Compute packed varyings in ProgramD3D only.
Instead of storing varying information in the shader, use a temporary
set when linking a D3D program. This also means we won't have to
modify information in the Shader object when linking a D3D program.
This completes the refactoring for PackedVaryings.
BUG=angleproject:1123
Change-Id: I241610e87f7d14f3e18b0d8bd84f1a3509c05dfd
Reviewed-on: https://chromium-review.googlesource.com/295193
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
index 942efa4..9684320 100644
--- a/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
@@ -236,8 +236,7 @@
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful
int DynamicHLSL::packVaryings(InfoLog &infoLog,
- ShaderD3D *fragmentShader,
- ShaderD3D *vertexShader,
+ std::vector<PackedVarying> *packedVaryings,
const std::vector<std::string> &transformFeedbackVaryings)
{
// TODO (geofflang): Use context's caps
@@ -245,17 +244,11 @@
VaryingPacking packing = {};
- vertexShader->resetVaryingsRegisterAssignment();
- fragmentShader->resetVaryingsRegisterAssignment();
+ std::set<std::string> uniqueVaryingNames;
- std::set<std::string> packedVaryings;
-
- std::vector<PackedVarying> &vertexVaryings = vertexShader->getPackedVaryings();
- std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getPackedVaryings();
- for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
+ for (PackedVarying &packedVarying : *packedVaryings)
{
- PackedVarying *packedVarying = &fragmentVaryings[varyingIndex];
- const sh::Varying &varying = *packedVarying->varying;
+ const sh::Varying &varying = *packedVarying.varying;
// Do not assign registers to built-in or unreferenced varyings
if (varying.isBuiltIn() || !varying.staticUse)
@@ -263,9 +256,11 @@
continue;
}
- if (PackVarying(packedVarying, maxVaryingVectors, packing))
+ ASSERT(uniqueVaryingNames.count(varying.name) == 0);
+
+ if (PackVarying(&packedVarying, maxVaryingVectors, packing))
{
- packedVaryings.insert(varying.name);
+ uniqueVaryingNames.insert(varying.name);
}
else
{
@@ -274,26 +269,24 @@
}
}
- for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
+ for (const std::string &transformFeedbackVaryingName : transformFeedbackVaryings)
{
- const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
-
- if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
+ if (transformFeedbackVaryingName == "gl_Position" ||
+ transformFeedbackVaryingName == "gl_PointSize")
{
// do not pack builtin XFB varyings
continue;
}
- if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
+ if (uniqueVaryingNames.count(transformFeedbackVaryingName) == 0)
{
bool found = false;
- for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
+ for (PackedVarying &packedVarying : *packedVaryings)
{
- PackedVarying *packedVarying = &vertexVaryings[varyingIndex];
- const sh::Varying &varying = *packedVarying->varying;
- if (transformFeedbackVarying == varying.name)
+ const sh::Varying &varying = *packedVarying.varying;
+ if (transformFeedbackVaryingName == varying.name)
{
- if (!PackVarying(packedVarying, maxVaryingVectors, packing))
+ if (!PackVarying(&packedVarying, maxVaryingVectors, packing))
{
infoLog << "Could not pack varying " << varying.name;
return -1;
@@ -306,8 +299,7 @@
if (!found)
{
- infoLog << "Transform feedback varying "
- << transformFeedbackVarying
+ infoLog << "Transform feedback varying " << transformFeedbackVaryingName
<< " does not exist in the vertex shader.";
return -1;
}
@@ -328,13 +320,12 @@
return registers;
}
-std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
+std::string DynamicHLSL::generateVaryingHLSL(const std::vector<PackedVarying> &varyings,
+ bool shaderUsesPointSize) const
{
- std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
+ std::string varyingSemantic = getVaryingSemantic(shaderUsesPointSize);
std::string varyingHLSL;
- const std::vector<PackedVarying> &varyings = shader->getPackedVaryings();
-
for (const PackedVarying &packedVarying : varyings)
