByVertexShader()) |
| { |
| unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS; |
| ASSERT(vertexUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < caps.maxVertexUniformBlocks); |
| vertexUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| |
| if (uniformBlock->isReferencedByFragmentShader()) |
| { |
| unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS; |
| ASSERT(fragmentUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < caps.maxFragmentUniformBlocks); |
| fragmentUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| } |
| |
| return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers); |
| } |
| |
| bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader, |
| unsigned int registerIndex, const gl::Caps &caps) |
| { |
| if (shader == GL_VERTEX_SHADER) |
| { |
| uniformBlock->vsRegisterIndex = registerIndex; |
| if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks) |
| { |
| infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks); |
| return false; |
| } |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| uniformBlock->psRegisterIndex = registerIndex; |
| if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks) |
| { |
| infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks); |
| return false; |
| } |
| } |
| else UNREACHABLE(); |
| |
| return true; |
| } |
| |
| unsigned int ProgramD3D::getReservedUniformVectors(GLenum shader) |
| { |
| if (shader == GL_VERTEX_SHADER) |
| { |
| return mRenderer->getReservedVertexUniformVectors(); |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| return mRenderer->getReservedFragmentUniformVectors(); |
| } |
| else UNREACHABLE(); |
| |
| return 0; |
| } |
| |
| void ProgramD3D::reset() |
| { |
| mVertexHLSL.clear(); |
| mVertexWorkarounds = rx::ANGLE_D3D_WORKAROUND_NONE; |
| mShaderVersion = 100; |
| |
| mPixelHLSL.clear(); |
| mPixelWorkarounds = rx::ANGLE_D3D_WORKAROUND_NONE; |
| mUsesFragDepth = false; |
| mPixelShaderKey.clear(); |
| mUsesPointSize = false; |
| |
| SafeDelete(mVertexUniformStorage); |
| SafeDelete(mFragmentUniformStorage); |
| } |
| |
| } |