| // |
| // 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/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/ShaderD3D.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 NULL; |
| } |
| |
| typedef const PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4]; |
| |
| bool PackVarying(PackedVarying *packedVarying, const int maxVaryingVectors, VaryingPacking &packing) |
| { |
| // Make sure we use transposed matrix types to count registers correctly. |
| int registers = 0; |
| int elements = 0; |
| |
| const sh::Varying &varying = *packedVarying->varying; |
| |
| if (varying.isStruct()) |
| { |
| registers = HLSLVariableRegisterCount(varying, true) * varying.elementCount(); |
| elements = 4; |
| } |
| else |
| { |
| GLenum transposedType = TransposeMatrixType(varying.type); |
| registers = VariableRowCount(transposedType) * varying.elementCount(); |
| elements = 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) |
| { |
| packedVarying->registerIndex = r; |
| packedVarying->columnIndex = 0; |
| |
| for (int y = 0; y < registers; y++) |
| { |
| for (int x = 0; x < elements; x++) |
| { |
| packing[r + y][x] = packedVarying; |
| } |
| } |
| |
| 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) |
| { |
| packedVarying->registerIndex = r; |
| packedVarying->columnIndex = 2; |
| |
| for (int y = 0; y < registers; y++) |
| { |
| for (int x = 2; x < 4; x++) |
| { |
| packing[r + y][x] = packedVarying; |
| } |
| } |
| |
| 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[column] < registers || space[x] < space[column])) |
| { |
| column = x; |
| } |
| } |
| |
| if (space[column] >= registers) |
| { |
| for (int r = 0; r < maxVaryingVectors; r++) |
| { |
| if (!packing[r][column]) |
| { |
| packedVarying->registerIndex = r; |
| packedVarying->columnIndex = column; |
| |
| for (int y = r; y < r + registers; y++) |
| { |
| packing[y][column] = packedVarying; |
| } |
| |
| break; |
| } |
| } |
| |
| return true; |
| } |
| } |
| else UNREACHABLE(); |
| |
| return false; |
| } |
| |
| const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; |
| const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; |
| } |
| |
| DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer) |
| { |
| } |
| |
| // 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, |
| std::vector<PackedVarying> *packedVaryings, |
| const std::vector<std::string> &transformFeedbackVaryings) |
| { |
| // TODO (geofflang): Use context's caps |
| const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors; |
| |
| VaryingPacking packing = {}; |
| |
| std::set<std::string> uniqueVaryingNames; |
| |
| for (PackedVarying &packedVarying : *packedVaryings) |
| { |
| const sh::Varying &varying = *packedVarying.varying; |
| |
| // Do not assign registers to built-in or unreferenced varyings |
| if (varying.isBuiltIn() || !varying.staticUse) |
| { |
| continue; |
| } |
| |
| ASSERT(uniqueVaryingNames.count(varying.name) == 0); |
| |
| if (PackVarying(&packedVarying, maxVaryingVectors, packing)) |
| { |
| uniqueVaryingNames.insert(varying.name); |
| } |
| else |
| { |
| infoLog << "Could not pack varying " << varying.name; |
| return -1; |
| } |
| } |
| |
| for (const std::string &transformFeedbackVaryingName : transformFeedbackVaryings) |
| { |
| if (transformFeedbackVaryingName == "gl_Position" || |
| transformFeedbackVaryingName == "gl_PointSize") |
| { |
| // do not pack builtin XFB varyings |
| continue; |
| } |
| |
| if (uniqueVaryingNames.count(transformFeedbackVaryingName) == 0) |
| { |
| bool found = false; |
| for (PackedVarying &packedVarying : *packedVaryings) |
| { |
| const sh::Varying &varying = *packedVarying.varying; |
| if (transformFeedbackVaryingName == varying.name) |
| { |
| if (!PackVarying(&packedVarying, maxVaryingVectors, packing)) |
| { |
| infoLog << "Could not pack varying " << varying.name; |
| return -1; |
| } |
| |
| found = true; |
| break; |
| } |
| } |
| |
| if (!found) |
| { |
| infoLog << "Transform feedback varying " << transformFeedbackVaryingName |
| << " does not exist in the vertex shader."; |
| 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(const std::vector<PackedVarying> &varyings, |
| bool shaderUsesPointSize) const |
| { |
| std::string varyingSemantic = getVaryingSemantic(shaderUsesPointSize); |
| std::string varyingHLSL; |
| |
| for (const PackedVarying &packedVarying : varyings) |
| { |
| if (!packedVarying.registerAssigned()) |
| { |
| continue; |
| } |
| |
| const sh::Varying &varying = *packedVarying.varying; |
| |
| ASSERT(!varying.isBuiltIn()); |
| 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++) |
| { |
| // 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; |
| case sh::INTERPOLATION_FLAT: |
| varyingHLSL += " nointerpolation "; |
| break; |
| case sh::INTERPOLATION_CENTROID: |
| varyingHLSL += " centroid "; |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| unsigned int semanticIndex = |
| elementIndex * variableRows + |
| packedVarying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + |
| packedVarying.registerIndex + row; |
| std::string n = Str(semanticIndex); |
| |
| std::string typeString; |
| |
| if (varying.isStruct()) |
| { |
| // TODO(jmadill): pass back translated name from the shader translator |
| typeString = decorateVariable(varying.structName); |
| } |
| else |
| { |
| GLenum componentType = VariableComponentType(transposedType); |