{
if (!packedVarying.registerAssigned())
@@ -735,12 +726,13 @@
}
}
-void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
+void DynamicHLSL::storeUserLinkedVaryings(const std::vector<PackedVarying> &packedVaryings,
+ bool shaderUsesPointSize,
std::vector<LinkedVarying> *linkedVaryings) const
{
- const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
+ const std::string &varyingSemantic = getVaryingSemantic(shaderUsesPointSize);
- for (const PackedVarying &packedVarying : vertexShader->getPackedVaryings())
+ for (const PackedVarying &packedVarying : packedVaryings)
{
if (packedVarying.registerAssigned())
{
@@ -763,6 +755,7 @@
int registers,
std::string &pixelHLSL,
std::string &vertexHLSL,
+ const std::vector<PackedVarying> &packedVaryings,
std::vector<LinkedVarying> *linkedVaryings,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const
@@ -807,7 +800,7 @@
return false;
}
- const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
+ const std::string &varyingHLSL = generateVaryingHLSL(packedVaryings, usesPointSize);
// Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
// structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
@@ -820,7 +813,7 @@
usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord),
(!useInstancedPointSpriteEmulation && usesPointSize), false);
- storeUserLinkedVaryings(vertexShader, linkedVaryings);
+ storeUserLinkedVaryings(packedVaryings, usesPointSize, linkedVaryings);
storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
// Instanced PointSprite emulation requires additional entries originally generated in the
@@ -881,8 +874,7 @@
vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
}
- const std::vector<PackedVarying> &vertexVaryings = vertexShader->getPackedVaryings();
- for (const PackedVarying &packedVarying : vertexVaryings)
+ for (const PackedVarying &packedVarying : packedVaryings)
{
if (!packedVarying.registerAssigned())
{
@@ -1051,8 +1043,7 @@
}
}
- const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getPackedVaryings();
- for (const PackedVarying &packedVarying : fragmentVaryings)
+ for (const PackedVarying &packedVarying : packedVaryings)
{
const sh::Varying &varying = *packedVarying.varying;
@@ -1062,6 +1053,10 @@
continue;
}
+ // Don't reference VS-only transform feedback varyings in the PS.
+ if (packedVarying.vertexOnly)
+ continue;
+
ASSERT(!varying.isBuiltIn());
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{
@@ -1128,21 +1123,22 @@
return true;
}
-std::string DynamicHLSL::generateGeometryShaderHLSL(int registers,
- const ShaderD3D *fragmentShader,
- const ShaderD3D *vertexShader) const
+std::string DynamicHLSL::generateGeometryShaderHLSL(
+ int registers,
+ const ShaderD3D *fragmentShader,
+ const std::vector<PackedVarying> &packedVaryings) const
{
// for now we only handle point sprite emulation
- ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
- return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
+ ASSERT(mRenderer->getMajorShaderModel() >= 4);
+ return generatePointSpriteHLSL(registers, fragmentShader, packedVaryings);
}
-std::string DynamicHLSL::generatePointSpriteHLSL(int registers,
- const ShaderD3D *fragmentShader,
- const ShaderD3D *vertexShader) const
+std::string DynamicHLSL::generatePointSpriteHLSL(
+ int registers,
+ const ShaderD3D *fragmentShader,
+ const std::vector<PackedVarying> &packedVaryings) const
{
ASSERT(registers >= 0);
- ASSERT(vertexShader->mUsesPointSize);
ASSERT(mRenderer->getMajorShaderModel() >= 4);
std::string geomHLSL;
@@ -1152,7 +1148,8 @@
const SemanticInfo &outSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
fragmentShader->mUsesPointCoord, true, false);
- std::string varyingHLSL = generateVaryingHLSL(vertexShader);
+ // If we're generating the geometry shader, we assume the vertex shader uses point size.
+ std::string varyingHLSL = generateVaryingHLSL(packedVaryings, true);
std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);