Re-land "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.
Re-land with fix for missing init of PackedVarying::vertexOnly.
BUG=angleproject:1123
Change-Id: If110809c3817d88b0370ac575d739d7385b067d9
Reviewed-on: https://chromium-review.googlesource.com/296731
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@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 daa7779..6d1d46e 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -127,37 +127,48 @@
const ProgramD3D::SemanticIndexArray *originalIndices;
};
-bool LinkVaryingRegisters(gl::InfoLog &infoLog,
- ShaderD3D *vertexShaderD3D,
- ShaderD3D *fragmentShaderD3D)
+std::vector<PackedVarying> MergeVaryings(const gl::Shader &vertexShader,
+ const gl::Shader &fragmentShader,
+ const std::vector<std::string> &tfVaryings)
{
- for (PackedVarying &input : fragmentShaderD3D->getPackedVaryings())
+ std::vector<PackedVarying> packedVaryings;
+
+ for (const sh::Varying &output : vertexShader.getVaryings())
{
- bool matched = false;
+ bool packed = false;
// Built-in varyings obey special rules
- if (input.varying->isBuiltIn())
+ if (output.isBuiltIn())
{
continue;
}
- for (PackedVarying &output : vertexShaderD3D->getPackedVaryings())
+ for (const sh::Varying &input : fragmentShader.getVaryings())
{
- if (output.varying->name == input.varying->name)
+ if (output.name == input.name)
{
- output.registerIndex = input.registerIndex;
- output.columnIndex = input.columnIndex;
-
- matched = true;
+ packedVaryings.push_back(PackedVarying(input));
+ packed = true;
break;
}
}
- // We permit unmatched, unreferenced varyings
- ASSERT(matched || !input.varying->staticUse);
+ // Keep Transform FB varyings in the merged list always.
+ if (!packed)
+ {
+ for (const std::string &tfVarying : tfVaryings)
+ {
+ if (tfVarying == output.name)
+ {
+ packedVaryings.push_back(PackedVarying(output));
+ packedVaryings.back().vertexOnly = true;
+ break;
+ }
+ }
+ }
}
- return true;
+ return packedVaryings;
}
} // anonymous namespace
@@ -1048,9 +1059,10 @@
return gl::Error(GL_NO_ERROR);
}
-LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, int registers)
+LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog,
+ int registers,
+ const std::vector<PackedVarying> &packedVaryings)
{
- const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedFragmentShader());
const gl::InputLayout &defaultInputLayout =
@@ -1072,7 +1084,8 @@
if (usesGeometryShader())
{
- std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
+ std::string geometryHLSL =
+ mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, packedVaryings);
error = mRenderer->compileToExecutable(
infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
@@ -1085,6 +1098,8 @@
}
#if ANGLE_SHADER_DEBUG_INFO == ANGLE_ENABLED
+ const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mData.getAttachedVertexShader());
+
if (usesGeometryShader() && mGeometryExecutable)
{
// Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level
@@ -1136,8 +1151,11 @@
}
}
+ std::vector<PackedVarying> packedVaryings =
+ MergeVaryings(*vertexShader, *fragmentShader, mData.getTransformFeedbackVaryingNames());
+
// Map the varyings to the register file
- int registers = mDynamicHLSL->packVaryings(infoLog, fragmentShaderD3D, vertexShaderD3D,
+ int registers = mDynamicHLSL->packVaryings(infoLog, &packedVaryings,
mData.getTransformFeedbackVaryingNames());
if (registers < 0)
@@ -1145,12 +1163,10 @@
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
- LinkVaryingRegisters(infoLog, vertexShaderD3D, fragmentShaderD3D);
-
std::vector<gl::LinkedVarying> linkedVaryings;
if (!mDynamicHLSL->generateShaderLinkHLSL(data, mData, infoLog, registers, mPixelHLSL,
- mVertexHLSL, &linkedVaryings, &mPixelShaderKey,
- &mUsesFragDepth))
+ mVertexHLSL, packedVaryings, &linkedVaryings,
+ &mPixelShaderKey, &mUsesFragDepth))
{
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
@@ -1168,7 +1184,7 @@
gatherTransformFeedbackVaryings(linkedVaryings);
- LinkResult result = compileProgramExecutables(infoLog, registers);
+ LinkResult result = compileProgramExecutables(infoLog, registers, packedVaryings);
if (result.error.isError() || !result.linkSuccess)
{
infoLog << "Failed to create D3D shaders.";