| #include "precompiled.h" |
| // |
| // Copyright (c) 2002-2013 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. |
| // |
| |
| // Program.cpp: Implements the gl::Program class. Implements GL program objects |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. |
| |
| #include "libGLESv2/BinaryStream.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/renderer/ShaderExecutable.h" |
| |
| #include "common/debug.h" |
| #include "common/version.h" |
| #include "common/utilities.h" |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/Shader.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/VertexDataManager.h" |
| #include "libGLESv2/Context.h" |
| #include "libGLESv2/Buffer.h" |
| |
| #undef near |
| #undef far |
| |
| namespace gl |
| { |
| std::string str(int i) |
| { |
| char buffer[20]; |
| snprintf(buffer, sizeof(buffer), "%d", i); |
| return buffer; |
| } |
| |
| std::string arrayString(int i) |
| { |
| return "[" + str(i) + "]"; |
| } |
| |
| std::string arrayString(unsigned int i) |
| { |
| return (i == GL_INVALID_INDEX ? "" : "[" + str(i) + "]"); |
| } |
| |
| namespace gl_d3d |
| { |
| std::string TypeString(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_FLOAT: return "float"; |
| case GL_FLOAT_VEC2: return "float2"; |
| case GL_FLOAT_VEC3: return "float3"; |
| case GL_FLOAT_VEC4: return "float4"; |
| case GL_INT: return "int"; |
| case GL_INT_VEC2: return "int2"; |
| case GL_INT_VEC3: return "int3"; |
| case GL_INT_VEC4: return "int4"; |
| case GL_UNSIGNED_INT: return "uint"; |
| case GL_UNSIGNED_INT_VEC2: return "uint2"; |
| case GL_UNSIGNED_INT_VEC3: return "uint3"; |
| case GL_UNSIGNED_INT_VEC4: return "uint4"; |
| 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 "invalid-gl-type"; |
| } |
| } |
| } |
| |
| namespace |
| { |
| |
| unsigned int parseAndStripArrayIndex(std::string* name) |
| { |
| unsigned int subscript = GL_INVALID_INDEX; |
| |
| // Strip any trailing array operator and retrieve the subscript |
| size_t open = name->find_last_of('['); |
| size_t close = name->find_last_of(']'); |
| if (open != std::string::npos && close == name->length() - 1) |
| { |
| subscript = atoi(name->substr(open + 1).c_str()); |
| name->erase(open); |
| } |
| |
| return subscript; |
| } |
| |
| } |
| |
| VariableLocation::VariableLocation(const std::string &name, unsigned int element, unsigned int index) |
| : name(name), element(element), index(index) |
| { |
| } |
| |
| unsigned int ProgramBinary::mCurrentSerial = 1; |
| |
| ProgramBinary::ProgramBinary(rx::Renderer *renderer) : mRenderer(renderer), RefCountObject(0), mSerial(issueSerial()) |
| { |
| mPixelExecutable = NULL; |
| mVertexExecutable = NULL; |
| mGeometryExecutable = NULL; |
| |
| mValidated = false; |
| |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| mSemanticIndex[index] = -1; |
| } |
| |
| for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) |
| { |
| mSamplersPS[index].active = false; |
| } |
| |
| for (int index = 0; index < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++) |
| { |
| mSamplersVS[index].active = false; |
| } |
| |
| mUsedVertexSamplerRange = 0; |
| mUsedPixelSamplerRange = 0; |
| mUsesPointSize = false; |
| mShaderVersion = 100; |
| } |
| |
| ProgramBinary::~ProgramBinary() |
| { |
| delete mPixelExecutable; |
| mPixelExecutable = NULL; |
| |
| delete mVertexExecutable; |
| mVertexExecutable = NULL; |
| |
| delete mGeometryExecutable; |
| mGeometryExecutable = NULL; |
| |
| while (!mUniforms.empty()) |
| { |
| delete mUniforms.back(); |
| mUniforms.pop_back(); |
| } |
| |
| while (!mUniformBlocks.empty()) |
| { |
| delete mUniformBlocks.back(); |
| mUniformBlocks.pop_back(); |
| } |
| } |
| |
| unsigned int ProgramBinary::getSerial() const |
| { |
| return mSerial; |
| } |
| |
| int ProgramBinary::getShaderVersion() const |
| { |
| return mShaderVersion; |
| } |
| |
| unsigned int ProgramBinary::issueSerial() |
| { |
| return mCurrentSerial++; |
| } |
| |
| rx::ShaderExecutable *ProgramBinary::getPixelExecutable() |
| { |
| return mPixelExecutable; |
| } |
| |
| rx::ShaderExecutable *ProgramBinary::getVertexExecutable() |
| { |
| return mVertexExecutable; |
| } |
| |
| rx::ShaderExecutable *ProgramBinary::getGeometryExecutable() |
| { |
| return mGeometryExecutable; |
| } |
| |
| GLuint ProgramBinary::getAttributeLocation(const char *name) |
| { |
| if (name) |
| { |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| if (mLinkedAttribute[index].name == std::string(name)) |
| { |
| return index; |
| } |
| } |
| } |
| |
| return -1; |
| } |
| |
| int ProgramBinary::getSemanticIndex(int attributeIndex) |
| { |
| ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS); |
| |
| return mSemanticIndex[attributeIndex]; |
| } |
| |
| // Returns one more than the highest sampler index used. |
| GLint ProgramBinary::getUsedSamplerRange(SamplerType type) |
| { |
| switch (type) |
| { |
| case SAMPLER_PIXEL: |
| return mUsedPixelSamplerRange; |
| case SAMPLER_VERTEX: |
| return mUsedVertexSamplerRange; |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| bool ProgramBinary::usesPointSize() const |
| { |
| return mUsesPointSize; |
| } |
| |
| bool ProgramBinary::usesPointSpriteEmulation() const |
| { |
| return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; |
| } |
| |
| bool ProgramBinary::usesGeometryShader() const |
| { |
| return usesPointSpriteEmulation(); |
| } |
| |
| // Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler |
| // index (0-15 for the pixel shader and 0-3 for the vertex shader). |
| GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex) |
| { |
| GLint logicalTextureUnit = -1; |
| |
| switch (type) |
| { |
| case SAMPLER_PIXEL: |
| ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0])); |
| |
| if (mSamplersPS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| case SAMPLER_VERTEX: |
| ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0])); |
| |
| if (mSamplersVS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)mRenderer->getMaxCombinedTextureImageUnits()) |
| { |
| return logicalTextureUnit; |
| } |
| |
| return -1; |
| } |
| |
| // Returns the texture type for a given Direct3D 9 sampler type and |
| // index (0-15 for the pixel shader and 0-3 for the vertex shader). |
| TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex) |
| { |
| switch (type) |
| { |
| case SAMPLER_PIXEL: |
| ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0])); |
| ASSERT(mSamplersPS[samplerIndex].active); |
| return mSamplersPS[samplerIndex].textureType; |
| case SAMPLER_VERTEX: |
| ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0])); |
| ASSERT(mSamplersVS[samplerIndex].active); |
| return mSamplersVS[samplerIndex].textureType; |
| default: UNREACHABLE(); |
| } |
| |
| return TEXTURE_2D; |
| } |
| |
| GLint ProgramBinary::getUniformLocation(std::string name) |
| { |
| unsigned int subscript = parseAndStripArrayIndex(&name); |
| |
| unsigned int numUniforms = mUniformIndex.size(); |
| for (unsigned int location = 0; location < numUniforms; location++) |
| { |
| if (mUniformIndex[location].name == name) |
| { |
| const int index = mUniformIndex[location].index; |
| const bool isArray = mUniforms[index]->isArray(); |
| |
| if ((isArray && mUniformIndex[location].element == subscript) || |
| (subscript == GL_INVALID_INDEX)) |
| { |
| return location; |
| } |
| } |
| } |
| |
| return -1; |
| } |
| |
| GLuint ProgramBinary::getUniformIndex(std::string name) |
| { |
| unsigned int subscript = parseAndStripArrayIndex(&name); |
| |
| // The app is not allowed to specify array indices other than 0 for arrays of basic types |
| if (subscript != 0 && subscript != GL_INVALID_INDEX) |
| { |
| return GL_INVALID_INDEX; |
| } |
| |
| unsigned int numUniforms = mUniforms.size(); |
| for (unsigned int index = 0; index < numUniforms; index++) |
| { |
| if (mUniforms[index]->name == name) |
| { |
| if (mUniforms[index]->isArray() || subscript == GL_INVALID_INDEX) |
| { |
| return index; |
| } |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| GLuint ProgramBinary::getUniformBlockIndex(std::string name) |
| { |
| unsigned int subscript = parseAndStripArrayIndex(&name); |
| |
| unsigned int numUniformBlocks = mUniformBlocks.size(); |
| for (unsigned int blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++) |
| { |
| const UniformBlock &uniformBlock = *mUniformBlocks[blockIndex]; |
| if (uniformBlock.name == name) |
| { |
| const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0); |
| if (subscript == uniformBlock.elementIndex || arrayElementZero) |
| { |
| return blockIndex; |
| } |
| } |
| } |
| |
| return GL_INVALID_INDEX; |
| } |
| |
| UniformBlock *ProgramBinary::getUniformBlockByIndex(GLuint blockIndex) |
| { |
| ASSERT(blockIndex < mUniformBlocks.size()); |
| return mUniformBlocks[blockIndex]; |
| } |
| |
| GLint ProgramBinary::getFragDataLocation(const char *name) const |
| { |
| std::string baseName(name); |
| unsigned int arrayIndex; |
| arrayIndex = parseAndStripArrayIndex(&baseName); |
| |
| for (auto locationIt = mOutputVariables.begin(); locationIt != mOutputVariables.end(); locationIt++) |
| { |
| const VariableLocation &outputVariable = locationIt->second; |
| |
| if (outputVariable.name == baseName && (arrayIndex == GL_INVALID_INDEX || arrayIndex == outputVariable.element)) |
| { |
| return static_cast<GLint>(locationIt->first); |
| } |
| } |
| |
| return -1; |
| } |
| |
| template <typename T> |
| bool ProgramBinary::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| const int components = UniformComponentCount(targetUniformType); |
| const GLenum targetBoolType = UniformBoolVectorType(targetUniformType); |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| int elementCount = targetUniform->elementCount(); |
| |
