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#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.
//
// Shader.cpp: Implements the gl::Shader class and its derived classes
// VertexShader and FragmentShader. Implements GL shader objects and related
// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
#include "libGLESv2/Shader.h"
#include "GLSLANG/ShaderLang.h"
#include "common/utilities.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/ResourceManager.h"
namespace gl
{
void *Shader::mFragmentCompiler = NULL;
void *Shader::mVertexCompiler = NULL;
Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: mHandle(handle), mRenderer(renderer), mResourceManager(manager)
{
uncompile();
initializeCompiler();
mRefCount = 0;
mDeleteStatus = false;
mShaderVersion = 100;
}
Shader::~Shader()
{
}
GLuint Shader::getHandle() const
{
return mHandle;
}
void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
{
std::ostringstream stream;
for (int i = 0; i < count; i++)
{
stream << string[i];
}
mSource = stream.str();
}
int Shader::getInfoLogLength() const
{
return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
}
void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
memcpy(infoLog, mInfoLog.c_str(), index);
infoLog[index] = '\0';
}
if (length)
{
*length = index;
}
}
int Shader::getSourceLength() const
{
return mSource.empty() ? 0 : (mSource.length() + 1);
}
int Shader::getTranslatedSourceLength() const
{
return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
}
void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
memcpy(buffer, source.c_str(), index);
buffer[index] = '\0';
}
if (length)
{
*length = index;
}
}
void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mSource, bufSize, length, buffer);
}
void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mHlsl, bufSize, length, buffer);
}
const std::vector<Uniform> &Shader::getUniforms() const
{
return mActiveUniforms;
}
const std::vector<InterfaceBlock> &Shader::getInterfaceBlocks() const
{
return mActiveInterfaceBlocks;
}
std::vector<PackedVarying> &Shader::getVaryings()
{
return mVaryings;
}
bool Shader::isCompiled() const
{
return !mHlsl.empty();
}
const std::string &Shader::getHLSL() const
{
return mHlsl;
}
void Shader::addRef()
{
mRefCount++;
}
void Shader::release()
{
mRefCount--;
if (mRefCount == 0 && mDeleteStatus)
{
mResourceManager->deleteShader(mHandle);
}
}
unsigned int Shader::getRefCount() const
{
return mRefCount;
}
bool Shader::isFlaggedForDeletion() const
{
return mDeleteStatus;
}
void Shader::flagForDeletion()
{
mDeleteStatus = true;
}
// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
void Shader::initializeCompiler()
{
if (!mFragmentCompiler)
{
int result = ShInitialize();
if (result)
{
ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
resources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
// GLSL ES 3.0 constants
resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
}
}
}
void Shader::releaseCompiler()
{
ShDestruct(mFragmentCompiler);
ShDestruct(mVertexCompiler);
mFragmentCompiler = NULL;
mVertexCompiler = NULL;
ShFinalize();
}
void Shader::parseVaryings(void *compiler)
{
if (!mHlsl.empty())
{
std::vector<Varying> *activeVaryings;
ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
{
mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
}
mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
}
}
void Shader::resetVaryingsRegisterAssignment()
{
for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
{
mVaryings[varyingIndex].resetRegisterAssignment();
}
}
// initialize/clean up previous state
void Shader::uncompile()
{
// set by compileToHLSL
mHlsl.clear();
mInfoLog.clear();
// set by parseVaryings
mVaryings.clear();
mUsesMultipleRenderTargets = false;
mUsesFragColor = false;
mUsesFragData = false;
mUsesFragCoord = false;
mUsesFrontFacing = false;
mUsesPointSize = false;
mUsesPointCoord = false;
mUsesDepthRange = false;
mUsesFragDepth = false;
mShaderVersion = 100;
mUsesDiscardRewriting = false;
mUsesNestedBreak = false;
mActiveUniforms.clear();
mActiveInterfaceBlocks.clear();
}
void Shader::compileToHLSL(void *compiler)
{
// ensure the compiler is loaded
initializeCompiler();
int compileOptions = SH_OBJECT_CODE;
std::string sourcePath;
if (perfActive())
{
sourcePath = getTempPath();
writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
compileOptions |= SH_LINE_DIRECTIVES;
}
int result;
if (sourcePath.empty())
{
const char* sourceStrings[] =
{
mSource.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
}
else
{
const char* sourceStrings[] =
{
sourcePath.c_str(),
mSource.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
}
size_t shaderVersion = 100;
ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
mShaderVersion = static_cast<int>(shaderVersion);
if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
{
mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
TRACE("\n%s", mInfoLog.c_str());
}
else if (result)
{
size_t objCodeLen = 0;
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
char* outputHLSL = new char[objCodeLen];
ShGetObjectCode(compiler, outputHLSL);
