| // |
| // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| // ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl. |
| |
| #include "libGLESv2/renderer/d3d/ProgramD3D.h" |
| |
| #include "common/features.h" |
| #include "common/utilities.h" |
| #include "libGLESv2/Framebuffer.h" |
| #include "libGLESv2/FramebufferAttachment.h" |
| #include "libGLESv2/Program.h" |
| #include "libGLESv2/ProgramBinary.h" |
| #include "libGLESv2/renderer/Renderer.h" |
| #include "libGLESv2/renderer/ShaderExecutable.h" |
| #include "libGLESv2/renderer/d3d/DynamicHLSL.h" |
| #include "libGLESv2/renderer/d3d/ShaderD3D.h" |
| #include "libGLESv2/main.h" |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| GLenum GetTextureType(GLenum samplerType) |
| { |
| switch (samplerType) |
| { |
| case GL_SAMPLER_2D: |
| case GL_INT_SAMPLER_2D: |
| case GL_UNSIGNED_INT_SAMPLER_2D: |
| case GL_SAMPLER_2D_SHADOW: |
| return GL_TEXTURE_2D; |
| case GL_SAMPLER_3D: |
| case GL_INT_SAMPLER_3D: |
| case GL_UNSIGNED_INT_SAMPLER_3D: |
| return GL_TEXTURE_3D; |
| case GL_SAMPLER_CUBE: |
| case GL_SAMPLER_CUBE_SHADOW: |
| return GL_TEXTURE_CUBE_MAP; |
| case GL_INT_SAMPLER_CUBE: |
| case GL_UNSIGNED_INT_SAMPLER_CUBE: |
| return GL_TEXTURE_CUBE_MAP; |
| 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 GL_TEXTURE_2D_ARRAY; |
| default: UNREACHABLE(); |
| } |
| |
| return GL_TEXTURE_2D; |
| } |
| |
| void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]) |
| { |
| size_t layoutIndex = 0; |
| for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) |
| { |
| ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS); |
| |
| const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex]; |
| |
| if (shaderAttr.type != GL_NONE) |
| { |
| GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type); |
| |
| for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++) |
| { |
| gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex]; |
| |
| defaultFormat->mType = gl::VariableComponentType(transposedType); |
| defaultFormat->mNormalized = false; |
| defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool |
| defaultFormat->mComponents = gl::VariableColumnCount(transposedType); |
| } |
| } |
| } |
| } |
| |
| std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars) |
| { |
| std::vector<GLenum> defaultPixelOutput(1); |
| |
| ASSERT(!shaderOutputVars.empty()); |
| defaultPixelOutput[0] = GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex; |
| |
| return defaultPixelOutput; |
| } |
| |
| bool IsRowMajorLayout(const sh::InterfaceBlockField &var) |
| { |
| return var.isRowMajorLayout; |
| } |
| |
| bool IsRowMajorLayout(const sh::ShaderVariable &var) |
| { |
| return false; |
| } |
| |
| } |
| |
| ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[], |
| const GLenum signature[], |
| ShaderExecutable *shaderExecutable) |
| : mShaderExecutable(shaderExecutable) |
| { |
| for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| mInputs[attributeIndex] = inputLayout[attributeIndex]; |
| mSignature[attributeIndex] = signature[attributeIndex]; |
| } |
| } |
| |
| ProgramD3D::VertexExecutable::~VertexExecutable() |
| { |
| SafeDelete(mShaderExecutable); |
| } |
| |
| bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const |
| { |
| for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| if (mSignature[attributeIndex] != signature[attributeIndex]) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutable *shaderExecutable) |
| : mOutputSignature(outputSignature), |
| mShaderExecutable(shaderExecutable) |
| { |
| } |
| |
| ProgramD3D::PixelExecutable::~PixelExecutable() |
| { |
| SafeDelete(mShaderExecutable); |
| } |
| |
| ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D) |
| { |
| } |
| |
| ProgramD3D::ProgramD3D(Renderer *renderer) |
| : ProgramImpl(), |
| mRenderer(renderer), |
| mDynamicHLSL(NULL), |
| mGeometryExecutable(NULL), |
| mVertexWorkarounds(ANGLE_D3D_WORKAROUND_NONE), |
| mPixelWorkarounds(ANGLE_D3D_WORKAROUND_NONE), |
| mUsesPointSize(false), |
| mVertexUniformStorage(NULL), |
| mFragmentUniformStorage(NULL), |
| mUsedVertexSamplerRange(0), |
| mUsedPixelSamplerRange(0), |
| mDirtySamplerMapping(true), |
| mShaderVersion(100) |
| { |
| mDynamicHLSL = new DynamicHLSL(renderer); |
| } |
| |
| ProgramD3D::~ProgramD3D() |
| { |
| reset(); |
| SafeDelete(mDynamicHLSL); |
| } |
| |
| ProgramD3D *ProgramD3D::makeProgramD3D(ProgramImpl *impl) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(ProgramD3D*, impl)); |
| return static_cast<ProgramD3D*>(impl); |
| } |
| |
| const ProgramD3D *ProgramD3D::makeProgramD3D(const ProgramImpl *impl) |
| { |
| ASSERT(HAS_DYNAMIC_TYPE(const ProgramD3D*, impl)); |
| return static_cast<const ProgramD3D*>(impl); |
| } |
| |
| bool ProgramD3D::usesPointSpriteEmulation() const |
| { |
| return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; |
| } |
| |
| bool ProgramD3D::usesGeometryShader() const |
| { |
| return usesPointSpriteEmulation(); |
| } |
| |
| GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const |
| { |
| GLint logicalTextureUnit = -1; |
| |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| ASSERT(samplerIndex < caps.maxTextureImageUnits); |
| if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| case gl::SAMPLER_VERTEX: |
| ASSERT(samplerIndex < caps.maxVertexTextureImageUnits); |
| if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits)) |
| { |
| 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). |
| GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const |
| { |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| ASSERT(samplerIndex < mSamplersPS.size()); |
| ASSERT(mSamplersPS[samplerIndex].active); |
| return mSamplersPS[samplerIndex].textureType; |
| case gl::SAMPLER_VERTEX: |
| ASSERT(samplerIndex < mSamplersVS.size()); |
| ASSERT(mSamplersVS[samplerIndex].active); |
| return mSamplersVS[samplerIndex].textureType; |
| default: UNREACHABLE(); |
| } |
| |
| return GL_TEXTURE_2D; |
| } |
| |
| GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const |
| { |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| return mUsedPixelSamplerRange; |