| if (elementCount == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(elementCount - (int)mUniformIndex[location].element, count); |
| |
| if (targetUniform->type == targetUniformType) |
| { |
| T *target = (T*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| for (int c = 0; c < components; c++) |
| { |
| target[c] = v[c]; |
| } |
| for (int c = components; c < 4; c++) |
| { |
| target[c] = 0; |
| } |
| target += 4; |
| v += components; |
| } |
| } |
| else if (targetUniform->type == targetBoolType) |
| { |
| GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| for (int c = 0; c < components; c++) |
| { |
| boolParams[c] = (v[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE; |
| } |
| for (int c = components; c < 4; c++) |
| { |
| boolParams[c] = GL_FALSE; |
| } |
| boolParams += 4; |
| v += components; |
| } |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) |
| { |
| return setUniform(location, count, v, GL_FLOAT); |
| } |
| |
| bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| return setUniform(location, count, v, GL_FLOAT_VEC2); |
| } |
| |
| bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| return setUniform(location, count, v, GL_FLOAT_VEC3); |
| } |
| |
| bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| return setUniform(location, count, v, GL_FLOAT_VEC4); |
| } |
| |
| template<typename T> |
| void transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) |
| { |
| int copyWidth = std::min(targetHeight, srcWidth); |
| int copyHeight = std::min(targetWidth, srcHeight); |
| |
| for (int x = 0; x < copyWidth; x++) |
| { |
| for (int y = 0; y < copyHeight; y++) |
| { |
| target[x * targetWidth + y] = static_cast<T>(value[y * srcWidth + x]); |
| } |
| } |
| // clear unfilled right side |
| for (int y = 0; y < copyWidth; y++) |
| { |
| for (int x = copyHeight; x < targetWidth; x++) |
| { |
| target[y * targetWidth + x] = static_cast<T>(0); |
| } |
| } |
| // clear unfilled bottom. |
| for (int y = copyWidth; y < targetHeight; y++) |
| { |
| for (int x = 0; x < targetWidth; x++) |
| { |
| target[y * targetWidth + x] = static_cast<T>(0); |
| } |
| } |
| } |
| |
| template<typename T> |
| void expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) |
| { |
| int copyWidth = std::min(targetWidth, srcWidth); |
| int copyHeight = std::min(targetHeight, srcHeight); |
| |
| for (int y = 0; y < copyHeight; y++) |
| { |
| for (int x = 0; x < copyWidth; x++) |
| { |
| target[y * targetWidth + x] = static_cast<T>(value[y * srcWidth + x]); |
| } |
| } |
| // clear unfilled right side |
| for (int y = 0; y < copyHeight; y++) |
| { |
| for (int x = copyWidth; x < targetWidth; x++) |
| { |
| target[y * targetWidth + x] = static_cast<T>(0); |
| } |
| } |
| // clear unfilled bottom. |
| for (int y = copyHeight; y < targetHeight; y++) |
| { |
| for (int x = 0; x < targetWidth; x++) |
| { |
| target[y * targetWidth + x] = static_cast<T>(0); |
| } |
| } |
| } |
| |
| template <int cols, int rows> |
| bool ProgramBinary::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type != targetUniformType) |
| { |
| return false; |
| } |
| |
| int elementCount = targetUniform->elementCount(); |
| |
| if (elementCount == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(elementCount - (int)mUniformIndex[location].element, count); |
| const unsigned int targetMatrixStride = (4 * rows); |
| GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride); |
| |
| for (int i = 0; i < count; i++) |
| { |
| // Internally store matrices as transposed versions to accomodate HLSL matrix indexing |
| if (transpose == GL_FALSE) |
| { |
| transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols); |
| } |
| else |
| { |
| expandMatrix<GLfloat>(target, value, 4, rows, cols, rows); |
| } |
| target += targetMatrixStride; |
| value += cols * rows; |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2); |
| } |
| |
| bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3); |
| } |
| |
| bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4); |
| } |
| |
| bool ProgramBinary::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3); |
| } |
| |
| bool ProgramBinary::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2); |
| } |
| |
| bool ProgramBinary::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4); |
| } |
| |
| bool ProgramBinary::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2); |
| } |
| |
| bool ProgramBinary::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4); |
| } |
| |
| bool ProgramBinary::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| return setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3); |
| } |
| |
| bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| int elementCount = targetUniform->elementCount(); |
| |
| if (elementCount == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(elementCount - (int)mUniformIndex[location].element, count); |
| |
| if (targetUniform->type == GL_INT || IsSampler(targetUniform->type)) |
| { |
| GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| target[0] = v[0]; |
| target[1] = 0; |
| target[2] = 0; |
| target[3] = 0; |
| target += 4; |
| v += 1; |
| } |
| } |
| else if (targetUniform->type == GL_BOOL) |
| { |
| GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE; |
| boolParams[1] = GL_FALSE; |
| boolParams[2] = GL_FALSE; |
| boolParams[3] = GL_FALSE; |
| boolParams += 4; |
| v += 1; |
| } |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| return setUniform(location, count, v, GL_INT_VEC2); |
| } |
| |
| bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| return setUniform(location, count, v, GL_INT_VEC3); |
| } |
| |
| bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| return setUniform(location, count, v, GL_INT_VEC4); |
| } |
| |
| bool ProgramBinary::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| return setUniform(location, count, v, GL_UNSIGNED_INT); |
| } |
| |
| bool ProgramBinary::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| return setUniform(location, count, v, GL_UNSIGNED_INT_VEC2); |
| } |
| |
| bool ProgramBinary::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| return setUniform(location, count, v, GL_UNSIGNED_INT_VEC3); |
| } |
| |
| bool ProgramBinary::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| return setUniform(location, count, v, GL_UNSIGNED_INT_VEC4); |
| } |
| |
| template <typename T> |
| bool ProgramBinary::getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| // sized queries -- ensure the provided buffer is large enough |
| if (bufSize) |
| { |
| int requiredBytes = UniformExternalSize(targetUniform->type); |
| if (*bufSize < requiredBytes) |
| { |
| return false; |
| } |
| } |
| |
| if (IsMatrixType(targetUniform->type)) |
| { |
| const int rows = VariableRowCount(targetUniform->type); |
| const int cols = VariableColumnCount(targetUniform->type); |
| transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, cols, rows, 4, rows); |
| } |
| else if (uniformType == UniformComponentType(targetUniform->type)) |
| { |
| unsigned int size = UniformComponentCount(targetUniform->type); |
| memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T), |
| size * sizeof(T)); |
| } |
| else |
| { |
| unsigned int size = UniformComponentCount(targetUniform->type); |
| switch (UniformComponentType(targetUniform->type)) |
| { |
| case GL_BOOL: |
| { |
| GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (unsigned int i = 0; i < size; i++) |
| { |
| params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1); |
| } |
| } |
| break; |
| |
| case GL_FLOAT: |
| { |
| GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (unsigned int i = 0; i < size; i++) |
| { |
| params[i] = static_cast<T>(floatParams[i]); |
| } |
| } |
| break; |
| |
| case GL_INT: |
| { |
| GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (unsigned int i = 0; i < size; i++) |
| { |
| params[i] = static_cast<T>(intParams[i]); |
| } |
| } |
| break; |
| |
| case GL_UNSIGNED_INT: |
| { |
| GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4; |
| |
| for (unsigned int i = 0; i < size; i++) |
| { |
| params[i] = static_cast<T>(uintParams[i]); |
| } |
| } |
| break; |
| |
| default: UNREACHABLE(); |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params) |
| { |
| return getUniformv(location, bufSize, params, GL_FLOAT); |
| } |
| |
| bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params) |
| { |
| return getUniformv(location, bufSize, params, GL_INT); |
| } |
| |
| bool ProgramBinary::getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params) |
| { |
| return getUniformv(location, bufSize, params, GL_UNSIGNED_INT); |
| } |
| |
| void ProgramBinary::dirtyAllUniforms() |
| { |
| unsigned int numUniforms = mUniforms.size(); |
| for (unsigned int index = 0; index < numUniforms; index++) |
| { |
| mUniforms[index]->dirty = true; |
| } |
| } |
| |
| // Applies all the uniforms set for this program object to the renderer |
| void ProgramBinary::applyUniforms() |
| { |
| // Retrieve sampler uniform values |
| for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) |
| { |
| Uniform *targetUniform = *ub; |
| |
| if (targetUniform->dirty) |
| { |
| if (IsSampler(targetUniform->type)) |
| { |
| int count = targetUniform->elementCount(); |
| GLint (*v)[4] = (GLint(*)[4])targetUniform->data; |
| |
| if (targetUniform->isReferencedByFragmentShader()) |
| { |
| unsigned int firstIndex = targetUniform->psRegisterIndex; |
| |
| for (int i = 0; i < count; i++) |
| { |
| unsigned int samplerIndex = firstIndex + i; |
| |
| if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ASSERT(mSamplersPS[samplerIndex].active); |
| mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| |
| if (targetUniform->isReferencedByVertexShader()) |
| { |
| unsigned int firstIndex = targetUniform->vsRegisterIndex; |
| |