#ifdef _DEBUG
std::ostringstream hlslStream;
hlslStream << "// GLSL\n";
hlslStream << "//\n";
size_t curPos = 0;
while (curPos != std::string::npos)
{
size_t nextLine = mSource.find("\n", curPos);
size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
hlslStream << "// " << mSource.substr(curPos, len);
curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
}
hlslStream << "\n\n";
hlslStream << outputHLSL;
mHlsl = hlslStream.str();
#else
mHlsl = outputHLSL;
#endif
delete[] outputHLSL;
void *activeUniforms;
ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
mActiveUniforms = *(std::vector<Uniform>*)activeUniforms;
void *activeInterfaceBlocks;
ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
mActiveInterfaceBlocks = *(std::vector<InterfaceBlock>*)activeInterfaceBlocks;
}
else
{
size_t infoLogLen = 0;
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
char* infoLog = new char[infoLogLen];
ShGetInfoLog(compiler, infoLog);
mInfoLog = infoLog;
TRACE("\n%s", mInfoLog.c_str());
}
}
rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
{
if (mUsesDiscardRewriting)
{
// ANGLE issue 486:
// Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
}
if (mUsesNestedBreak)
{
// ANGLE issue 603:
// Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
// We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
}
return rx::ANGLE_D3D_WORKAROUND_NONE;
}
// [OpenGL ES SL 3.00.4] Section 11 p. 120
// Vertex Outs/Fragment Ins packing priorities
static const GLenum varyingPriorityList[] =
{
// 1. Arrays of mat4 and mat4
GL_FLOAT_MAT4,
// Non-square matrices of type matCxR consume the same space as a square
// matrix of type matN where N is the greater of C and R
GL_FLOAT_MAT3x4,
GL_FLOAT_MAT4x3,
GL_FLOAT_MAT2x4,
GL_FLOAT_MAT4x2,
// 2. Arrays of mat2 and mat2 (since they occupy full rows)
GL_FLOAT_MAT2,
// 3. Arrays of vec4 and vec4
GL_FLOAT_VEC4,
GL_INT_VEC4,
GL_UNSIGNED_INT_VEC4,
// 4. Arrays of mat3 and mat3
GL_FLOAT_MAT3,
GL_FLOAT_MAT2x3,
GL_FLOAT_MAT3x2,
// 5. Arrays of vec3 and vec3
GL_FLOAT_VEC3,
GL_INT_VEC3,
GL_UNSIGNED_INT_VEC3,
// 6. Arrays of vec2 and vec2
GL_FLOAT_VEC2,
GL_INT_VEC2,
GL_UNSIGNED_INT_VEC2,
// 7. Arrays of float and float
GL_FLOAT,
GL_INT,
GL_UNSIGNED_INT,
};
// true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
{
if (x.type == y.type)
{
return x.arraySize > y.arraySize;
}
// Special case for handling structs: we sort these to the end of the list
if (x.type == GL_STRUCT_ANGLEX)
{
return false;
}
unsigned int xPriority = GL_INVALID_INDEX;
unsigned int yPriority = GL_INVALID_INDEX;
for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++)
{
if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex;
if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex;
if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break;
}
ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX);
return xPriority <= yPriority;
}
int Shader::getShaderVersion() const
{
return mShaderVersion;
}
VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: Shader(manager, renderer, handle)
{
}
VertexShader::~VertexShader()
{
}
GLenum VertexShader::getType()
{
return GL_VERTEX_SHADER;
}
void VertexShader::uncompile()
{
Shader::uncompile();
// set by ParseAttributes
mActiveAttributes.clear();
}
void VertexShader::compile()
{
uncompile();
compileToHLSL(mVertexCompiler);
parseAttributes();
parseVaryings(mVertexCompiler);
}
int VertexShader::getSemanticIndex(const std::string &attributeName)
{
if (!attributeName.empty())
{
int semanticIndex = 0;
for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
{
const ShaderVariable &attribute = mActiveAttributes[attributeIndex];
if (attribute.name == attributeName)
{
return semanticIndex;
}
semanticIndex += AttributeRegisterCount(attribute.type);
}
}
return -1;
}
void VertexShader::parseAttributes()
{
const std::string &hlsl = getHLSL();
if (!hlsl.empty())
{
void *activeAttributes;
ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
mActiveAttributes = *(std::vector<Attribute>*)activeAttributes;
}
}
FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: Shader(manager, renderer, handle)
{
}
FragmentShader::~FragmentShader()
{
}
GLenum FragmentShader::getType()
{
return GL_FRAGMENT_SHADER;
}
void FragmentShader::compile()
{
uncompile();
compileToHLSL(mFragmentCompiler);
parseVaryings(mFragmentCompiler);
std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
const std::string &hlsl = getHLSL();
if (!hlsl.empty())
{
void *activeOutputVariables;
ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
mActiveOutputVariables = *(std::vector<Attribute>*)activeOutputVariables;
}
}
void FragmentShader::uncompile()
{
Shader::uncompile();
mActiveOutputVariables.clear();
}
const std::vector<Attribute> &FragmentShader::getOutputVariables() const
{
return mActiveOutputVariables;
}
ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
{
void *compiler = NULL;
switch (shader)
{
case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
}
size_t outputType = 0;
ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
return static_cast<ShShaderOutput>(outputType);
}
}