| case gl::SAMPLER_VERTEX: |
| return mUsedVertexSamplerRange; |
| default: |
| UNREACHABLE(); |
| return 0; |
| } |
| } |
| |
| void ProgramD3D::updateSamplerMapping() |
| { |
| if (!mDirtySamplerMapping) |
| { |
| return; |
| } |
| |
| mDirtySamplerMapping = false; |
| |
| // Retrieve sampler uniform values |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| gl::LinkedUniform *targetUniform = mUniforms[uniformIndex]; |
| |
| if (targetUniform->dirty) |
| { |
| if (gl::IsSampler(targetUniform->type)) |
| { |
| int count = targetUniform->elementCount(); |
| GLint (*v)[4] = reinterpret_cast<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 < mSamplersPS.size()) |
| { |
| 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 < mSamplersVS.size()) |
| { |
| ASSERT(mSamplersVS[samplerIndex].active); |
| mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| } |
| } |
| } |
| } |
| |
| bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) |
| { |
| // 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. |
| updateSamplerMapping(); |
| |
| std::vector<GLenum> textureUnitTypes(caps.maxCombinedTextureImageUnits, GL_NONE); |
| |
| for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i) |
| { |
| if (mSamplersPS[i].active) |
| { |
| unsigned int unit = mSamplersPS[i].logicalTextureUnit; |
| |
| if (unit >= textureUnitTypes.size()) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size()); |
| } |
| |
| return false; |
| } |
| |
| if (textureUnitTypes[unit] != GL_NONE) |
| { |
| if (mSamplersPS[i].textureType != textureUnitTypes[unit]) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); |
| } |
| |
| return false; |
| } |
| } |
| else |
| { |
| textureUnitTypes[unit] = mSamplersPS[i].textureType; |
| } |
| } |
| } |
| |
| for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i) |
| { |
| if (mSamplersVS[i].active) |
| { |
| unsigned int unit = mSamplersVS[i].logicalTextureUnit; |
| |
| if (unit >= textureUnitTypes.size()) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size()); |
| } |
| |
| return false; |
| } |
| |
| if (textureUnitTypes[unit] != GL_NONE) |
| { |
| if (mSamplersVS[i].textureType != textureUnitTypes[unit]) |
| { |
| if (infoLog) |
| { |
| infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); |
| } |
| |
| return false; |
| } |
| } |
| else |
| { |
| textureUnitTypes[unit] = mSamplersVS[i].textureType; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| gl::LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) |
| { |
| stream->readInt(&mShaderVersion); |
| |
| const unsigned int psSamplerCount = stream->readInt<unsigned int>(); |
| for (unsigned int i = 0; i < psSamplerCount; ++i) |
| { |
| Sampler sampler; |
| stream->readBool(&sampler.active); |
| stream->readInt(&sampler.logicalTextureUnit); |
| stream->readInt(&sampler.textureType); |
| mSamplersPS.push_back(sampler); |
| } |
| const unsigned int vsSamplerCount = stream->readInt<unsigned int>(); |
| for (unsigned int i = 0; i < vsSamplerCount; ++i) |
| { |
| Sampler sampler; |
| stream->readBool(&sampler.active); |
| stream->readInt(&sampler.logicalTextureUnit); |
| stream->readInt(&sampler.textureType); |
| mSamplersVS.push_back(sampler); |
| } |
| |
| stream->readInt(&mUsedVertexSamplerRange); |
| stream->readInt(&mUsedPixelSamplerRange); |
| |
| const unsigned int uniformCount = stream->readInt<unsigned int>(); |
| if (stream->error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| mUniforms.resize(uniformCount); |
| for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++) |
| { |
| GLenum type = stream->readInt<GLenum>(); |
| GLenum precision = stream->readInt<GLenum>(); |
| std::string name = stream->readString(); |
| unsigned int arraySize = stream->readInt<unsigned int>(); |
| int blockIndex = stream->readInt<int>(); |
| |
| int offset = stream->readInt<int>(); |
| int arrayStride = stream->readInt<int>(); |
| int matrixStride = stream->readInt<int>(); |
| bool isRowMajorMatrix = stream->readBool(); |
| |
| const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix); |
| |
| gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo); |
| |
| stream->readInt(&uniform->psRegisterIndex); |
| stream->readInt(&uniform->vsRegisterIndex); |
| stream->readInt(&uniform->registerCount); |
| stream->readInt(&uniform->registerElement); |
| |
| mUniforms[uniformIndex] = uniform; |
| } |
| |
| const unsigned int uniformIndexCount = stream->readInt<unsigned int>(); |
| if (stream->error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| mUniformIndex.resize(uniformIndexCount); |
| for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++) |
| { |
| stream->readString(&mUniformIndex[uniformIndexIndex].name); |
| stream->readInt(&mUniformIndex[uniformIndexIndex].element); |
| stream->readInt(&mUniformIndex[uniformIndexIndex].index); |
| } |
| |
| unsigned int uniformBlockCount = stream->readInt<unsigned int>(); |
| if (stream->error()) |
| { |
| infoLog.append("Invalid program binary."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| mUniformBlocks.resize(uniformBlockCount); |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex) |
| { |
| std::string name = stream->readString(); |
| unsigned int elementIndex = stream->readInt<unsigned int>(); |
| unsigned int dataSize = stream->readInt<unsigned int>(); |
| |
| gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize); |
| |
| stream->readInt(&uniformBlock->psRegisterIndex); |
| stream->readInt(&uniformBlock->vsRegisterIndex); |
| |
| unsigned int numMembers = stream->readInt<unsigned int>(); |
| uniformBlock->memberUniformIndexes.resize(numMembers); |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++) |
| { |
| stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]); |
| } |
| |
| mUniformBlocks[uniformBlockIndex] = uniformBlock; |
| } |
| |
| stream->readInt(&mTransformFeedbackBufferMode); |
| const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>(); |
| mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount); |
| for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++) |
| { |
| gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex]; |
| |
| stream->readString(&varying.name); |