| int columnCount = VariableColumnCount(transposedType); |
| typeString = HLSLComponentTypeString(componentType, columnCount); |
| } |
| varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; |
| } |
| } |
| } |
| |
| return varyingHLSL; |
| } |
| |
| std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader, |
| const InputLayout &inputLayout, |
| const std::vector<sh::Attribute> &shaderAttributes) const |
| { |
| std::string structHLSL, initHLSL; |
| |
| 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) |
| { |
| structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n"; |
| structHLSL += " 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 |
| structHLSL += " " + 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). |
| structHLSL += " uint"; |
| } |
| else |
| { |
| structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type)); |
| } |
| } |
| |
| structHLSL += " " + decorateVariable(shaderAttribute.name) + " : "; |
| |
| if (shaderAttribute.name == "gl_InstanceID") |
| { |
| structHLSL += "SV_InstanceID"; |
| } |
| else |
| { |
| structHLSL += "TEXCOORD" + Str(semanticIndex); |
| semanticIndex += VariableRegisterCount(shaderAttribute.type); |
| } |
| |
| structHLSL += ";\n"; |
| |
| // 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(vertexFormatType) & VERTEX_CONVERT_GPU) != 0) |
| { |
| initHLSL += generateAttributeConversionHLSL(vertexFormatType, 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<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::string declarationHLSL; |
| std::string copyHLSL; |
| |
| 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) |
| { |
| declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " + |
| outputVariable->name + " : " + targetSemantic + |
| Str(static_cast<int>(layoutIndex)) + ";\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 position, 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"); |
| } |
| |
| if (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); |
| linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n"; |
| |
| if (info.glPosition.enabled) |
| { |
| 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"; |
| } |
| |
| if (info.glPointSize.enabled) |
| { |
| linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n"; |
| } |
| |
| // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the same register. |
| linkHLSL += varyingHLSL; |
| |
| linkHLSL += "};\n"; |
| |
| return linkHLSL; |
| } |
| |
| void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info, |
| std::vector<LinkedVarying> *linkedVaryings) const |
| { |
| if (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 std::vector<PackedVarying> &packedVaryings, |
| bool shaderUsesPointSize, |
| std::vector<LinkedVarying> *linkedVaryings) const |
| { |
| const std::string &varyingSemantic = getVaryingSemantic(shaderUsesPointSize); |
| |
| 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)); |
| |
| linkedVaryings->push_back( |
| LinkedVarying(varying.name, varying.type, varying.elementCount(), varyingSemantic, |
| packedVarying.registerIndex, variableRows * varying.elementCount())); |
| } |
| } |
| } |
| |
| bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, |
| const gl::Program::Data &programData, |
| InfoLog &infoLog, |
| int registers, |
| std::string &pixelHLSL, |
| std::string &vertexHLSL, |
| const std::vector<PackedVarying> &packedVaryings, |
| std::vector<LinkedVarying> *linkedVaryings, |
| std::vector<PixelShaderOutputVariable> *outPixelShaderKey, |
| bool *outUsesFragDepth) const |
| { |
| if (pixelHLSL.empty() || vertexHLSL.empty()) |
| { |
| return false; |
| } |
| |
| const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader(); |
| const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(vertexShaderGL); |
| const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader(); |
| const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); |
| |
| bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; |
| bool usesFragCoord = fragmentShader->mUsesFragCoord; |
| bool usesPointCoord = fragmentShader->mUsesPointCoord; |
| bool usesPointSize = vertexShader->mUsesPointSize; |
| bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; |
| |
| // Validation done in the compiler |
| ASSERT(!fragmentShader->mUsesFragColor || !fragmentShader->mUsesFragData); |
| |
| // Write the HLSL input/output declarations |
| const int shaderModel = mRenderer->getMajorShaderModel(); |
| 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 && data.clientVersion < 3); |
| const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1); |
| |
| // gl_Position only needs to be outputted from the vertex shader if transform feedback is active. |
| // This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from the vertex shader in this case. |
| // This saves us 1 output vector. |
| bool outputPositionFromVS = !(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != ""); |
| |
| int shaderVersion = vertexShaderGL->getShaderVersion(); |
| |
| if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors) |
| { |
| infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord"; |
| return false; |
| } |
| |
| const std::string &varyingHLSL = generateVaryingHLSL(packedVaryings, usesPointSize); |
| |
| // 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(registers, outputPositionFromVS, |
| usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord), |