| for (int i = 0; i < count; i++) |
| { |
| unsigned int samplerIndex = firstIndex + i; |
| |
| if (samplerIndex < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS) |
| { |
| ASSERT(mSamplersVS[samplerIndex].active); |
| mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| mRenderer->applyUniforms(this, &mUniforms); |
| } |
| |
| bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers) |
| { |
| 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(); |
| |
| ASSERT(boundBuffers.size() == mUniformBlocks.size()); |
| |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++) |
| { |
| gl::UniformBlock *uniformBlock = getUniformBlockByIndex(uniformBlockIndex); |
| gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex]; |
| |
| ASSERT(uniformBlock && uniformBuffer); |
| |
| if (uniformBuffer->size() < uniformBlock->dataSize) |
| { |
| // undefined behaviour |
| return false; |
| } |
| |
| ASSERT(uniformBlock->isReferencedByVertexShader() || uniformBlock->isReferencedByFragmentShader()); |
| |
| if (uniformBlock->isReferencedByVertexShader()) |
| { |
| unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS; |
| ASSERT(vertexUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < mRenderer->getMaxVertexShaderUniformBuffers()); |
| vertexUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| |
| if (uniformBlock->isReferencedByFragmentShader()) |
| { |
| unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS; |
| ASSERT(fragmentUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < mRenderer->getMaxFragmentShaderUniformBuffers()); |
| fragmentUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| } |
| |
| return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers); |
| } |
| |
| // 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 ProgramBinary::packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader) |
| { |
| const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| |
| fragmentShader->resetVaryingsRegisterAssignment(); |
| |
| for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) |
| { |
| GLenum transposedType = TransposeMatrixType(varying->type); |
| int n = VariableRowCount(transposedType) * varying->size; |
| int m = VariableColumnCount(transposedType); |
| bool success = false; |
| |
| if (m == 2 || m == 3 || m == 4) |
| { |
| for (int r = 0; r <= maxVaryingVectors - n && !success; r++) |
| { |
| bool available = true; |
| |
| for (int y = 0; y < n && available; y++) |
| { |
| for (int x = 0; x < m && available; x++) |
| { |
| if (packing[r + y][x]) |
| { |
| available = false; |
| } |
| } |
| } |
| |
| if (available) |
| { |
| varying->reg = r; |
| varying->col = 0; |
| |
| for (int y = 0; y < n; y++) |
| { |
| for (int x = 0; x < m; x++) |
| { |
| packing[r + y][x] = &*varying; |
| } |
| } |
| |
| success = true; |
| } |
| } |
| |
| if (!success && m == 2) |
| { |
| for (int r = maxVaryingVectors - n; r >= 0 && !success; r--) |
| { |
| bool available = true; |
| |
| for (int y = 0; y < n && available; y++) |
| { |
| for (int x = 2; x < 4 && available; x++) |
| { |
| if (packing[r + y][x]) |
| { |
| available = false; |
| } |
| } |
| } |
| |
| if (available) |
| { |
| varying->reg = r; |
| varying->col = 2; |
| |
| for (int y = 0; y < n; y++) |
| { |
| for (int x = 2; x < 4; x++) |
| { |
| packing[r + y][x] = &*varying; |
| } |
| } |
| |
| success = true; |
| } |
| } |
| } |
| } |
| else if (m == 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] >= n && space[x] < space[column]) |
| { |
| column = x; |
| } |
| } |
| |
| if (space[column] >= n) |
| { |
| for (int r = 0; r < maxVaryingVectors; r++) |
| { |
| if (!packing[r][column]) |
| { |
| varying->reg = r; |
| |
| for (int y = r; y < r + n; y++) |
| { |
| packing[y][column] = &*varying; |
| } |
| |
| break; |
| } |
| } |
| |
| varying->col = column; |
| |
| success = true; |
| } |
| } |
| else UNREACHABLE(); |
| |
| if (!success) |
| { |
| infoLog.append("Could not pack varying %s", varying->name.c_str()); |
| |
| 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; |
| } |
| |
| void ProgramBinary::defineOutputVariables(FragmentShader *fragmentShader) |
| { |
| const sh::ActiveShaderVariables &outputVars = fragmentShader->getOutputVariables(); |
| |
| for (unsigned int outputVariableIndex = 0; outputVariableIndex < outputVars.size(); outputVariableIndex++) |
| { |
| const sh::ShaderVariable &outputVariable = outputVars[outputVariableIndex]; |
| const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location; |
| |
| if (outputVariable.arraySize > 0) |
| { |
| for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++) |
| { |
| const int location = baseLocation + elementIndex; |
| ASSERT(mOutputVariables.count(location) == 0); |
| mOutputVariables[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex); |
| } |
| } |
| else |
| { |
| ASSERT(mOutputVariables.count(baseLocation) == 0); |
| mOutputVariables[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex); |
| } |
| } |
| } |
| |
| bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4], |
| std::string& pixelHLSL, std::string& vertexHLSL, |
| FragmentShader *fragmentShader, VertexShader *vertexShader) |
| { |
| if (pixelHLSL.empty() || vertexHLSL.empty()) |
| { |
| return false; |
| } |
| |
| bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; |
| bool usesFragColor = fragmentShader->mUsesFragColor; |
| bool usesFragData = fragmentShader->mUsesFragData; |
| if (usesFragColor && usesFragData) |
| { |
| infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); |
| return false; |
| } |
| |
| // Write the HLSL input/output declarations |
| const int shaderModel = mRenderer->getMajorShaderModel(); |
| const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| |
| const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 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 && mRenderer->getCurrentClientVersion() < 3); |
| const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1); |
| |
| if (registersNeeded > maxVaryingVectors) |
| { |
| infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); |
| |
| return false; |
| } |
| |
| vertexShader->resetVaryingsRegisterAssignment(); |
| |
| for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++) |
| { |
| bool matched = false; |
| |
| for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++) |
| { |
| if (output->name == input->name) |
| { |
| if (output->type != input->type || output->size != input->size || output->interpolation != input->interpolation) |
| { |
| infoLog.append("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str()); |
| |
| return false; |
| } |
| |
| output->reg = input->reg; |
| output->col = input->col; |
| |
| matched = true; |
| break; |
| } |
| } |
| |
| if (!matched) |
| { |
| infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str()); |
| |
| return false; |
| } |
| } |
| |
| mUsesPointSize = vertexShader->mUsesPointSize; |
| std::string varyingSemantic = (mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD"; |
| std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR"; |
| std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION"; |
| std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; |
| |
| std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| |
| // special varyings that use reserved registers |
| int reservedRegisterIndex = registers; |
| std::string fragCoordSemantic; |
| std::string pointCoordSemantic; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); |
| } |
| |
| if (fragmentShader->mUsesPointCoord) |
| { |
| // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords. |
| // In DX11 we compute this in the GS. |
| if (shaderModel == 3) |
| { |
| pointCoordSemantic = "TEXCOORD0"; |
| } |
| else if (shaderModel >= 4) |
| { |
| pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); |
| } |
| } |
| |
| vertexHLSL += "struct VS_INPUT\n" |
| "{\n"; |
| |
| int semanticIndex = 0; |
| const sh::ActiveShaderVariables &activeAttributes = vertexShader->mActiveAttributes; |
| for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| { |
| const sh::ShaderVariable &attribute = activeAttributes[attributeIndex]; |
| vertexHLSL += " " + gl_d3d::TypeString(TransposeMatrixType(attribute.type)) + " "; |
| vertexHLSL += decorateAttribute(attribute.name) + " : TEXCOORD" + str(semanticIndex) + ";\n"; |
| |
| semanticIndex += AttributeRegisterCount(attribute.type); |
| } |
| |
| vertexHLSL += "};\n" |
| "\n" |
| "struct VS_OUTPUT\n" |
| "{\n"; |
| |
| if (shaderModel < 4) |
| { |
| vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| } |
| |
| vertexHLSL += varyingHLSL; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| vertexHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| } |
| |
| if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| { |
| vertexHLSL += " float gl_PointSize : PSIZE;\n"; |
| } |
| |
| if (shaderModel >= 4) |
| { |
| vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| } |
| |
| vertexHLSL += "};\n" |
| "\n" |
| "VS_OUTPUT main(VS_INPUT input)\n" |
| "{\n"; |
| |
| for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| { |
| const sh::ShaderVariable &attribute = activeAttributes[attributeIndex]; |
| vertexHLSL += " " + decorateAttribute(attribute.name) + " = "; |
| |
| if (IsMatrixType(attribute.type)) // Matrix |
| { |
| vertexHLSL += "transpose"; |
| } |
| |
| vertexHLSL += "(input." + decorateAttribute(attribute.name) + ");\n"; |
| } |
| |
| if (shaderModel >= 4) |
| { |
| vertexHLSL += "\n" |
| " gl_main();\n" |
| "\n" |
| " VS_OUTPUT output;\n" |
| " output.gl_Position.x = gl_Position.x;\n" |
| " output.gl_Position.y = -gl_Position.y;\n" |
| " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| " output.gl_Position.w = gl_Position.w;\n"; |
| } |
| else |
| { |
| vertexHLSL += "\n" |
| " gl_main();\n" |
| "\n" |
| " VS_OUTPUT output;\n" |
| " output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" |
| " output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" |
| " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| " output.gl_Position.w = gl_Position.w;\n"; |
| } |
| |
| if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| { |
| vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; |
| } |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; |
| } |
| |
| for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++) |
| { |
| if (varying->reg >= 0) |
| { |
| for (int i = 0; i < varying->size; i++) |
| { |
| int rows = VariableRowCount(TransposeMatrixType(varying->type)); |
| |
| for (int j = 0; j < rows; j++) |
| { |
| int r = varying->reg + i * rows + j; |
| 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->array) |
| { |
| vertexHLSL += arrayString(i); |
| } |
| |
| if (rows > 1) |
| { |
| vertexHLSL += arrayString(j); |
| } |
| |
| vertexHLSL += ";\n"; |
| } |
| } |
| } |
| } |
| |
| vertexHLSL += "\n" |
| " return output;\n" |
| "}\n"; |
| |
| pixelHLSL += "struct PS_INPUT\n" |
| "{\n"; |
| |
| pixelHLSL += varyingHLSL; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| pixelHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| } |
| |
| if (fragmentShader->mUsesPointCoord && shaderModel >= 3) |
| { |
| pixelHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| } |
| |
| // Must consume the PSIZE element if the geometry shader is not active |
| // We won't know if we use a GS until we draw |
| if (vertexShader->mUsesPointSize && shaderModel >= 4) |
| { |
| pixelHLSL += " float gl_PointSize : PSIZE;\n"; |
| } |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| if (shaderModel >= 4) |
| { |
| pixelHLSL += " float4 dx_VPos : SV_Position;\n"; |
| } |
| else if (shaderModel >= 3) |
| { |
| pixelHLSL += " float2 dx_VPos : VPOS;\n"; |
| } |
| } |
| |
| pixelHLSL += "};\n" |
| "\n" |
| "struct PS_OUTPUT\n" |
| "{\n"; |
| |
| if (mShaderVersion < 300) |
| { |
| for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| { |
| pixelHLSL += " float4 gl_Color" + str(renderTargetIndex) + " : " + targetSemantic + str(renderTargetIndex) + ";\n"; |
| } |
| |
| if (fragmentShader->mUsesFragDepth) |
| { |
| pixelHLSL += " float gl_Depth : " + depthSemantic + ";\n"; |
| } |
| } |
| else |
| { |
| defineOutputVariables(fragmentShader); |
| |
| const sh::ActiveShaderVariables &outputVars = fragmentShader->getOutputVariables(); |
| for (auto locationIt = mOutputVariables.begin(); locationIt != mOutputVariables.end(); locationIt++) |
| { |
| const VariableLocation &outputLocation = locationIt->second; |
| const sh::ShaderVariable &outputVariable = outputVars[outputLocation.index]; |
| const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : str(outputLocation.element)); |
| |
| pixelHLSL += " " + gl_d3d::TypeString(outputVariable.type) + |
| " out_" + outputLocation.name + elementString + |
| " : " + targetSemantic + str(locationIt->first) + ";\n"; |
| } |
| } |
| |
| pixelHLSL += "};\n" |
| "\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 (fragmentShader->mUsesFragCoord) |
| { |
| pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; |
| |
| if (shaderModel >= 4) |
| { |
| pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n" |
| " gl_FragCoord.y = input.dx_VPos.y;\n"; |
| } |
| else if (shaderModel >= 3) |
| { |
| pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n" |
| " gl_FragCoord.y = input.dx_VPos.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 (fragmentShader->mUsesPointCoord && 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 (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) |
| { |
| if (varying->reg >= 0) |
| { |
| for (int i = 0; i < varying->size; i++) |
| { |
| GLenum transposedType = TransposeMatrixType(varying->type); |
| int rows = VariableRowCount(transposedType); |
| for (int j = 0; j < rows; j++) |
| { |
| std::string n = str(varying->reg + i * rows + j); |
| pixelHLSL += " " + varying->name; |
| |
| if (varying->array) |
| { |
| pixelHLSL += arrayString(i); |
| } |
| |
| if (rows > 1) |
| { |
| pixelHLSL += arrayString(j); |
| } |
| |
| 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(); |
| } |
| } |
| } |
| } |
| else UNREACHABLE(); |
| } |
| |
| pixelHLSL += "\n" |
| " gl_main();\n" |
| "\n" |
| " PS_OUTPUT output;\n"; |
| |
| if (mShaderVersion < 300) |
| { |
| for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| { |
| unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex; |
| |
| pixelHLSL += " output.gl_Color" + str(renderTargetIndex) + " = gl_Color[" + str(sourceColorIndex) + "];\n"; |
| } |
| |
| if (fragmentShader->mUsesFragDepth) |
| { |
| pixelHLSL += " output.gl_Depth = gl_Depth;\n"; |
| } |
| } |
| else |
| { |
| for (auto locationIt = mOutputVariables.begin(); locationIt != mOutputVariables.end(); locationIt++) |
| { |
| const VariableLocation &outputLocation = locationIt->second; |
| const std::string &variableName = "out_" + outputLocation.name; |
| const std::string &outVariableName = variableName + (outputLocation.element == GL_INVALID_INDEX ? "" : str(outputLocation.element)); |
| const std::string &staticVariableName = variableName + arrayString(outputLocation.element); |
| |
| pixelHLSL += " output." + outVariableName + " = " + staticVariableName + ";\n"; |
| } |
| } |
| |
| pixelHLSL += "\n" |
| " return output;\n" |
| "}\n"; |
| |
| return true; |
| } |
| |
| std::string ProgramBinary::generateVaryingHLSL(FragmentShader *fragmentShader, const std::string &varyingSemantic) const |
| { |
| std::string varyingHLSL; |
| |
| for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) |
| { |
| if (varying->reg >= 0) |
| { |
| for (int i = 0; i < varying->size; i++) |
| { |
| GLenum transposedType = TransposeMatrixType(varying->type); |
| int rows = VariableRowCount(transposedType); |
| for (int j = 0; j < rows; j++) |
| { |
| switch (varying->interpolation) |
| { |
| case Smooth: varyingHLSL += " "; break; |
| case Flat: varyingHLSL += " nointerpolation "; break; |
| case Centroid: varyingHLSL += " centroid "; break; |
| default: UNREACHABLE(); |
| } |
| |
| std::string n = str(varying->reg + i * rows + j); |
| std::string typeString = gl_d3d::TypeString(UniformComponentType(transposedType)) + str(VariableColumnCount(transposedType)); |
| |
| varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; |
| } |
| } |
| } |
| else UNREACHABLE(); |
| } |
| |
| return varyingHLSL; |
| } |
| |
| bool ProgramBinary::load(InfoLog &infoLog, const void *binary, GLsizei length) |
| { |
| BinaryInputStream stream(binary, length); |
| |
| int format = 0; |
| stream.read(&format); |
| if (format != GL_PROGRAM_BINARY_ANGLE) |
| { |
| infoLog.append("Invalid program binary format."); |
| return false; |
| } |
| |
| int version = 0; |
| stream.read(&version); |
| if (version != VERSION_DWORD) |
| { |
| infoLog.append("Invalid program binary version."); |
| return false; |
| } |
| |
| int compileFlags = 0; |
| stream.read(&compileFlags); |
| if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL) |
| { |
| infoLog.append("Mismatched compilation flags."); |
| return false; |
| } |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) |
| { |
| stream.read(&mLinkedAttribute[i].type); |
| std::string name; |
| stream.read(&name); |
| mLinkedAttribute[i].name = name; |
| stream.read(&mSemanticIndex[i]); |
| } |
| |
| for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| stream.read(&mSamplersPS[i].active); |
| stream.read(&mSamplersPS[i].logicalTextureUnit); |
| |
| int textureType; |
| stream.read(&textureType); |
| mSamplersPS[i].textureType = (TextureType) textureType; |
| } |
| |
| for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| stream.read(&mSamplersVS[i].active); |
| stream.read(&mSamplersVS[i].logicalTextureUnit); |
| |
| int textureType; |
| stream.read(&textureType); |
| mSamplersVS[i].textureType = (TextureType) textureType; |
| } |
| |
| stream.read(&mUsedVertexSamplerRange); |
| stream.read(&mUsedPixelSamplerRange); |
| stream.read(&mUsesPointSize); |
| stream.read(&mShaderVersion); |
| |
| size_t size; |
| stream.read(&size); |
| if (stream.error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return false; |
| } |
| |
| mUniforms.resize(size); |
| for (unsigned int i = 0; i < size; ++i) |
| { |
| GLenum type; |
| GLenum precision; |
| std::string name; |
| unsigned int arraySize; |
| int blockIndex; |
| |
| stream.read(&type); |
| stream.read(&precision); |
| stream.read(&name); |
| stream.read(&arraySize); |
| stream.read(&blockIndex); |
| |
| int offset; |
| int arrayStride; |
| int matrixStride; |
| bool isRowMajorMatrix; |
| |
| stream.read(&offset); |
| stream.read(&arrayStride); |
| stream.read(&matrixStride); |
| stream.read(&isRowMajorMatrix); |
| |
| const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix); |
| |
| mUniforms[i] = new Uniform(type, precision, name, arraySize, blockIndex, blockInfo); |
| |
| stream.read(&mUniforms[i]->psRegisterIndex); |
| stream.read(&mUniforms[i]->vsRegisterIndex); |
| stream.read(&mUniforms[i]->registerCount); |
| } |
| |
| stream.read(&size); |
| if (stream.error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return false; |
| } |
| |
| mUniformBlocks.resize(size); |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < size; ++uniformBlockIndex) |
| { |
| std::string name; |
| unsigned int elementIndex; |
| unsigned int dataSize; |
| |
| stream.read(&name); |
| stream.read(&elementIndex); |
| stream.read(&dataSize); |
| |
| mUniformBlocks[uniformBlockIndex] = new UniformBlock(name, elementIndex, dataSize); |
| |
| UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| stream.read(&uniformBlock.psRegisterIndex); |
| stream.read(&uniformBlock.vsRegisterIndex); |
| |
| size_t numMembers; |
| stream.read(&numMembers); |
| uniformBlock.memberUniformIndexes.resize(numMembers); |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) |
| { |
| stream.read(&uniformBlock.memberUniformIndexes[blockMemberIndex]); |
| } |
| } |
| |
| stream.read(&size); |
| if (stream.error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return false; |
| } |
| |
| mUniformIndex.resize(size); |
| for (unsigned int i = 0; i < size; ++i) |
| { |
| stream.read(&mUniformIndex[i].name); |
| stream.read(&mUniformIndex[i].element); |
| stream.read(&mUniformIndex[i].index); |
| } |
| |
| unsigned int pixelShaderSize; |
| stream.read(&pixelShaderSize); |
| |
| unsigned int vertexShaderSize; |
| stream.read(&vertexShaderSize); |
| |
| unsigned int geometryShaderSize; |
| stream.read(&geometryShaderSize); |
| |
| const char *ptr = (const char*) binary + stream.offset(); |
| |
| const GUID *binaryIdentifier = (const GUID *) ptr; |
| ptr += sizeof(GUID); |
| |
| GUID identifier = mRenderer->getAdapterIdentifier(); |
| if (memcmp(&identifier, binaryIdentifier, sizeof(GUID)) != 0) |
| { |
| infoLog.append("Invalid program binary."); |
| return false; |
| } |
| |
| const char *pixelShaderFunction = ptr; |
| ptr += pixelShaderSize; |
| |
| const char *vertexShaderFunction = ptr; |
| ptr += vertexShaderSize; |
| |
| const char *geometryShaderFunction = geometryShaderSize > 0 ? ptr : NULL; |
| ptr += geometryShaderSize; |
| |
| mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction), |
| pixelShaderSize, rx::SHADER_PIXEL); |
| if (!mPixelExecutable) |
| { |
| infoLog.append("Could not create pixel shader."); |
| return false; |
| } |
| |
| mVertexExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction), |
| vertexShaderSize, rx::SHADER_VERTEX); |
| if (!mVertexExecutable) |
| { |
| infoLog.append("Could not create vertex shader."); |
| delete mPixelExecutable; |
| mPixelExecutable = NULL; |
| return false; |
| } |
| |
| if (geometryShaderFunction != NULL && geometryShaderSize > 0) |
| { |
| mGeometryExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(geometryShaderFunction), |
| geometryShaderSize, rx::SHADER_GEOMETRY); |
| if (!mGeometryExecutable) |
| { |
| infoLog.append("Could not create geometry shader."); |
| delete mPixelExecutable; |
| mPixelExecutable = NULL; |
| delete mVertexExecutable; |
| mVertexExecutable = NULL; |
| return false; |
| } |
| } |
| else |
| { |
| mGeometryExecutable = NULL; |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length) |
| { |
| BinaryOutputStream stream; |
| |
| stream.write(GL_PROGRAM_BINARY_ANGLE); |
| stream.write(VERSION_DWORD); |
| stream.write(ANGLE_COMPILE_OPTIMIZATION_LEVEL); |
| |
| for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) |
| { |
| stream.write(mLinkedAttribute[i].type); |
| stream.write(mLinkedAttribute[i].name); |
| stream.write(mSemanticIndex[i]); |
| } |
| |
| for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| stream.write(mSamplersPS[i].active); |
| stream.write(mSamplersPS[i].logicalTextureUnit); |
| stream.write((int) mSamplersPS[i].textureType); |
| } |
| |
| for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| stream.write(mSamplersVS[i].active); |
| stream.write(mSamplersVS[i].logicalTextureUnit); |
| stream.write((int) mSamplersVS[i].textureType); |
| } |
| |
| stream.write(mUsedVertexSamplerRange); |
| stream.write(mUsedPixelSamplerRange); |
| stream.write(mUsesPointSize); |
| stream.write(mShaderVersion); |
| |
| stream.write(mUniforms.size()); |
| for (unsigned int uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex) |
| { |
| const Uniform &uniform = *mUniforms[uniformIndex]; |
| |
| stream.write(uniform.type); |
| stream.write(uniform.precision); |
| stream.write(uniform.name); |
| stream.write(uniform.arraySize); |
| stream.write(uniform.blockIndex); |
| |
| stream.write(uniform.blockInfo.offset); |
| stream.write(uniform.blockInfo.arrayStride); |
| stream.write(uniform.blockInfo.matrixStride); |
| stream.write(uniform.blockInfo.isRowMajorMatrix); |
| |
| stream.write(uniform.psRegisterIndex); |
| stream.write(uniform.vsRegisterIndex); |
| stream.write(uniform.registerCount); |
| } |
| |
| stream.write(mUniformBlocks.size()); |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex) |
| { |
| const UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| |
| stream.write(uniformBlock.name); |
| stream.write(uniformBlock.elementIndex); |
| stream.write(uniformBlock.dataSize); |
| |
| stream.write(uniformBlock.memberUniformIndexes.size()); |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) |
| { |
| stream.write(uniformBlock.memberUniformIndexes[blockMemberIndex]); |
| } |
| |
| stream.write(uniformBlock.psRegisterIndex); |
| stream.write(uniformBlock.vsRegisterIndex); |
| } |
| |
| stream.write(mUniformIndex.size()); |
| for (unsigned int i = 0; i < mUniformIndex.size(); ++i) |
| { |
| stream.write(mUniformIndex[i].name); |
| stream.write(mUniformIndex[i].element); |
| stream.write(mUniformIndex[i].index); |
| } |
| |
| UINT pixelShaderSize = mPixelExecutable->getLength(); |
| stream.write(pixelShaderSize); |
| |
| UINT vertexShaderSize = mVertexExecutable->getLength(); |
| stream.write(vertexShaderSize); |
| |
| UINT geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0; |
| stream.write(geometryShaderSize); |
| |
| GUID identifier = mRenderer->getAdapterIdentifier(); |
| |
| GLsizei streamLength = stream.length(); |
| const void *streamData = stream.data(); |
| |
| GLsizei totalLength = streamLength + sizeof(GUID) + pixelShaderSize + vertexShaderSize + geometryShaderSize; |
| if (totalLength > bufSize) |
| { |
| if (length) |
| { |
| *length = 0; |
| } |
| |
| return false; |
| } |
| |
| if (binary) |
| { |
| char *ptr = (char*) binary; |
| |
| memcpy(ptr, streamData, streamLength); |
| ptr += streamLength; |
| |
| memcpy(ptr, &identifier, sizeof(GUID)); |
| ptr += sizeof(GUID); |
| |
| memcpy(ptr, mPixelExecutable->getFunction(), pixelShaderSize); |
| ptr += pixelShaderSize; |
| |
| memcpy(ptr, mVertexExecutable->getFunction(), vertexShaderSize); |
| ptr += vertexShaderSize; |
| |
| if (mGeometryExecutable != NULL && geometryShaderSize > 0) |
| { |
| memcpy(ptr, mGeometryExecutable->getFunction(), geometryShaderSize); |
| ptr += geometryShaderSize; |
| } |
| |
| ASSERT(ptr - totalLength == binary); |
| } |
| |
| if (length) |
| { |
| *length = totalLength; |
| } |
| |
| return true; |
| } |
| |
| GLint ProgramBinary::getLength() |
| { |
| GLint length; |
| if (save(NULL, INT_MAX, &length)) |
| { |
| return length; |
| } |
| else |
| { |
| return 0; |
| } |
| } |
| |
| bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader) |
| { |
| if (!fragmentShader || !fragmentShader->isCompiled()) |
| { |
| return false; |
| } |
| |
| if (!vertexShader || !vertexShader->isCompiled()) |
| { |
| return false; |
| } |
| |
| mShaderVersion = vertexShader->getShaderVersion(); |
| |
| std::string pixelHLSL = fragmentShader->getHLSL(); |
| std::string vertexHLSL = vertexShader->getHLSL(); |
| |
| // Map the varyings to the register file |
| const Varying *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL}; |
| int registers = packVaryings(infoLog, packing, fragmentShader); |
| |
| if (registers < 0) |
| { |
| return false; |
| } |
| |
| if (!linkVaryings(infoLog, registers, packing, pixelHLSL, vertexHLSL, fragmentShader, vertexShader)) |
| { |
| return false; |
| } |
| |
| bool success = true; |
| |
| if (!linkAttributes(infoLog, attributeBindings, fragmentShader, vertexShader)) |
| { |
| success = false; |
| } |
| |
| if (!linkUniforms(infoLog, vertexShader->getUniforms(), fragmentShader->getUniforms())) |
| { |
| success = false; |
| } |
| |
| // special case for gl_DepthRange, the only built-in uniform (also a struct) |
| if (vertexShader->mUsesDepthRange || fragmentShader->mUsesDepthRange) |
| { |
| mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, sh::BlockMemberInfo::defaultBlockInfo)); |
| mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, sh::BlockMemberInfo::defaultBlockInfo)); |
| mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, sh::BlockMemberInfo::defaultBlockInfo)); |
| } |
| |
| if (!linkUniformBlocks(infoLog, vertexShader->getInterfaceBlocks(), fragmentShader->getInterfaceBlocks())) |
| { |
| success = false; |
| } |
| |
| if (success) |
| { |
| mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX); |
| mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL); |
| |
| if (usesGeometryShader()) |
| { |
| std::string geometryHLSL = generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader); |
| mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY); |
| } |
| |
| if (!mVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable)) |
| { |
| infoLog.append("Failed to create D3D shaders."); |
| success = false; |
| |
| delete mVertexExecutable; |
| mVertexExecutable = NULL; |
| delete mPixelExecutable; |
| mPixelExecutable = NULL; |
| delete mGeometryExecutable; |
| mGeometryExecutable = NULL; |
| } |
| } |
| |
| return success; |
| } |
| |
| // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices |
| bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader) |
| { |
| unsigned int usedLocations = 0; |
| const sh::ActiveShaderVariables &activeAttributes = vertexShader->mActiveAttributes; |
| |
| // Link attributes that have a binding location |
| for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| { |
| const sh::ShaderVariable &attribute = activeAttributes[attributeIndex]; |
| const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location; |
| |
| if (location != -1) // Set by glBindAttribLocation or by location layout qualifier |
| { |
| const int rows = AttributeRegisterCount(attribute.type); |
| |
| if (rows + location > MAX_VERTEX_ATTRIBS) |