| stream->readInt(&varying.type); |
| stream->readInt(&varying.size); |
| stream->readString(&varying.semanticName); |
| stream->readInt(&varying.semanticIndex); |
| stream->readInt(&varying.semanticIndexCount); |
| } |
| |
| stream->readString(&mVertexHLSL); |
| stream->readInt(&mVertexWorkarounds); |
| stream->readString(&mPixelHLSL); |
| stream->readInt(&mPixelWorkarounds); |
| stream->readBool(&mUsesFragDepth); |
| stream->readBool(&mUsesPointSize); |
| |
| const size_t pixelShaderKeySize = stream->readInt<unsigned int>(); |
| mPixelShaderKey.resize(pixelShaderKeySize); |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++) |
| { |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type); |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name); |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source); |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex); |
| } |
| |
| const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data()); |
| |
| const unsigned int vertexShaderCount = stream->readInt<unsigned int>(); |
| for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++) |
| { |
| gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS]; |
| |
| for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++) |
| { |
| gl::VertexFormat *vertexInput = &inputLayout[inputIndex]; |
| stream->readInt(&vertexInput->mType); |
| stream->readInt(&vertexInput->mNormalized); |
| stream->readInt(&vertexInput->mComponents); |
| stream->readBool(&vertexInput->mPureInteger); |
| } |
| |
| unsigned int vertexShaderSize = stream->readInt<unsigned int>(); |
| const unsigned char *vertexShaderFunction = binary + stream->offset(); |
| |
| ShaderExecutable *shaderExecutable = NULL; |
| gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize, |
| SHADER_VERTEX, |
| mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| &shaderExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| |
| if (!shaderExecutable) |
| { |
| infoLog.append("Could not create vertex shader."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| // generated converted input layout |
| GLenum signature[gl::MAX_VERTEX_ATTRIBS]; |
| getInputLayoutSignature(inputLayout, signature); |
| |
| // add new binary |
| mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable)); |
| |
| stream->skip(vertexShaderSize); |
| } |
| |
| const size_t pixelShaderCount = stream->readInt<unsigned int>(); |
| for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++) |
| { |
| const size_t outputCount = stream->readInt<unsigned int>(); |
| std::vector<GLenum> outputs(outputCount); |
| for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++) |
| { |
| stream->readInt(&outputs[outputIndex]); |
| } |
| |
| const size_t pixelShaderSize = stream->readInt<unsigned int>(); |
| const unsigned char *pixelShaderFunction = binary + stream->offset(); |
| ShaderExecutable *shaderExecutable = NULL; |
| gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, |
| mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| &shaderExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| |
| if (!shaderExecutable) |
| { |
| infoLog.append("Could not create pixel shader."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| // add new binary |
| mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable)); |
| |
| stream->skip(pixelShaderSize); |
| } |
| |
| unsigned int geometryShaderSize = stream->readInt<unsigned int>(); |
| |
| if (geometryShaderSize > 0) |
| { |
| const unsigned char *geometryShaderFunction = binary + stream->offset(); |
| gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY, |
| mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| &mGeometryExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| |
| if (!mGeometryExecutable) |
| { |
| infoLog.append("Could not create geometry shader."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| stream->skip(geometryShaderSize); |
| } |
| |
| GUID binaryIdentifier = {0}; |
| stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); |
| |
| GUID identifier = mRenderer->getAdapterIdentifier(); |
| if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0) |
| { |
| infoLog.append("Invalid program binary."); |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| initializeUniformStorage(); |
| |
| return gl::LinkResult(true, gl::Error(GL_NO_ERROR)); |
| } |
| |
| gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream) |
| { |
| stream->writeInt(mShaderVersion); |
| |
| stream->writeInt(mSamplersPS.size()); |
| for (unsigned int i = 0; i < mSamplersPS.size(); ++i) |
| { |
| stream->writeInt(mSamplersPS[i].active); |
| stream->writeInt(mSamplersPS[i].logicalTextureUnit); |
| stream->writeInt(mSamplersPS[i].textureType); |
| } |
| |
| stream->writeInt(mSamplersVS.size()); |
| for (unsigned int i = 0; i < mSamplersVS.size(); ++i) |
| { |
| stream->writeInt(mSamplersVS[i].active); |
| stream->writeInt(mSamplersVS[i].logicalTextureUnit); |
| stream->writeInt(mSamplersVS[i].textureType); |
| } |
| |
| stream->writeInt(mUsedVertexSamplerRange); |
| stream->writeInt(mUsedPixelSamplerRange); |
| |
| stream->writeInt(mUniforms.size()); |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex) |
| { |
| const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; |
| |
| stream->writeInt(uniform.type); |
| stream->writeInt(uniform.precision); |
| stream->writeString(uniform.name); |
| stream->writeInt(uniform.arraySize); |
| stream->writeInt(uniform.blockIndex); |
| |
| stream->writeInt(uniform.blockInfo.offset); |
| stream->writeInt(uniform.blockInfo.arrayStride); |
| stream->writeInt(uniform.blockInfo.matrixStride); |
| stream->writeInt(uniform.blockInfo.isRowMajorMatrix); |
| |
| stream->writeInt(uniform.psRegisterIndex); |
| stream->writeInt(uniform.vsRegisterIndex); |
| stream->writeInt(uniform.registerCount); |
| stream->writeInt(uniform.registerElement); |
| } |
| |
| stream->writeInt(mUniformIndex.size()); |
| for (size_t i = 0; i < mUniformIndex.size(); ++i) |
| { |
| stream->writeString(mUniformIndex[i].name); |
| stream->writeInt(mUniformIndex[i].element); |
| stream->writeInt(mUniformIndex[i].index); |
| } |
| |
