Make TF Feedback buffer mode a GL-level variable.
Don't query this as an Impl method, since it exists on the GL level.
Also some related refactorings and cleanups.
BUG=angleproject:1123
Change-Id: I3610bc0db2bcaa96408506e06a65a2f4dab93150
Reviewed-on: https://chromium-review.googlesource.com/293761
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index 212b391..614c21f 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -127,8 +127,41 @@
const ProgramImpl::SemanticIndexArray *originalIndices;
};
+bool LinkVaryingRegisters(gl::InfoLog &infoLog,
+ ShaderD3D *vertexShaderD3D,
+ ShaderD3D *fragmentShaderD3D)
+{
+ for (gl::PackedVarying &input : fragmentShaderD3D->getVaryings())
+ {
+ bool matched = false;
+
+ // Built-in varyings obey special rules
+ if (input.isBuiltIn())
+ {
+ continue;
+ }
+
+ for (gl::PackedVarying &output : vertexShaderD3D->getVaryings())
+ {
+ if (output.name == input.name)
+ {
+ output.registerIndex = input.registerIndex;
+ output.columnIndex = input.columnIndex;
+
+ matched = true;
+ break;
+ }
+ }
+
+ // We permit unmatched, unreferenced varyings
+ ASSERT(matched || !input.staticUse);
+ }
+
+ return true;
}
+} // anonymous namespace
+
ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout,
const Signature &signature,
ShaderExecutableD3D *shaderExecutable)
@@ -584,7 +617,6 @@
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++)
@@ -632,12 +664,11 @@
unsigned int vertexShaderSize = stream->readInt<unsigned int>();
const unsigned char *vertexShaderFunction = binary + stream->offset();
- ShaderExecutableD3D *shaderExecutable = NULL;
- gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
- SHADER_VERTEX,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- &shaderExecutable);
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ gl::Error error = mRenderer->loadExecutable(
+ vertexShaderFunction, vertexShaderSize, SHADER_VERTEX, mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -671,11 +702,11 @@
const size_t pixelShaderSize = stream->readInt<unsigned int>();
const unsigned char *pixelShaderFunction = binary + stream->offset();
- ShaderExecutableD3D *shaderExecutable = NULL;
- gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- &shaderExecutable);
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ gl::Error error = mRenderer->loadExecutable(
+ pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &shaderExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -698,10 +729,10 @@
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);
+ gl::Error error = mRenderer->loadExecutable(
+ geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY,
+ mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), &mGeometryExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -804,7 +835,6 @@
stream->writeInt(uniformBlock.vsRegisterIndex);
}
- stream->writeInt(mTransformFeedbackBufferMode);
stream->writeInt(mTransformFeedbackLinkedVaryings.size());
for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
{
@@ -933,10 +963,10 @@
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalPixelHLSL, SHADER_PIXEL,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- mPixelWorkarounds, &pixelExecutable);
+ gl::Error error = mRenderer->compileToExecutable(
+ *currentInfoLog, finalPixelHLSL, SHADER_PIXEL, mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds,
+ &pixelExecutable);
if (error.isError())
{
return error;
@@ -981,10 +1011,10 @@
gl::InfoLog tempInfoLog;
gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
- gl::Error error = mRenderer->compileToExecutable(*currentInfoLog, finalVertexHLSL, SHADER_VERTEX,
- mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- mVertexWorkarounds, &vertexExecutable);
+ gl::Error error = mRenderer->compileToExecutable(
+ *currentInfoLog, finalVertexHLSL, SHADER_VERTEX, mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds,
+ &vertexExecutable);
if (error.isError())
{
return error;
@@ -1031,10 +1061,10 @@
{
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
-
- error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
- (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
- D3DCompilerWorkarounds(), &mGeometryExecutable);
+ error = mRenderer->compileToExecutable(
+ infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
+ (mData.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
+ D3DCompilerWorkarounds(), &mGeometryExecutable);
if (error.isError())
{
return LinkResult(false, error);
@@ -1068,8 +1098,6 @@
LinkResult ProgramD3D::link(const gl::Data &data, 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)
{
@@ -1079,8 +1107,6 @@
mSamplersPS.resize(data.caps->maxTextureImageUnits);
mSamplersVS.resize(data.caps->maxVertexTextureImageUnits);
- mTransformFeedbackBufferMode = transformFeedbackBufferMode;
-
mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds);
@@ -1099,21 +1125,20 @@
// Map the varyings to the register file
VaryingPacking packing = {};
- *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
+ *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D,
+ mData.getTransformFeedbackVaryings());
if (*registers < 0)
{
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- if (!gl::Program::linkVaryings(infoLog, fragmentShader, vertexShader))
- {
- return LinkResult(false, gl::Error(GL_NO_ERROR));
- }
+ LinkVaryingRegisters(infoLog, vertexShaderD3D, fragmentShaderD3D);
- if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL, mVertexHLSL,
- fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings,
- linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth))
+ if (!mDynamicHLSL->generateShaderLinkHLSL(data, infoLog, *registers, packing, mPixelHLSL,
+ mVertexHLSL, fragmentShaderD3D, vertexShaderD3D,
+ mData.getTransformFeedbackVaryings(), linkedVaryings,
+ outputVariables, &mPixelShaderKey, &mUsesFragDepth))
{
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
@@ -2016,8 +2041,6 @@
SafeDeleteContainer(mPixelExecutables);
SafeDelete(mGeometryExecutable);
- mTransformFeedbackBufferMode = GL_NONE;
-
mVertexHLSL.clear();
mVertexWorkarounds = D3DCompilerWorkarounds();
mShaderVersion = 100;