Combine dx_Depth and dx_FrontCCW into dx_DepthFront.
TRAC #22245
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1582 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/OutputHLSL.cpp b/src/compiler/OutputHLSL.cpp
index 1c0c82a..f006a00 100644
--- a/src/compiler/OutputHLSL.cpp
+++ b/src/compiler/OutputHLSL.cpp
@@ -207,13 +207,12 @@
if (mUsesFragCoord)
{
- out << "uniform float4 dx_Coord;\n"
- "uniform float2 dx_Depth;\n";
+ out << "uniform float4 dx_Coord;\n";
}
- if (mUsesFrontFacing)
+ if (mUsesFragCoord || mUsesFrontFacing)
{
- out << "uniform float dx_FrontCCW;\n";
+ out << "uniform float3 dx_DepthFront;\n";
}
out << "\n";
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index b500083..017e8b0 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -1701,8 +1701,8 @@
}
// Applies the render target surface, depth stencil surface, viewport rectangle and
-// scissor rectangle to the Direct3D 9 device
-bool Context::applyRenderTarget(bool ignoreViewport)
+// scissor rectangle to the renderer
+bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport)
{
Framebuffer *framebufferObject = getDrawFramebuffer();
@@ -1714,8 +1714,8 @@
mRenderer->applyRenderTarget(framebufferObject);
ProgramBinary *programBinary = mState.currentProgram ? getCurrentProgramBinary() : NULL;
- if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, ignoreViewport,
- programBinary, mDxUniformsDirty))
+ if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace,
+ ignoreViewport, programBinary, mDxUniformsDirty))
{
return false;
}
@@ -1729,14 +1729,6 @@
// Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device
void Context::applyState(GLenum drawMode)
{
- ProgramBinary *programBinary = getCurrentProgramBinary();
-
- Framebuffer *framebufferObject = getDrawFramebuffer();
-
- GLint frontCCW = programBinary->getDxFrontCCWLocation();
- GLfloat ccw = !IsTriangleMode(drawMode) ? 0.0f : (mState.rasterizer.frontFace == GL_CCW ? 1.0f : -1.0f);
- programBinary->setUniform1fv(frontCCW, 1, &ccw);
-
mRenderer->setRasterizerState(mState.rasterizer);
unsigned int mask = 0;
@@ -1744,6 +1736,7 @@
{
if (mState.sampleCoverageValue != 0)
{
+ Framebuffer *framebufferObject = getDrawFramebuffer();
float threshold = 0.5f;
for (int i = 0; i < framebufferObject->getSamples(); ++i)
@@ -1946,7 +1939,7 @@
return error(GL_INVALID_VALUE);
}
- if (!applyRenderTarget(true)) // Clips the clear to the scissor rectangle but not the viewport
+ if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport
{
return;
}
@@ -1977,7 +1970,7 @@
return;
}
- if (!applyRenderTarget(false))
+ if (!applyRenderTarget(mode, false))
{
return;
}
@@ -2023,7 +2016,7 @@
return;
}
- if (!applyRenderTarget(false))
+ if (!applyRenderTarget(mode, false))
{
return;
}
diff --git a/src/libGLESv2/Context.h b/src/libGLESv2/Context.h
index 0ceb173..47eb995 100644
--- a/src/libGLESv2/Context.h
+++ b/src/libGLESv2/Context.h
@@ -69,8 +69,8 @@
MAX_TEXTURE_IMAGE_UNITS = 16,
MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF = 4, // For devices supporting vertex texture fetch
MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF = MAX_TEXTURE_IMAGE_UNITS + MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF,
- MAX_FRAGMENT_UNIFORM_VECTORS_SM2 = 32 - 4, // Reserve space for dx_Coord, dx_Depth, dx_DepthRange and dx_FrontCCW.
- MAX_FRAGMENT_UNIFORM_VECTORS_SM3 = 224 - 4,
+ MAX_FRAGMENT_UNIFORM_VECTORS_SM2 = 32 - 3, // Reserve space for dx_Coord, dx_DepthFront and dx_DepthRange.
+ MAX_FRAGMENT_UNIFORM_VECTORS_SM3 = 224 - 3,
MAX_DRAW_BUFFERS = 1
};
@@ -423,7 +423,7 @@
private:
DISALLOW_COPY_AND_ASSIGN(Context);
- bool applyRenderTarget(bool ignoreViewport);
+ bool applyRenderTarget(GLenum drawMode, bool ignoreViewport);
void applyState(GLenum drawMode);
void applyShaders();
void applyTextures();
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index fe03997..1a3695b 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -83,10 +83,9 @@
mUsedPixelSamplerRange = 0;
mDxDepthRangeLocation = -1;
- mDxDepthLocation = -1;
+ mDxDepthFrontLocation = -1;
mDxCoordLocation = -1;
mDxHalfPixelSizeLocation = -1;
- mDxFrontCCWLocation = -1;
}
ProgramBinary::~ProgramBinary()
@@ -1462,7 +1461,7 @@
" gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Coord.y + dx_Coord.w;\n";
}
- pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
+ pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
" gl_FragCoord.w = rhw;\n";
}
@@ -1474,7 +1473,7 @@
if (fragmentShader->mUsesFrontFacing)
{
- pixelHLSL += " gl_FrontFacing = (input.vFace * dx_FrontCCW >= 0.0);\n";
+ pixelHLSL += " gl_FrontFacing = (input.vFace * dx_DepthFront.z >= 0.0);\n";
}
for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
@@ -1625,10 +1624,9 @@
}
stream.read(&mDxDepthRangeLocation);
- stream.read(&mDxDepthLocation);
+ stream.read(&mDxDepthFrontLocation);
stream.read(&mDxCoordLocation);
stream.read(&mDxHalfPixelSizeLocation);
- stream.read(&mDxFrontCCWLocation);
unsigned int pixelShaderSize;
stream.read(&pixelShaderSize);
@@ -1733,10 +1731,9 @@
}
stream.write(mDxDepthRangeLocation);
- stream.write(mDxDepthLocation);
+ stream.write(mDxDepthFrontLocation);
stream.write(mDxCoordLocation);
stream.write(mDxHalfPixelSizeLocation);
- stream.write(mDxFrontCCWLocation);
UINT pixelShaderSize = mPixelExecutable->getLength();
stream.write(pixelShaderSize);
@@ -1859,10 +1856,9 @@
// these uniforms are searched as already-decorated because gl_ and dx_
// are reserved prefixes, and do not receive additional decoration
mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
- mDxDepthLocation = getUniformLocation("dx_Depth");
+ mDxDepthFrontLocation = getUniformLocation("dx_DepthFront");
mDxCoordLocation = getUniformLocation("dx_Coord");
mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
- mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
Context *context = getContext();
context->markDxUniformsDirty();
@@ -2655,9 +2651,9 @@
return mDxDepthRangeLocation;
}
-GLint ProgramBinary::getDxDepthLocation() const
+GLint ProgramBinary::getDxDepthFrontLocation() const
{
- return mDxDepthLocation;
+ return mDxDepthFrontLocation;
}
GLint ProgramBinary::getDxCoordLocation() const
@@ -2670,11 +2666,6 @@
return mDxHalfPixelSizeLocation;
}
-GLint ProgramBinary::getDxFrontCCWLocation() const
-{
- return mDxFrontCCWLocation;
-}
-
ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D)
{
}
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index 350e52f..cc9c698 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -130,10 +130,9 @@
bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
GLint getDxDepthRangeLocation() const;
- GLint getDxDepthLocation() const;
+ GLint getDxDepthFrontLocation() const;
GLint getDxCoordLocation() const;
GLint getDxHalfPixelSizeLocation() const;
- GLint getDxFrontCCWLocation() const;
void dirtyAllUniforms();
void applyUniforms();
@@ -212,10 +211,9 @@
UniformIndex mUniformIndex;
GLint mDxDepthRangeLocation;
- GLint mDxDepthLocation;
+ GLint mDxDepthFrontLocation;
GLint mDxCoordLocation;
GLint mDxHalfPixelSizeLocation;
- GLint mDxFrontCCWLocation;
bool mValidated;
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index 0ecc83c..12f741f 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -90,8 +90,8 @@
int stencilBackRef, bool frontFaceCCW) = 0;
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0;
- virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
- gl::ProgramBinary *currentProgram, bool forceSetUniforms) = 0;
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms) = 0;
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void applyShaders(gl::ProgramBinary *programBinary) = 0;
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 8c3cae6..088f654 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -384,8 +384,8 @@
mForceSetScissor = false;
}
-bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
- gl::ProgramBinary *currentProgram, bool forceSetUniforms)
+bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
{
gl::Rectangle actualViewport = viewport;
float actualZNear = gl::clamp01(zNear);
@@ -439,9 +439,10 @@
actualViewport.y + (actualViewport.height * 0.5f) };
currentProgram->setUniform4fv(coord, 1, whxy);
- GLint depth = currentProgram->getDxDepthLocation();
- GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
- currentProgram->setUniform2fv(depth, 1, dz);
+ GLint depthFront = currentProgram->getDxDepthFrontLocation();
+ GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
+ GLfloat dz[3] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw };
+ currentProgram->setUniform3fv(depthFront, 1, dz);
GLint depthRange = currentProgram->getDxDepthRangeLocation();
GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index 4d082cc..b437806 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -56,8 +56,8 @@
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
- virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
- gl::ProgramBinary *currentProgram, bool forceSetUniforms);
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms);
virtual bool applyPrimitiveType(GLenum mode, GLsizei count);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index b2e2b70..141d376 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -892,8 +892,8 @@
mForceSetScissor = false;
}
-bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
- gl::ProgramBinary *currentProgram, bool forceSetUniforms)
+bool Renderer9::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms)
{
gl::Rectangle actualViewport = viewport;
float actualZNear = gl::clamp01(zNear);
@@ -946,9 +946,10 @@
actualViewport.y + (actualViewport.height * 0.5f) };
currentProgram->setUniform4fv(coord, 1, whxy);
- GLint depth = currentProgram->getDxDepthLocation();
- GLfloat dz[2] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f };
- currentProgram->setUniform2fv(depth, 1, dz);
+ GLint depthFront = currentProgram->getDxDepthFrontLocation();
+ GLfloat ccw = !gl::IsTriangleMode(drawMode) ? 0.0f : (frontFace == GL_CCW ? 1.0f : -1.0f);
+ GLfloat dz[3] = { (actualZFar - actualZNear) * 0.5f, (actualZNear + actualZFar) * 0.5f, ccw };
+ currentProgram->setUniform3fv(depthFront, 1, dz);
GLint depthRange = currentProgram->getDxDepthRangeLocation();
GLfloat nearFarDiff[3] = { actualZNear, actualZFar, actualZFar - actualZNear };
diff --git a/src/libGLESv2/renderer/Renderer9.h b/src/libGLESv2/renderer/Renderer9.h
index d5ae773..008383a 100644
--- a/src/libGLESv2/renderer/Renderer9.h
+++ b/src/libGLESv2/renderer/Renderer9.h
@@ -85,8 +85,8 @@
int stencilBackRef, bool frontFaceCCW);
virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled);
- virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, bool ignoreViewport,
- gl::ProgramBinary *currentProgram, bool forceSetUniforms);
+ virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace,
+ bool ignoreViewport, gl::ProgramBinary *currentProgram, bool forceSetUniforms);
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary);