Moved DynamicHLSL into renderer/d3d

Obviously D3D-only class is obvious. :)

BUG=angle:731

Change-Id: Ide54e76a8b9bacb9b6834e2cb0a801140eecfe46
Reviewed-on: https://chromium-review.googlesource.com/213862
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
new file mode 100644
index 0000000..ba893fe
--- /dev/null
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -0,0 +1,1125 @@
+//
+// 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.
+//
+// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
+//
+
+#include "libGLESv2/common_includes.h"
+
+#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/Program.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "common/utilities.h"
+#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/formatutils.h"
+#include "common/blocklayout.h"
+
+// For use with ArrayString, see angleutils.h
+META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
+
+using namespace gl;
+
+namespace gl_d3d
+{
+
+std::string HLSLComponentTypeString(GLenum componentType)
+{
+    switch (componentType)
+    {
+      case GL_UNSIGNED_INT:         return "uint";
+      case GL_INT:                  return "int";
+      case GL_UNSIGNED_NORMALIZED:
+      case GL_SIGNED_NORMALIZED:
+      case GL_FLOAT:                return "float";
+      default: UNREACHABLE();       return "not-component-type";
+    }
+}
+
+std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
+{
+    return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
+}
+
+std::string HLSLMatrixTypeString(GLenum type)
+{
+    switch (type)
+    {
+      case GL_FLOAT_MAT2:     return "float2x2";
+      case GL_FLOAT_MAT3:     return "float3x3";
+      case GL_FLOAT_MAT4:     return "float4x4";
+      case GL_FLOAT_MAT2x3:   return "float2x3";
+      case GL_FLOAT_MAT3x2:   return "float3x2";
+      case GL_FLOAT_MAT2x4:   return "float2x4";
+      case GL_FLOAT_MAT4x2:   return "float4x2";
+      case GL_FLOAT_MAT3x4:   return "float3x4";
+      case GL_FLOAT_MAT4x3:   return "float4x3";
+      default: UNREACHABLE(); return "not-matrix-type";
+    }
+}
+
+std::string HLSLTypeString(GLenum type)
+{
+    if (gl::IsMatrixType(type))
+    {
+        return HLSLMatrixTypeString(type);
+    }
+
+    return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
+}
+
+}
+
+namespace rx
+{
+
+const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
+const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
+
+DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
+    : mRenderer(renderer)
+{
+}
+
+static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
+{
+    GLenum transposedType = TransposeMatrixType(varying->type);
+
+    // matrices within varying structs are not transposed
+    int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
+    int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
+
+    if (elements >= 2 && elements <= 4)
+    {
+        for (int r = 0; r <= maxVaryingVectors - registers; r++)
+        {
+            bool available = true;
+
+            for (int y = 0; y < registers && available; y++)
+            {
+                for (int x = 0; x < elements && available; x++)
+                {
+                    if (packing[r + y][x])
+                    {
+                        available = false;
+                    }
+                }
+            }
+
+            if (available)
+            {
+                varying->registerIndex = r;
+
+                for (int y = 0; y < registers; y++)
+                {
+                    for (int x = 0; x < elements; x++)
+                    {
+                        packing[r + y][x] = &*varying;
+                    }
+                }
+
+                return true;
+            }
+        }
+
+        if (elements == 2)
+        {
+            for (int r = maxVaryingVectors - registers; r >= 0; r--)
+            {
+                bool available = true;
+
+                for (int y = 0; y < registers && available; y++)
+                {
+                    for (int x = 2; x < 4 && available; x++)
+                    {
+                        if (packing[r + y][x])
+                        {
+                            available = false;
+                        }
+                    }
+                }
+
+                if (available)
+                {
+                    varying->registerIndex = r;
+
+                    for (int y = 0; y < registers; y++)
+                    {
+                        for (int x = 2; x < 4; x++)
+                        {
+                            packing[r + y][x] = &*varying;
+                        }
+                    }
+
+                    return true;
+                }
+            }
+        }
+    }
+    else if (elements == 1)
+    {
+        int space[4] = { 0 };
+
+        for (int y = 0; y < maxVaryingVectors; y++)
+        {
+            for (int x = 0; x < 4; x++)
+            {
+                space[x] += packing[y][x] ? 0 : 1;
+            }
+        }
+
+        int column = 0;
+
+        for (int x = 0; x < 4; x++)
+        {
+            if (space[x] >= registers && space[x] < space[column])
+            {
+                column = x;
+            }
+        }
+
+        if (space[column] >= registers)
+        {
+            for (int r = 0; r < maxVaryingVectors; r++)
+            {
+                if (!packing[r][column])
+                {
+                    varying->registerIndex = r;
+
+                    for (int y = r; y < r + registers; y++)
+                    {
+                        packing[y][column] = &*varying;
+                    }
+
+                    break;
+                }
+            }
+
+            return true;
+        }
+    }
+    else UNREACHABLE();
+
+    return false;
+}
+
+// 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, VaryingPacking packing, rx::FragmentShaderD3D *fragmentShader,
+                              rx::VertexShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
+{
+    const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
+
+    vertexShader->resetVaryingsRegisterAssignment();
+    fragmentShader->resetVaryingsRegisterAssignment();
+
+    std::set<std::string> packedVaryings;
+
+    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+    {
+        PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
+        if (packVarying(varying, maxVaryingVectors, packing))
+        {
+            packedVaryings.insert(varying->name);
+        }
+        else
+        {
+            infoLog.append("Could not pack varying %s", varying->name.c_str());
+            return -1;
+        }
+    }
+
+    for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
+    {
+        const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
+        if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
+        {
+            bool found = false;
+            for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
+            {
+                PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
+                if (transformFeedbackVarying == varying->name)
+                {
+                    if (!packVarying(varying, maxVaryingVectors, packing))
+                    {
+                        infoLog.append("Could not pack varying %s", varying->name.c_str());