| (!useInstancedPointSpriteEmulation && usesPointSize), false); |
| |
| storeUserLinkedVaryings(packedVaryings, usesPointSize, linkedVaryings); |
| storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings); |
| |
| // Instanced PointSprite emulation requires additional entries originally generated in the |
| // GeometryShader HLSL. These include pointsize clamp values. |
| if (useInstancedPointSpriteEmulation) |
| { |
| vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n" |
| "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"; |
| } |
| |
| // 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 (vertexShader->usesDeferredInit()) |
| { |
| vertexHLSL += "\n" |
| " initializeDeferredGlobals();\n"; |
| } |
| |
| vertexHLSL += "\n" |
| " gl_main();\n" |
| "\n" |
| " VS_OUTPUT output;\n"; |
| |
| if (outputPositionFromVS) |
| { |
| vertexHLSL += " 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() == "") |
| { |
| vertexHLSL += " 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 += " 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) |
| { |
| vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; |
| } |
| |
| if (usesFragCoord) |
| { |
| vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; |
| } |
| |
| for (const PackedVarying &packedVarying : packedVaryings) |
| { |
| if (!packedVarying.registerAssigned()) |
| { |
| continue; |
| } |
| |
| const sh::Varying &varying = *packedVarying.varying; |
| |
| 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 = packedVarying.registerIndex + |
| packedVarying.columnIndex * data.caps->maxVaryingVectors + |
| elementIndex * variableRows + row; |
| vertexHLSL += " output.v" + Str(r); |
| |
| vertexHLSL += " = _" + varying.name; |
| |
| if (varying.isArray()) |
| { |
| vertexHLSL += ArrayString(elementIndex); |
| } |
| |
| if (variableRows > 1) |
| { |
| vertexHLSL += ArrayString(row); |
| } |
| |
| vertexHLSL += ";\n"; |
| } |
| } |
| } |
| |
| // Instanced PointSprite emulation requires additional entries to calculate |
| // the final output vertex positions of the quad that represents each sprite. |
| if (useInstancedPointSpriteEmulation) |
| { |
| vertexHLSL += "\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 (usesPointCoord) |
| { |
| vertexHLSL += "\n" |
| " output.gl_PointCoord = input.spriteTexCoord;\n"; |
| } |
| } |
| |
| vertexHLSL += "\n" |
| " return output;\n" |
| "}\n"; |
| |
| const SemanticInfo &pixelSemantics = getSemanticInfo(registers, outputPositionFromVS, usesFragCoord, usesPointCoord, |
| (!useInstancedPointSpriteEmulation && usesPointSize), true); |
| |
| pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n"; |
| |
| if (shaderVersion < 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); |
| } |
| |
| *outUsesFragDepth = fragmentShader->mUsesFragDepth; |
| } |
| else |
| { |
| const auto &shaderOutputVars = fragmentShaderGL->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); |
| } |
| |
| *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"; |
| |
| // 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() == "") |
| { |
| 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 (const PackedVarying &packedVarying : packedVaryings) |
| { |
| const sh::Varying &varying = *packedVarying.varying; |
| |
| if (!packedVarying.registerAssigned()) |
| { |
| ASSERT(varying.isBuiltIn() || !varying.staticUse); |
| continue; |
| } |
| |
| // Don't reference VS-only transform feedback varyings in the PS. |
| if (packedVarying.vertexOnly) |
| continue; |
| |
| ASSERT(!varying.isBuiltIn()); |
| 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(packedVarying.registerIndex + |
| packedVarying.columnIndex * data.caps->maxVaryingVectors + |
| 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(); |
| } |
| } |
| } |
| } |
| } |
| |
| if (fragmentShader->usesDeferredInit()) |
| { |
| pixelHLSL += "\n" |
| " initializeDeferredGlobals();\n"; |
| } |
| |
| pixelHLSL += "\n" |
| " gl_main();\n" |
| "\n" |
| " return generateOutput();\n" |
| "}\n"; |
| |
| return true; |
| } |
| |
| std::string DynamicHLSL::generateGeometryShaderHLSL( |
| int registers, |
| const ShaderD3D *fragmentShader, |
| const std::vector<PackedVarying> &packedVaryings) const |
| { |
| // for now we only handle point sprite emulation |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| return generatePointSpriteHLSL(registers, fragmentShader, packedVaryings); |
| } |
| |
| std::string DynamicHLSL::generatePointSpriteHLSL( |
| int registers, |
| const ShaderD3D *fragmentShader, |
| const std::vector<PackedVarying> &packedVaryings) const |
| { |
| ASSERT(registers >= 0); |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| |
| std::string geomHLSL; |
| |
| const SemanticInfo &inSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord, |
| false, true, false); |
| const SemanticInfo &outSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord, |
| fragmentShader->mUsesPointCoord, true, false); |
| |
| // If we're generating the geometry shader, we assume the vertex shader uses point size. |
| std::string varyingHLSL = generateVaryingHLSL(packedVaryings, true); |
| 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(static_cast<int>(mRenderer->getRendererCaps().minAliasedPointSize)) + ".0f;\n" |
| "static float maxPointSize = " + Str(static_cast<int>(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(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; |
| } |
| |
| } |