| stream->writeInt(mUniformBlocks.size()); |
| for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex) |
| { |
| const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex]; |
| |
| stream->writeString(uniformBlock.name); |
| stream->writeInt(uniformBlock.elementIndex); |
| stream->writeInt(uniformBlock.dataSize); |
| |
| stream->writeInt(uniformBlock.memberUniformIndexes.size()); |
| for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) |
| { |
| stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]); |
| } |
| |
| stream->writeInt(uniformBlock.psRegisterIndex); |
| stream->writeInt(uniformBlock.vsRegisterIndex); |
| } |
| |
| stream->writeInt(mTransformFeedbackBufferMode); |
| stream->writeInt(mTransformFeedbackLinkedVaryings.size()); |
| for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++) |
| { |
| const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i]; |
| |
| stream->writeString(varying.name); |
| stream->writeInt(varying.type); |
| stream->writeInt(varying.size); |
| stream->writeString(varying.semanticName); |
| stream->writeInt(varying.semanticIndex); |
| stream->writeInt(varying.semanticIndexCount); |
| } |
| |
| stream->writeString(mVertexHLSL); |
| stream->writeInt(mVertexWorkarounds); |
| stream->writeString(mPixelHLSL); |
| stream->writeInt(mPixelWorkarounds); |
| stream->writeInt(mUsesFragDepth); |
| stream->writeInt(mUsesPointSize); |
| |
| const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey; |
| stream->writeInt(pixelShaderKey.size()); |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++) |
| { |
| const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex]; |
| stream->writeInt(variable.type); |
| stream->writeString(variable.name); |
| stream->writeString(variable.source); |
| stream->writeInt(variable.outputIndex); |
| } |
| |
| stream->writeInt(mVertexExecutables.size()); |
| for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++) |
| { |
| VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex]; |
| |
| for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++) |
| { |
| const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex]; |
| stream->writeInt(vertexInput.mType); |
| stream->writeInt(vertexInput.mNormalized); |
| stream->writeInt(vertexInput.mComponents); |
| stream->writeInt(vertexInput.mPureInteger); |
| } |
| |
| size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength(); |
| stream->writeInt(vertexShaderSize); |
| |
| const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction(); |
| stream->writeBytes(vertexBlob, vertexShaderSize); |
| } |
| |
| stream->writeInt(mPixelExecutables.size()); |
| for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++) |
| { |
| PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex]; |
| |
| const std::vector<GLenum> outputs = pixelExecutable->outputSignature(); |
| stream->writeInt(outputs.size()); |
| for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++) |
| { |
| stream->writeInt(outputs[outputIndex]); |
| } |
| |
| size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength(); |
| stream->writeInt(pixelShaderSize); |
| |
| const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction(); |
| stream->writeBytes(pixelBlob, pixelShaderSize); |
| } |
| |
| size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0; |
| stream->writeInt(geometryShaderSize); |
| |
| if (mGeometryExecutable != NULL && geometryShaderSize > 0) |
| { |
| const uint8_t *geometryBlob = mGeometryExecutable->getFunction(); |
| stream->writeBytes(geometryBlob, geometryShaderSize); |
| } |
| |
| GUID binaryIdentifier = mRenderer->getAdapterIdentifier(); |
| stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID)); |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutable **outExecutable) |
| { |
| std::vector<GLenum> outputs; |
| |
| const gl::ColorbufferInfo &colorbuffers = fbo->getColorbuffersForRender(); |
| |
| for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) |
| { |
| const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; |
| |
| if (colorbuffer) |
| { |
| outputs.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding()); |
| } |
| else |
| { |
| outputs.push_back(GL_NONE); |
| } |
| } |
| |
| return getPixelExecutableForOutputLayout(outputs, outExecutable); |
| } |
| |
| gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature, ShaderExecutable **outExectuable) |
| { |
| for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++) |
| { |
| if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature)) |
| { |
| *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable(); |
| return gl::Error(GL_NO_ERROR); |
| } |
| } |
| |
| std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth, |
| outputSignature); |
| |
| // Generate new pixel executable |
| gl::InfoLog tempInfoLog; |
| ShaderExecutable *pixelExecutable = NULL; |
| gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalPixelHLSL, SHADER_PIXEL, |
| mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| mPixelWorkarounds, &pixelExecutable); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| if (!pixelExecutable) |
| { |
| std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3); |
| tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]); |
| ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]); |
| } |
| else |
| { |
| mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable)); |
| } |
| |
| *outExectuable = pixelExecutable; |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutable **outExectuable) |
| { |
| GLenum signature[gl::MAX_VERTEX_ATTRIBS]; |
| getInputLayoutSignature(inputLayout, signature); |
| |
| for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++) |
| { |
| if (mVertexExecutables[executableIndex]->matchesSignature(signature)) |
| { |
| *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable(); |
| return gl::Error(GL_NO_ERROR); |
| } |
| } |
| |
| // Generate new dynamic layout with attribute conversions |
| std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, mShaderAttributes); |
| |
| // Generate new vertex executable |
| gl::InfoLog tempInfoLog; |
| ShaderExecutable *vertexExecutable = NULL; |
| gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalVertexHLSL, SHADER_VERTEX, |
| mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| mVertexWorkarounds, &vertexExecutable); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| if (!vertexExecutable) |
| { |
| std::vector<char> tempCharBuffer(tempInfoLog.getLength()+3); |
| tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]); |
| ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]); |
| } |
| else |
| { |
| mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable)); |
| } |
| |
| *outExectuable = vertexExecutable; |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, |
| int registers) |
| { |
| ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); |
| ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); |
| |
| gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS]; |
| GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout); |
| ShaderExecutable *defaultVertexExecutable = NULL; |
| gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| |
| std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey()); |
| ShaderExecutable *defaultPixelExecutable = NULL; |
| error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| |
| if (usesGeometryShader()) |
| { |
| std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D); |
| |
| |
| error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings, |
| (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), |
| ANGLE_D3D_WORKAROUND_NONE, &mGeometryExecutable); |
| if (error.isError()) |
| { |
| return gl::LinkResult(false, error); |
| } |
| } |
| |
| #if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED |
| if (usesGeometryShader() && mGeometryExecutable) |
| { |
| // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level |
| // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch |
| vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n"); |
| vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo()); |
| vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n"); |
| } |
| |
| if (defaultVertexExecutable) |
| { |
| vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo()); |
| } |
| |
| if (defaultPixelExecutable) |
| { |
| fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo()); |
| } |
| #endif |
| |
| bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable)); |
| return gl::LinkResult(linkSuccess, gl::Error(GL_NO_ERROR)); |
| } |
| |
| gl::LinkResult ProgramD3D::link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, |
| const std::vector<std::string> &transformFeedbackVaryings, GLenum transformFeedbackBufferMode, |
| int *registers, std::vector<gl::LinkedVarying> *linkedVaryings, |
| std::map<int, gl::VariableLocation> *outputVariables, const gl::Caps &caps) |
| { |
| ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation()); |
| ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation()); |
| |
| mSamplersPS.resize(caps.maxTextureImageUnits); |
| mSamplersVS.resize(caps.maxVertexTextureImageUnits); |
| |
| mTransformFeedbackBufferMode = transformFeedbackBufferMode; |
| |
| mPixelHLSL = fragmentShaderD3D->getTranslatedSource(); |
| mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds(); |
| |
| mVertexHLSL = vertexShaderD3D->getTranslatedSource(); |
| mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds(); |
| mShaderVersion = vertexShaderD3D->getShaderVersion(); |
| |
| // Map the varyings to the register file |
| VaryingPacking packing = { NULL }; |
| *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings); |
| |
| if (*registers < 0) |
| { |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| if (!gl::ProgramBinary::linkVaryings(infoLog, fragmentShader, vertexShader)) |
| { |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, *registers, packing, mPixelHLSL, mVertexHLSL, |
| fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings, |
| linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth)) |
| { |
| return gl::LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| mUsesPointSize = vertexShaderD3D->usesPointSize(); |
| |
| return gl::LinkResult(true, gl::Error(GL_NO_ERROR)); |
| } |
| |
| void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const |
| { |
| mDynamicHLSL->getInputLayoutSignature(inputLayout, signature); |
| } |
| |
| void ProgramD3D::initializeUniformStorage() |
| { |
| // Compute total default block size |
| unsigned int vertexRegisters = 0; |
| unsigned int fragmentRegisters = 0; |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; |
| |
| if (!gl::IsSampler(uniform.type)) |
| { |
| if (uniform.isReferencedByVertexShader()) |
| { |
| vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount); |
| } |
| if (uniform.isReferencedByFragmentShader()) |
| { |
| fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount); |
| } |
| } |
| } |
| |
| mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u); |
| mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u); |
| } |
| |
| gl::Error ProgramD3D::applyUniforms() |
| { |
| updateSamplerMapping(); |
| |
| gl::Error error = mRenderer->applyUniforms(*this, mUniforms); |
| if (error.isError()) |
| { |
| return error; |
| } |
| |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| mUniforms[uniformIndex]->dirty = false; |
| } |
| |
| return gl::Error(GL_NO_ERROR); |
| } |
| |
| gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps) |
| { |
| ASSERT(boundBuffers.size() == mUniformBlocks.size()); |
| |
| const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL}; |
| const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL}; |
| |
| const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers(); |
| const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers(); |
| |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++) |
| { |
| gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex]; |
| gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex]; |
| |
| ASSERT(uniformBlock && uniformBuffer); |
| |
| if (uniformBuffer->getSize() < uniformBlock->dataSize) |
| { |
| // undefined behaviour |
| return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small."); |
| } |
| |
| // Unnecessary to apply an unreferenced standard or shared UBO |
| if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader()) |
| { |
| continue; |
| } |
| |
| if (uniformBlock->isReferencedByVertexShader()) |
| { |
| unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS; |
| ASSERT(vertexUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < caps.maxVertexUniformBlocks); |
| vertexUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| |
| if (uniformBlock->isReferencedByFragmentShader()) |
| { |
| unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS; |
| ASSERT(fragmentUniformBuffers[registerIndex] == NULL); |
| ASSERT(registerIndex < caps.maxFragmentUniformBlocks); |
| fragmentUniformBuffers[registerIndex] = uniformBuffer; |
| } |
| } |
| |
| return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers); |
| } |
| |
| bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader, |
| unsigned int registerIndex, const gl::Caps &caps) |
| { |
| if (shader == GL_VERTEX_SHADER) |
| { |
| uniformBlock->vsRegisterIndex = registerIndex; |
| if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks) |
| { |
| infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks); |
| return false; |
| } |
| } |
| else if (shader == GL_FRAGMENT_SHADER) |
| { |
| uniformBlock->psRegisterIndex = registerIndex; |
| if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks) |
| { |
| infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks); |
| return false; |
| } |
| } |
| else UNREACHABLE(); |
| |
| return true; |
| } |
| |
| void ProgramD3D::dirtyAllUniforms() |
| { |
| unsigned int numUniforms = mUniforms.size(); |
| for (unsigned int index = 0; index < numUniforms; index++) |
| { |
| mUniforms[index]->dirty = true; |
| } |
| } |
| |
| void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) |
| { |
| setUniform(location, count, v, GL_FLOAT); |
| } |
| |
| void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC4); |
| } |
| |
| void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2); |
| } |
| |
| void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3); |
| } |
| |
| void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4); |
| } |
| |
| void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3); |
| } |
| |
| void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2); |
| } |
| |
| void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4); |
| } |
| |
| void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2); |
| } |
| |
| void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4); |
| } |
| |
| void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3); |
| } |
| |
| void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT); |
| } |
| |
| void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC4); |
| } |
| |
| void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT); |
| } |
| |
| void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC4); |
| } |
| |
| void ProgramD3D::getUniformfv(GLint location, GLfloat *params) |
| { |
| getUniformv(location, params, GL_FLOAT); |
| } |
| |
| void ProgramD3D::getUniformiv(GLint location, GLint *params) |
| { |
| getUniformv(location, params, GL_INT); |
| } |
| |
| void ProgramD3D::getUniformuiv(GLint location, GLuint *params) |
| { |
| getUniformv(location, params, GL_UNSIGNED_INT); |
| } |
| |
| bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader, |
| const gl::Caps &caps) |
| { |
| const rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader.getImplementation()); |
| const rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader.getImplementation()); |
| |
| const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms(); |
| const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms(); |
| |
| // 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 (!gl::ProgramBinary::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform)) |
| { |
| return false; |
| } |
| } |
| } |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++) |
| { |
| const sh::Uniform &uniform = vertexUniforms[uniformIndex]; |
| |
| if (uniform.staticUse) |
| { |
| defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name)); |
| } |
| } |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++) |
| { |
| const sh::Uniform &uniform = fragmentUniforms[uniformIndex]; |
| |
| if (uniform.staticUse) |
| { |
| defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name)); |
| } |
| } |
| |
| if (!indexUniforms(infoLog, caps)) |
| { |
| return false; |
| } |
| |
| initializeUniformStorage(); |
| |
| // special case for gl_DepthRange, the only built-in uniform (also a struct) |
| if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange()) |
| { |
| const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo(); |
| |
| mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo)); |
| mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo)); |
| mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo)); |
| } |
| |
| return true; |
| } |
| |
| void ProgramD3D::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister) |
| { |
| ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader); |
| sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType)); |
| encoder.skipRegisters(uniformRegister); |
| |
| defineUniform(shader, uniform, uniform.name, &encoder); |
| } |
| |
| void ProgramD3D::defineUniform(GLenum shader, const sh::ShaderVariable &uniform, |
| const std::string &fullName, sh::HLSLBlockEncoder *encoder) |
| { |
| if (uniform.isStruct()) |
| { |
| for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) |
| { |
| const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); |
| |
| encoder->enterAggregateType(); |
| |
| for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) |
| { |
| const sh::ShaderVariable &field = uniform.fields[fieldIndex]; |
| const std::string &fieldFullName = (fullName + elementString + "." + field.name); |
| |
| defineUniform(shader, field, fieldFullName, encoder); |
| } |
| |
| encoder->exitAggregateType(); |
| } |
| } |
| else // Not a struct |
| { |
| // Arrays are treated as aggregate types |
| if (uniform.isArray()) |
| { |