| { |
| infoLog.append("Active attribute (%s) at location %d is too big to fit", attribute.name.c_str(), location); |
| |
| return false; |
| } |
| |
| for (int row = 0; row < rows; row++) |
| { |
| const int rowLocation = location + row; |
| sh::ShaderVariable &linkedAttribute = mLinkedAttribute[rowLocation]; |
| |
| // In GLSL 3.00, attribute aliasing produces a link error |
| // In GLSL 1.00, attribute aliasing is allowed |
| if (mShaderVersion >= 300) |
| { |
| if (!linkedAttribute.name.empty()) |
| { |
| infoLog.append("Attribute '%s' aliases attribute '%s' at location %d", attribute.name.c_str(), linkedAttribute.name.c_str(), rowLocation); |
| return false; |
| } |
| } |
| |
| linkedAttribute = attribute; |
| usedLocations |= 1 << rowLocation; |
| } |
| } |
| } |
| |
| // Link attributes that don't have a binding location |
| for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| { |
| const sh::ShaderVariable &attribute = activeAttributes[attributeIndex]; |
| const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location; |
| |
| if (location == -1) // Not set by glBindAttribLocation or by location layout qualifier |
| { |
| int rows = AttributeRegisterCount(attribute.type); |
| int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS); |
| |
| if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS) |
| { |
| infoLog.append("Too many active attributes (%s)", attribute.name.c_str()); |
| |
| return false; // Fail to link |
| } |
| |
| mLinkedAttribute[availableIndex] = attribute; |
| } |
| } |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) |
| { |
| int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name); |
| int rows = AttributeRegisterCount(mLinkedAttribute[attributeIndex].type); |
| |
| for (int r = 0; r < rows; r++) |
| { |
| mSemanticIndex[attributeIndex++] = index++; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::areMatchingUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform) |
| { |
| if (vertexUniform.type != fragmentUniform.type) |
| { |
| infoLog.append("Types for %s differ between vertex and fragment shaders", uniformName.c_str()); |
| return false; |
| } |
| else if (vertexUniform.arraySize != fragmentUniform.arraySize) |
| { |
| infoLog.append("Array sizes for %s differ between vertex and fragment shaders", uniformName.c_str()); |
| return false; |
| } |
| else if (vertexUniform.precision != fragmentUniform.precision) |
| { |
| infoLog.append("Precisions for %s differ between vertex and fragment shaders", uniformName.c_str()); |
| return false; |
| } |
| else if (vertexUniform.fields.size() != fragmentUniform.fields.size()) |
| { |
| infoLog.append("Structure lengths for %s differ between vertex and fragment shaders", uniformName.c_str()); |
| } |
| else if (vertexUniform.isRowMajorMatrix != fragmentUniform.isRowMajorMatrix) |
| { |
| infoLog.append("Matrix packings for %s differ between vertex and fragment shaders", uniformName.c_str()); |
| return false; |
| } |
| |
| const unsigned int numMembers = vertexUniform.fields.size(); |
| for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++) |
| { |
| const sh::Uniform &vertexMember = vertexUniform.fields[memberIndex]; |
| const sh::Uniform &fragmentMember = fragmentUniform.fields[memberIndex]; |
| |
| if (vertexMember.name != fragmentMember.name) |
| { |
| infoLog.append("Name mismatch for field %d of %s: (in vertex: '%s', in fragment: '%s')", |
| memberIndex, uniformName.c_str(), vertexMember.name.c_str(), fragmentMember.name.c_str()); |
| return false; |
| } |
| |
| const std::string memberName = uniformName + "." + vertexUniform.name; |
| if (!areMatchingUniforms(infoLog, memberName, vertexMember, fragmentMember)) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms) |
| { |
| // Check that uniforms defined in the vertex and fragment shaders are identical |
| typedef std::map<std::string, const sh::Uniform*> UniformMap; |
| UniformMap linkedUniforms; |
| |
| for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++) |
| { |
| const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex]; |
| linkedUniforms[vertexUniform.name] = &vertexUniform; |
| } |
| |
| for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++) |
| { |
| const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex]; |
| UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name); |
| if (entry != linkedUniforms.end()) |
| { |
| const sh::Uniform &vertexUniform = *entry->second; |
| const std::string &uniformName = "uniform " + vertexUniform.name; |
| if (!areMatchingUniforms(infoLog, uniformName, vertexUniform, fragmentUniform)) |
| { |
| return false; |
| } |
| } |
| } |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++) |
| { |
| if (!defineUniform(GL_VERTEX_SHADER, vertexUniforms[uniformIndex], infoLog)) |
| { |
| return false; |
| } |
| } |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++) |
| { |
| if (!defineUniform(GL_FRAGMENT_SHADER, fragmentUniforms[uniformIndex], infoLog)) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| int totalRegisterCount(const sh::Uniform &uniform) |
| { |
| int registerCount = 0; |
| |
| if (!uniform.fields.empty()) |
| { |
| for (unsigned int fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) |
| { |
| registerCount += totalRegisterCount(uniform.fields[fieldIndex]); |
| } |
| } |
| else |
| { |
| registerCount = 1; |
| } |
| |
| return (uniform.arraySize > 0) ? uniform.arraySize * registerCount : registerCount; |
| } |
| |
| TextureType ProgramBinary::getTextureType(GLenum samplerType, InfoLog &infoLog) |
| { |
| switch(samplerType) |
| { |
| case GL_SAMPLER_2D: |
| case GL_INT_SAMPLER_2D: |
| case GL_UNSIGNED_INT_SAMPLER_2D: |
| case GL_SAMPLER_2D_SHADOW: |
| return TEXTURE_2D; |
| case GL_SAMPLER_3D: |
| case GL_INT_SAMPLER_3D: |
| case GL_UNSIGNED_INT_SAMPLER_3D: |
| return TEXTURE_3D; |
| case GL_SAMPLER_CUBE: |
| case GL_SAMPLER_CUBE_SHADOW: |
| return TEXTURE_CUBE; |
| case GL_INT_SAMPLER_CUBE: |
| case GL_UNSIGNED_INT_SAMPLER_CUBE: |
| //UNIMPLEMENTED(); |
| infoLog.append("Integer cube texture sampling is currently not supported by ANGLE and returns a black color."); |
| return TEXTURE_CUBE; |
| case GL_SAMPLER_2D_ARRAY: |
| case GL_INT_SAMPLER_2D_ARRAY: |
| case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: |
| case GL_SAMPLER_2D_ARRAY_SHADOW: |
| return TEXTURE_2D_ARRAY; |
| default: UNREACHABLE(); |
| } |
| |
| return TEXTURE_2D; |
| } |
| |
| bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog) |
| { |
| if (!constant.fields.empty()) |
| { |
| if (constant.arraySize > 0) |
| { |
| unsigned int elementRegisterIndex = constant.registerIndex; |
| |
| for (unsigned int elementIndex = 0; elementIndex < constant.arraySize; elementIndex++) |
| { |
| for (size_t fieldIndex = 0; fieldIndex < constant.fields.size(); fieldIndex++) |
| { |
| const sh::Uniform &field = constant.fields[fieldIndex]; |
| const std::string &uniformName = constant.name + arrayString(elementIndex) + "." + field.name; |
| const sh::Uniform fieldUniform(field.type, field.precision, uniformName.c_str(), field.arraySize, elementRegisterIndex, field.isRowMajorMatrix); |
| if (!defineUniform(shader, fieldUniform, infoLog)) |
| { |
| return false; |
| } |
| elementRegisterIndex += totalRegisterCount(field); |
| } |
| } |
| } |
| else |
| { |
| unsigned int fieldRegisterIndex = constant.registerIndex; |
| |
| for (size_t fieldIndex = 0; fieldIndex < constant.fields.size(); fieldIndex++) |
| { |
| const sh::Uniform &field = constant.fields[fieldIndex]; |
| const std::string &uniformName = constant.name + "." + field.name; |
| |
| sh::Uniform fieldUniform(field.type, field.precision, uniformName.c_str(), field.arraySize, fieldRegisterIndex, field.isRowMajorMatrix); |
| fieldUniform.fields = field.fields; |
| |
| if (!defineUniform(shader, fieldUniform, infoLog)) |
| { |
| return false; |
| } |
| fieldRegisterIndex += totalRegisterCount(field); |
| } |
| } |
| |
| return true; |
| } |
| |
| if (IsSampler(constant.type)) |
| { |
| unsigned int samplerIndex = constant.registerIndex; |
| |
| do |
| { |
| if (shader == GL_VERTEX_SHADER) |
| { |
| if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits()) |
| { |
| mSamplersVS[samplerIndex].active = true; |
| mSamplersVS[samplerIndex].textureType = getTextureType(constant.type, infoLog); |
| mSamplersVS[samplerIndex].logicalTextureUnit = 0; |
| mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange); |
| } |
| else |
| { |
| infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", mRenderer->getMaxVertexTextureImageUnits()); |
| return false; |
| } |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| mSamplersPS[samplerIndex].active = true; |
| mSamplersPS[samplerIndex].textureType = getTextureType(constant.type, infoLog); |
| mSamplersPS[samplerIndex].logicalTextureUnit = 0; |
| mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange); |
| } |
| else |
| { |
| infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS); |
| return false; |
| } |
| } |
| else UNREACHABLE(); |
| |
| samplerIndex++; |
| } |
| while (samplerIndex < constant.registerIndex + constant.arraySize); |
| } |
| |
| Uniform *uniform = NULL; |
| GLint location = getUniformLocation(constant.name); |
| |
| if (location >= 0) // Previously defined, type and precision must match |
| { |
| uniform = mUniforms[mUniformIndex[location].index]; |
| } |
| else |
| { |
| uniform = new Uniform(constant.type, constant.precision, constant.name, constant.arraySize, -1, sh::BlockMemberInfo::defaultBlockInfo); |
| } |
| |
| if (!uniform) |
| { |
| return false; |
| } |
| |
| if (shader == GL_FRAGMENT_SHADER) |
| { |
| uniform->psRegisterIndex = constant.registerIndex; |
| } |
| else if (shader == GL_VERTEX_SHADER) |
| { |
| uniform->vsRegisterIndex = constant.registerIndex; |
| } |