| encoder->enterAggregateType(); |
| } |
| |
| gl::LinkedUniform *linkedUniform = getUniformByName(fullName); |
| |
| if (!linkedUniform) |
| { |
| linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize, |
| -1, sh::BlockMemberInfo::getDefaultBlockInfo()); |
| ASSERT(linkedUniform); |
| linkedUniform->registerElement = encoder->getCurrentElement(); |
| mUniforms.push_back(linkedUniform); |
| } |
| |
| ASSERT(linkedUniform->registerElement == encoder->getCurrentElement()); |
| |
| if (shader == GL_FRAGMENT_SHADER) |
| { |
| linkedUniform->psRegisterIndex = encoder->getCurrentRegister(); |
| } |
| else if (shader == GL_VERTEX_SHADER) |
| { |
| linkedUniform->vsRegisterIndex = encoder->getCurrentRegister(); |
| } |
| else UNREACHABLE(); |
| |
| // Advance the uniform offset, to track registers allocation for structs |
| encoder->encodeType(uniform.type, uniform.arraySize, false); |
| |
| // Arrays are treated as aggregate types |
| if (uniform.isArray()) |
| { |
| encoder->exitAggregateType(); |
| } |
| } |
| } |
| |
| template <typename T> |
| static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag) |
| { |
| ASSERT(dest != NULL); |
| ASSERT(dirtyFlag != NULL); |
| |
| *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0); |
| *dest = source; |
| } |
| |
| template <typename T> |
| void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType) |
| { |
| const int components = gl::VariableComponentCount(targetUniformType); |
| const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType); |
| |
| gl::LinkedUniform *targetUniform = getUniformByLocation(location); |
| |
| int elementCount = targetUniform->elementCount(); |
| |
| count = std::min(elementCount - (int)mUniformIndex[location].element, count); |
| |
| if (targetUniform->type == targetUniformType) |
| { |
| T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| T *dest = target + (i * 4); |
| const T *source = v + (i * components); |
| |
| for (int c = 0; c < components; c++) |
| { |
| SetIfDirty(dest + c, source[c], &targetUniform->dirty); |
| } |
| for (int c = components; c < 4; c++) |
| { |
| SetIfDirty(dest + c, T(0), &targetUniform->dirty); |
| } |
| } |
| } |
| else if (targetUniform->type == targetBoolType) |
| { |
| GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4; |
| |
| for (int i = 0; i < count; i++) |
| { |
| GLint *dest = boolParams + (i * 4); |
| const T *source = v + (i * components); |
| |
| for (int c = 0; c < components; c++) |
| { |
| SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty); |
| } |
| for (int c = components; c < 4; c++) |
| { |
| SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty); |
| } |
| } |
| } |
| else if (gl::IsSampler(targetUniform->type)) |
| { |
| ASSERT(targetUniformType == GL_INT); |
| |
| GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4; |
| |
| bool wasDirty = targetUniform->dirty; |
| |
| for (int i = 0; i < count; i++) |
| { |
| GLint *dest = target + (i * 4); |
| const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components); |
| |
| SetIfDirty(dest + 0, source[0], &targetUniform->dirty); |
| SetIfDirty(dest + 1, 0, &targetUniform->dirty); |
| SetIfDirty(dest + 2, 0, &targetUniform->dirty); |
| SetIfDirty(dest + 3, 0, &targetUniform->dirty); |
| } |
| |
| if (!wasDirty && targetUniform->dirty) |
| { |
| mDirtySamplerMapping = true; |
| } |
| } |
| else UNREACHABLE(); |
| } |
| |
| template<typename T> |
| bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) |
| { |
| bool dirty = false; |
| 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++) |
| { |
| SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty); |
| } |
| } |
| // clear unfilled right side |
| for (int y = 0; y < copyWidth; y++) |
| { |
| for (int x = copyHeight; x < targetWidth; x++) |
| { |
| SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); |
| } |
| } |
| // clear unfilled bottom. |
| for (int y = copyWidth; y < targetHeight; y++) |
| { |
| for (int x = 0; x < targetWidth; x++) |
| { |
| SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); |
| } |
| } |
| |
| return dirty; |
| } |
| |
| template<typename T> |
| bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight) |
| { |
| bool dirty = false; |
| 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++) |
| { |
| SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty); |
| } |
| } |
| // clear unfilled right side |
| for (int y = 0; y < copyHeight; y++) |
| { |
| for (int x = copyWidth; x < targetWidth; x++) |
| { |
| SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); |
| } |
| } |
| // clear unfilled bottom. |
| for (int y = copyHeight; y < targetHeight; y++) |
| { |
| for (int x = 0; x < targetWidth; x++) |
| { |
| SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); |
| } |
| } |
| |
| return dirty; |
| } |
| |
| template <int cols, int rows> |
| void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType) |
| { |
| gl::LinkedUniform *targetUniform = getUniformByLocation(location); |
| |
| int elementCount = targetUniform->elementCount(); |
| |
| 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) |
| { |
| targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty; |
| } |
| else |
| { |
| targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty; |
| } |
| target += targetMatrixStride; |
| value += cols * rows; |
| } |
| } |
| |
| template <typename T> |
| void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType) |
| { |
| gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| if (gl::IsMatrixType(targetUniform->type)) |
| { |
| const int rows = gl::VariableRowCount(targetUniform->type); |
| const int cols = gl::VariableColumnCount(targetUniform->type); |
| transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows); |
| } |
| else if (uniformType == gl::VariableComponentType(targetUniform->type)) |
| { |
| unsigned int size = gl::VariableComponentCount(targetUniform->type); |
| memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T), |
| size * sizeof(T)); |
| } |
| else |
| { |
| unsigned int size = gl::VariableComponentCount(targetUniform->type); |
| switch (gl::VariableComponentType(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(); |
| } |
| } |
| } |
| |
| template <typename VarT> |
| void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex, |
| sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes, |
| bool inRowMajorLayout) |
| { |
| for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++) |
| { |
| const VarT &field = fields[uniformIndex]; |
| const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name); |
| |
| if (field.isStruct()) |
| { |
| bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field)); |
| |
| for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++) |
| { |
| encoder->enterAggregateType(); |
| |
| const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : ""); |
| defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout); |
| |
| encoder->exitAggregateType(); |
| } |
| } |
| else |
| { |
| bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout); |
| |
| sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix); |
| |
| gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize, |
| blockIndex, memberInfo); |
| |
| // add to uniform list, but not index, since uniform block uniforms have no location |
| blockUniformIndexes->push_back(mUniforms.size()); |
| mUniforms.push_back(newUniform); |
| } |
| } |
| } |
| |
| bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, |
| const gl::Caps &caps) |
| { |
| const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation()); |
| |
| // 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 |
| sh::BlockLayoutEncoder *encoder = NULL; |
| |
| if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD) |
| { |
| encoder = new sh::Std140BlockEncoder; |
| } |
| else |
| { |
| encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED); |
| } |
| ASSERT(encoder); |
| |
| defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout); |
| |
| size_t dataSize = encoder->getBlockSize(); |
| |
| // create all the uniform blocks |
| if (interfaceBlock.arraySize > 0) |
| { |
| for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++) |
| { |
| gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize); |
| newUniformBlock->memberUniformIndexes = blockUniformIndexes; |
| mUniformBlocks.push_back(newUniformBlock); |
| } |
| } |
| else |
| { |
| gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize); |
| newUniformBlock->memberUniformIndexes = blockUniformIndexes; |
| mUniformBlocks.push_back(newUniformBlock); |
| } |
| } |
| |
| if (interfaceBlock.staticUse) |
| { |
| // 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()); |
| |
| unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name); |
| |
| for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++) |
| { |
| gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement]; |
| ASSERT(uniformBlock->name == interfaceBlock.name); |
| |
| if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(), |
| interfaceBlockRegister + uniformBlockElement, caps)) |
| { |
| return false; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex, |
| GLenum samplerType, |
| unsigned int samplerCount, |
| std::vector<Sampler> &outSamplers, |
| GLuint *outUsedRange) |
| { |
| unsigned int samplerIndex = startSamplerIndex; |
| |
| do |
| { |
| if (samplerIndex < outSamplers.size()) |
| { |
| Sampler& sampler = outSamplers[samplerIndex]; |
| sampler.active = true; |
| sampler.textureType = GetTextureType(samplerType); |
| sampler.logicalTextureUnit = 0; |
| *outUsedRange = std::max(samplerIndex + 1, *outUsedRange); |
| } |
| else |
| { |
| return false; |
| } |
| |
| samplerIndex++; |
| } while (samplerIndex < startSamplerIndex + samplerCount); |
| |
| return true; |
| } |
| |
| bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps) |
| { |
| ASSERT(gl::IsSampler(uniform.type)); |
| ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX); |
| |
| if (uniform.vsRegisterIndex != GL_INVALID_INDEX) |
| { |
| if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS, |
| &mUsedVertexSamplerRange)) |
| { |
| infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", |
| mSamplersVS.size()); |
| return false; |
| } |
| |
| unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors; |
| if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors) |
| { |
| infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", |
| caps.maxVertexUniformVectors); |
| return false; |
| } |
| } |
| |
| if (uniform.psRegisterIndex != GL_INVALID_INDEX) |
| { |
| if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS, |
| &mUsedPixelSamplerRange)) |
| { |
| infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", |
| mSamplersPS.size()); |
| return false; |
| } |
| |
| unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors; |
| if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors) |
| { |
| infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", |
| caps.maxFragmentUniformVectors); |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps) |
| { |
| for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| const gl::LinkedUniform &uniform = *mUniforms[uniformIndex]; |
| |
| if (gl::IsSampler(uniform.type)) |
| { |
| if (!indexSamplerUniform(uniform, infoLog, caps)) |
| { |
| return false; |
| } |
| } |
| |
| for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++) |
| { |
| mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex)); |
| } |
| } |
| |
| return true; |
| } |
| |
| void ProgramD3D::reset() |
| { |
| ProgramImpl::reset(); |
| |
| SafeDeleteContainer(mVertexExecutables); |
| SafeDeleteContainer(mPixelExecutables); |
| SafeDelete(mGeometryExecutable); |
| |
| mTransformFeedbackBufferMode = GL_NONE; |
| |
| mVertexHLSL.clear(); |
| mVertexWorkarounds = ANGLE_D3D_WORKAROUND_NONE; |
| mShaderVersion = 100; |
| |
| mPixelHLSL.clear(); |
| mPixelWorkarounds = ANGLE_D3D_WORKAROUND_NONE; |
| mUsesFragDepth = false; |
| mPixelShaderKey.clear(); |
| mUsesPointSize = false; |
| |
| SafeDelete(mVertexUniformStorage); |
| SafeDelete(mFragmentUniformStorage); |
| |
| mSamplersPS.clear(); |
| mSamplersVS.clear(); |
| |
| mUsedVertexSamplerRange = 0; |
| mUsedPixelSamplerRange = 0; |
| mDirtySamplerMapping = true; |
| } |
| |
| } |