| else UNREACHABLE(); |
| |
| if (location >= 0) |
| { |
| return uniform->type == constant.type; |
| } |
| |
| mUniforms.push_back(uniform); |
| unsigned int uniformIndex = mUniforms.size() - 1; |
| |
| for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform->elementCount(); arrayElementIndex++) |
| { |
| mUniformIndex.push_back(VariableLocation(uniform->name, arrayElementIndex, uniformIndex)); |
| } |
| |
| if (shader == GL_VERTEX_SHADER) |
| { |
| if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedVertexUniformVectors() + mRenderer->getMaxVertexUniformVectors()) |
| { |
| infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", mRenderer->getMaxVertexUniformVectors()); |
| return false; |
| } |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedFragmentUniformVectors() + mRenderer->getMaxFragmentUniformVectors()) |
| { |
| infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", mRenderer->getMaxFragmentUniformVectors()); |
| return false; |
| } |
| } |
| else UNREACHABLE(); |
| |
| return true; |
| } |
| |
| bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock) |
| { |
| const char* blockName = vertexInterfaceBlock.name.c_str(); |
| |
| // validate blocks for the same member types |
| if (vertexInterfaceBlock.activeUniforms.size() != fragmentInterfaceBlock.activeUniforms.size()) |
| { |
| infoLog.append("Types for interface block '%s' differ between vertex and fragment shaders", blockName); |
| return false; |
| } |
| |
| if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize) |
| { |
| infoLog.append("Array sizes differ for interface block '%s' between vertex and fragment shaders", blockName); |
| return false; |
| } |
| |
| const unsigned int numBlockMembers = vertexInterfaceBlock.activeUniforms.size(); |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++) |
| { |
| const sh::Uniform &vertexMember = vertexInterfaceBlock.activeUniforms[blockMemberIndex]; |
| const sh::Uniform &fragmentMember = fragmentInterfaceBlock.activeUniforms[blockMemberIndex]; |
| |
| if (vertexMember.name != fragmentMember.name) |
| { |
| infoLog.append("Name mismatch for field %d of interface block %s: (in vertex: '%s', in fragment: '%s')", |
| blockMemberIndex, blockName, vertexMember.name.c_str(), fragmentMember.name.c_str()); |
| return false; |
| } |
| |
| std::string uniformName = "interface block " + vertexInterfaceBlock.name + " member " + vertexMember.name; |
| if (!areMatchingUniforms(infoLog, uniformName, vertexMember, fragmentMember)) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const sh::ActiveInterfaceBlocks &vertexInterfaceBlocks, const sh::ActiveInterfaceBlocks &fragmentInterfaceBlocks) |
| { |
| // Check that interface blocks defined in the vertex and fragment shaders are identical |
| typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap; |
| UniformBlockMap linkedUniformBlocks; |
| |
| for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++) |
| { |
| const sh::InterfaceBlock &vertexInterfaceBlock = vertexInterfaceBlocks[blockIndex]; |
| linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock; |
| } |
| |
| for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++) |
| { |
| const sh::InterfaceBlock &fragmentInterfaceBlock = fragmentInterfaceBlocks[blockIndex]; |
| UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name); |
| if (entry != linkedUniformBlocks.end()) |
| { |
| const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second; |
| if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock)) |
| { |
| return false; |
| } |
| } |
| } |
| |
| for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++) |
| { |
| if (!defineUniformBlock(infoLog, GL_VERTEX_SHADER, vertexInterfaceBlocks[blockIndex])) |
| { |
| return false; |
| } |
| } |
| |
| for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++) |
| { |
| if (!defineUniformBlock(infoLog, GL_FRAGMENT_SHADER, fragmentInterfaceBlocks[blockIndex])) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| void ProgramBinary::defineUniformBlockMembers(const sh::ActiveUniforms &uniforms, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes) |
| { |
| for (unsigned int uniformIndex = 0; uniformIndex < uniforms.size(); uniformIndex++) |
| { |
| const sh::Uniform &uniform = uniforms[uniformIndex]; |
| const std::string &uniformName = (prefix.empty() ? uniform.name : prefix + "." + uniform.name); |
| |
| if (!uniform.fields.empty()) |
| { |
| if (uniform.arraySize > 0) |
| { |
| for (unsigned int arrayElement = 0; arrayElement < uniform.arraySize; arrayElement++) |
| { |
| const std::string uniformElementName = uniformName + arrayString(arrayElement); |
| defineUniformBlockMembers(uniform.fields, uniformElementName, blockIndex, blockInfoItr, blockUniformIndexes); |
| } |
| } |
| else |
| { |
| defineUniformBlockMembers(uniform.fields, uniformName, blockIndex, blockInfoItr, blockUniformIndexes); |
| } |
| } |
| else |
| { |
| Uniform *newUniform = new Uniform(uniform.type, uniform.precision, uniformName, uniform.arraySize, |
| blockIndex, **blockInfoItr); |
| |
| // add to uniform list, but not index, since uniform block uniforms have no location |
| blockUniformIndexes->push_back(mUniforms.size()); |
| mUniforms.push_back(newUniform); |
| (*blockInfoItr)++; |
| } |
| } |
| } |
| |
| bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock) |
| { |
| // create uniform block entries if they do not exist |
| if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX) |
| { |
| std::vector<unsigned int> blockUniformIndexes; |
| const unsigned int blockIndex = mUniformBlocks.size(); |
| |
| // define member uniforms |
| BlockInfoItr blockInfoItr = interfaceBlock.blockInfo.cbegin(); |
| defineUniformBlockMembers(interfaceBlock.activeUniforms, "", blockIndex, &blockInfoItr, &blockUniformIndexes); |
| |
| // create all the uniform blocks |
| if (interfaceBlock.arraySize > 0) |
| { |
| for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++) |
| { |
| gl::UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, uniformBlockElement, interfaceBlock.dataSize); |
| newUniformBlock->memberUniformIndexes = blockUniformIndexes; |
| mUniformBlocks.push_back(newUniformBlock); |
| } |
| } |
| else |
| { |
| gl::UniformBlock *newUniformBlock = new UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, interfaceBlock.dataSize); |
| newUniformBlock->memberUniformIndexes = blockUniformIndexes; |
| mUniformBlocks.push_back(newUniformBlock); |
| } |
| } |
| |
| // Assign registers to the uniform blocks |
| const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name); |
| const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize); |
| ASSERT(blockIndex != GL_INVALID_INDEX); |
| ASSERT(blockIndex + elementCount <= mUniformBlocks.size()); |
| |
| for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++) |
| { |
| gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement]; |
| ASSERT(uniformBlock->name == interfaceBlock.name); |
| |
| if (!assignUniformBlockRegister(infoLog, uniformBlock, shader, interfaceBlock.registerIndex + uniformBlockElement)) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramBinary::assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex) |
| { |
| if (shader == GL_VERTEX_SHADER) |
| { |
| uniformBlock->vsRegisterIndex = registerIndex; |
| unsigned int maximumBlocks = mRenderer->getMaxVertexShaderUniformBuffers(); |
| |
| if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= maximumBlocks) |
| { |
| infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", maximumBlocks); |
| return false; |
| } |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| uniformBlock->psRegisterIndex = registerIndex; |
| unsigned int maximumBlocks = mRenderer->getMaxFragmentShaderUniformBuffers(); |
| |
| if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= maximumBlocks) |
| { |
| infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", maximumBlocks); |
| return false; |
| } |
| } |
| else UNREACHABLE(); |
| |
| return true; |
| } |
| |
| std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| { |
| // for now we only handle point sprite emulation |
| ASSERT(usesPointSpriteEmulation()); |
| return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader); |
| } |
| |
| std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| { |
| ASSERT(registers >= 0); |
| ASSERT(vertexShader->mUsesPointSize); |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| |
| std::string geomHLSL; |
| |
| std::string varyingSemantic = "TEXCOORD"; |
| |
| std::string fragCoordSemantic; |
| std::string pointCoordSemantic; |
| |
| int reservedRegisterIndex = registers; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); |
| } |
| |
| if (fragmentShader->mUsesPointCoord) |
| { |
| pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); |
| } |
| |
| geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" |
| "\n" |
| "struct GS_INPUT\n" |
| "{\n"; |
| |
| std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| |
| geomHLSL += varyingHLSL; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| } |
| |
| geomHLSL += " float gl_PointSize : PSIZE;\n" |
| " float4 gl_Position : SV_Position;\n" |
| "};\n" |
| "\n" |
| "struct GS_OUTPUT\n" |
| "{\n"; |
| |
| geomHLSL += varyingHLSL; |
| |
| if (fragmentShader->mUsesFragCoord) |
| { |
| geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| } |
| |
| if (fragmentShader->mUsesPointCoord) |
| { |
| geomHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| } |
| |
| geomHLSL += " float gl_PointSize : PSIZE;\n" |
| " float4 gl_Position : SV_Position;\n" |
| "};\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(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n" |
| "static float maxPointSize = " + str(mRenderer->getMaxPointSize()) + ".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_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 gl_Position = input[0].gl_Position;\n" |
| " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n"; |
| |
| for (int corner = 0; corner < 4; corner++) |
| { |
| geomHLSL += " \n" |
| " output.gl_Position = gl_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 ProgramBinary::decorateAttribute(const std::string &name) |
| { |
| if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0) |
| { |
| return "_" + name; |
| } |
| |
| return name; |
| } |
| |
| bool ProgramBinary::isValidated() const |
| { |
| return mValidated; |
| } |
| |
| void ProgramBinary::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const |
| { |
| // Skip over inactive attributes |
| unsigned int activeAttribute = 0; |
| unsigned int attribute; |
| for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) |
| { |
| if (mLinkedAttribute[attribute].name.empty()) |
| { |
| continue; |
| } |
| |
| if (activeAttribute == index) |
| { |
| break; |
| } |
| |
| activeAttribute++; |
| } |
| |
| if (bufsize > 0) |
| { |
| const char *string = mLinkedAttribute[attribute].name.c_str(); |
| |
| strncpy(name, string, bufsize); |
| name[bufsize - 1] = '\0'; |
| |
| if (length) |
| { |
| *length = strlen(name); |
| } |
| } |
| |
| *size = 1; // Always a single 'type' instance |
| |
| *type = mLinkedAttribute[attribute].type; |
| } |
| |
| GLint ProgramBinary::getActiveAttributeCount() const |
| { |
| int count = 0; |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| if (!mLinkedAttribute[attributeIndex].name.empty()) |
| { |
| count++; |
| } |
| } |
| |
| return count; |
| } |
| |
| GLint ProgramBinary::getActiveAttributeMaxLength() const |
| { |
| int maxLength = 0; |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| if (!mLinkedAttribute[attributeIndex].name.empty()) |
| { |
| maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength); |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const |
| { |
| ASSERT(index < mUniforms.size()); // index must be smaller than getActiveUniformCount() |
| |
| if (bufsize > 0) |
| { |
| std::string string = mUniforms[index]->name; |
| |
| if (mUniforms[index]->isArray()) |
| { |
| string += "[0]"; |
| } |
| |
| strncpy(name, string.c_str(), bufsize); |
| name[bufsize - 1] = '\0'; |
| |
| if (length) |
| { |
| *length = strlen(name); |
| } |
| } |
| |
| *size = mUniforms[index]->elementCount(); |
| |
| *type = mUniforms[index]->type; |
| } |
| |
| GLint ProgramBinary::getActiveUniformCount() const |
| { |
| return mUniforms.size(); |
| } |
| |
| GLint ProgramBinary::getActiveUniformMaxLength() const |
| { |
| int maxLength = 0; |
| |
| unsigned int numUniforms = mUniforms.size(); |
| for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++) |
| { |
| if (!mUniforms[uniformIndex]->name.empty()) |
| { |
| int length = (int)(mUniforms[uniformIndex]->name.length() + 1); |
| if (mUniforms[uniformIndex]->isArray()) |
| { |
| length += 3; // Counting in "[0]". |
| } |
| maxLength = std::max(length, maxLength); |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| GLint ProgramBinary::getActiveUniformi(GLuint index, GLenum pname) const |
| { |
| const gl::Uniform& uniform = *mUniforms[index]; |
| |
| switch (pname) |
| { |
| case GL_UNIFORM_TYPE: return static_cast<GLint>(uniform.type); |
| case GL_UNIFORM_SIZE: return static_cast<GLint>(uniform.elementCount()); |
| case GL_UNIFORM_NAME_LENGTH: return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0)); |
| case GL_UNIFORM_BLOCK_INDEX: return uniform.blockIndex; |
| |
| case GL_UNIFORM_OFFSET: return uniform.blockInfo.offset; |
| case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride; |
| case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride; |
| case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix); |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| return 0; |
| } |
| |
| void ProgramBinary::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const |
| { |
| ASSERT(uniformBlockIndex < mUniformBlocks.size()); // index must be smaller than getActiveUniformBlockCount() |
| |
| const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| |
| if (bufSize > 0) |
| { |
| std::string string = uniformBlock.name; |
| |
| if (uniformBlock.isArrayElement()) |
| { |
| string += arrayString(uniformBlock.elementIndex); |
| } |
| |
| strncpy(uniformBlockName, string.c_str(), bufSize); |
| uniformBlockName[bufSize - 1] = '\0'; |
| |
| if (length) |
| { |
| *length = strlen(uniformBlockName); |
| } |
| } |
| } |
| |
| void ProgramBinary::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const |
| { |
| ASSERT(uniformBlockIndex < mUniformBlocks.size()); // index must be smaller than getActiveUniformBlockCount() |
| |
| const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| |
| switch (pname) |
| { |
| case GL_UNIFORM_BLOCK_DATA_SIZE: |
| *params = static_cast<GLint>(uniformBlock.dataSize); |
| break; |
| case GL_UNIFORM_BLOCK_NAME_LENGTH: |
| *params = static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0)); |
| break; |
| case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: |
| *params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size()); |
| break; |
| case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: |
| { |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) |
| { |
| params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]); |
| } |
| } |
| break; |
| case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: |
| *params = static_cast<GLint>(uniformBlock.isReferencedByVertexShader()); |
| break; |
| case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: |
| *params = static_cast<GLint>(uniformBlock.isReferencedByFragmentShader()); |
| break; |
| default: UNREACHABLE(); |
| } |
| } |
| |
| GLuint ProgramBinary::getActiveUniformBlockCount() const |
| { |
| return mUniformBlocks.size(); |
| } |
| |
| GLuint ProgramBinary::getActiveUniformBlockMaxLength() const |
| { |
| unsigned int maxLength = 0; |
| |
| unsigned int numUniformBlocks = mUniformBlocks.size(); |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++) |
| { |
| const UniformBlock &uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| if (!uniformBlock.name.empty()) |
| { |
| const unsigned int length = uniformBlock.name.length() + 1; |
| |
| // Counting in "[0]". |
| const unsigned int arrayLength = (uniformBlock.isArrayElement() ? 3 : 0); |
| |
| maxLength = std::max(length + arrayLength, maxLength); |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| void ProgramBinary::validate(InfoLog &infoLog) |
| { |
| applyUniforms(); |
| if (!validateSamplers(&infoLog)) |
| { |
| mValidated = false; |
| } |
| else |
| { |
| mValidated = true; |
| } |
| } |
| |
| bool ProgramBinary::validateSamplers(InfoLog *infoLog) |
| { |
| // if any two active samplers in a program are of different types, but refer to the same |
| // texture image unit, and this is the current program, then ValidateProgram will fail, and |
| // DrawArrays and DrawElements will issue the INVALID_OPERATION error. |
| |
| const unsigned int maxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); |
| TextureType textureUnitType[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; |
| |
| for (unsigned int i = 0; i < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| textureUnitType[i] = TEXTURE_UNKNOWN; |
| } |
| |
| for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i) |
| { |
| if (mSamplersPS[i].active) |
| { |
| unsigned int unit = mSamplersPS[i].logicalTextureUnit; |
| |
| if (unit >= maxCombinedTextureImageUnits) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits); |
| } |
| |
| return false; |
| } |
| |
| if (textureUnitType[unit] != TEXTURE_UNKNOWN) |
| { |
| if (mSamplersPS[i].textureType != textureUnitType[unit]) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); |
| } |
| |
| return false; |
| } |
| } |
| else |
| { |
| textureUnitType[unit] = mSamplersPS[i].textureType; |
| } |
| } |
| } |
| |
| for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i) |
| { |
| if (mSamplersVS[i].active) |
| { |
| unsigned int unit = mSamplersVS[i].logicalTextureUnit; |
| |
| if (unit >= maxCombinedTextureImageUnits) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits); |
| } |
| |
| return false; |
| } |
| |
| if (textureUnitType[unit] != TEXTURE_UNKNOWN) |
| { |
| if (mSamplersVS[i].textureType != textureUnitType[unit]) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); |
| } |
| |
| return false; |
| } |
| } |
| else |
| { |
| textureUnitType[unit] = mSamplersVS[i].textureType; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D) |
| { |
| } |
| |
| struct AttributeSorter |
| { |
| AttributeSorter(const int (&semanticIndices)[MAX_VERTEX_ATTRIBS]) |
| : originalIndices(semanticIndices) |
| { |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| indices[i] = i; |
| } |
| |
| std::sort(&indices[0], &indices[MAX_VERTEX_ATTRIBS], *this); |
| } |
| |
| bool operator()(int a, int b) |
| { |
| return originalIndices[a] == -1 ? false : originalIndices[a] < originalIndices[b]; |
| } |
| |
| int indices[MAX_VERTEX_ATTRIBS]; |
| const int (&originalIndices)[MAX_VERTEX_ATTRIBS]; |
| }; |
| |
| void ProgramBinary::sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const |
| { |
| AttributeSorter sorter(mSemanticIndex); |
| |
| int oldIndices[MAX_VERTEX_ATTRIBS]; |
| rx::TranslatedAttribute oldTranslatedAttributes[MAX_VERTEX_ATTRIBS]; |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| oldIndices[i] = mSemanticIndex[i]; |
| oldTranslatedAttributes[i] = attributes[i]; |
| } |
| |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| int oldIndex = sorter.indices[i]; |
| sortedSemanticIndices[i] = oldIndices[oldIndex]; |
| attributes[i] = oldTranslatedAttributes[oldIndex]; |
| } |
| } |
| |
| } |