+                        return -1;
+                    }
+
+                    found = true;
+                    break;
+                }
+            }
+
+            if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
+            {
+                infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
+                return -1;
+            }
+        }
+    }
+
+    // Return the number of used registers
+    int registers = 0;
+
+    for (int r = 0; r < maxVaryingVectors; r++)
+    {
+        if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
+        {
+            registers++;
+        }
+    }
+
+    return registers;
+}
+
+std::string DynamicHLSL::generateVaryingHLSL(rx::VertexShaderD3D *shader) const
+{
+    std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
+    std::string varyingHLSL;
+
+    for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
+    {
+        const PackedVarying &varying = shader->mVaryings[varyingIndex];
+        if (varying.registerAssigned())
+        {
+            GLenum transposedType = TransposeMatrixType(varying.type);
+            int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+            for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+            {
+                for (int row = 0; row < variableRows; row++)
+                {
+                    switch (varying.interpolation)
+                    {
+                      case sh::INTERPOLATION_SMOOTH:   varyingHLSL += "    ";                 break;
+                      case sh::INTERPOLATION_FLAT:     varyingHLSL += "    nointerpolation "; break;
+                      case sh::INTERPOLATION_CENTROID: varyingHLSL += "    centroid ";        break;
+                      default:  UNREACHABLE();
+                    }
+
+                    unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
+                    std::string n = Str(semanticIndex);
+
+                    std::string typeString;
+
+                    if (varying.isStruct())
+                    {
+                        // matrices within structs are not transposed, so
+                        // do not use the special struct prefix "rm"
+                        typeString = decorateVariable(varying.structName);
+                    }
+                    else
+                    {
+                        GLenum componentType = VariableComponentType(transposedType);
+                        int columnCount = VariableColumnCount(transposedType);
+                        typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount);
+                    }
+                    varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
+                }
+            }
+        }
+    }
+
+    return varyingHLSL;
+}
+
+std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
+                                                            const VertexFormat inputLayout[],
+                                                            const sh::Attribute shaderAttributes[]) const
+{
+    std::string structHLSL, initHLSL;
+
+    int semanticIndex = 0;
+    unsigned int inputIndex = 0;
+
+    for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+    {
+        ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
+
+        const VertexFormat &vertexFormat = inputLayout[inputIndex];
+        const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
+
+        if (!shaderAttribute.name.empty())
+        {
+            // HLSL code for input structure
+            if (IsMatrixType(shaderAttribute.type))
+            {
+                // Matrix types are always transposed
+                structHLSL += "    " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
+            }
+            else
+            {
+                GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
+                structHLSL += "    " + gl_d3d::HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
+            }
+
+            structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
+            semanticIndex += VariableRegisterCount(shaderAttribute.type);
+
+            // HLSL code for initialization
+            initHLSL += "    " + decorateVariable(shaderAttribute.name) + " = ";
+
+            // Mismatched vertex attribute to vertex input may result in an undefined
+            // data reinterpretation (eg for pure integer->float, float->pure integer)
+            // TODO: issue warning with gl debug info extension, when supported
+            if (IsMatrixType(shaderAttribute.type) ||
+                (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
+            {
+                initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
+            }
+            else
+            {
+                initHLSL += "input." + decorateVariable(shaderAttribute.name);
+            }
+
+            initHLSL += ";\n";
+
+            inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
+        }
+    }
+
+    std::string replacementHLSL = "struct VS_INPUT\n"
+                                  "{\n" +
+                                  structHLSL +
+                                  "};\n"
+                                  "\n"
+                                  "void initAttributes(VS_INPUT input)\n"
+                                  "{\n" +
+                                  initHLSL +
+                                  "}\n";
+
+    std::string vertexHLSL(sourceShader);
+
+    size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
+    vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
+
+    return vertexHLSL;
+}
+
+std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
+                                                               bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
+{
+    const int shaderModel = mRenderer->getMajorShaderModel();
+    std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
+    std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
+
+    std::string declarationHLSL;
+    std::string copyHLSL;
+    for (size_t i = 0; i < outputVariables.size(); i++)
+    {
+        const PixelShaderOuputVariable& outputVariable = outputVariables[i];
+        ASSERT(outputLayout.size() > outputVariable.outputIndex);
+
+        // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
+        bool outputIndexEnabled = true; // outputLayout[outputVariable.outputIndex] != GL_NONE
+        if (outputIndexEnabled)
+        {
+            declarationHLSL += "    " + gl_d3d::HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
+                               " : " + targetSemantic + Str(outputVariable.outputIndex) + ";\n";
+
+            copyHLSL += "    output." + outputVariable.name + " = " + outputVariable.source + ";\n";
+        }
+    }
+
+    if (usesFragDepth)
+    {
+        declarationHLSL += "    float gl_Depth : " + depthSemantic + ";\n";
+        copyHLSL += "    output.gl_Depth = gl_Depth; \n";
+    }
+
+    std::string replacementHLSL = "struct PS_OUTPUT\n"
+                                  "{\n" +
+                                  declarationHLSL +
+                                  "};\n"
+                                  "\n"
+                                  "PS_OUTPUT generateOutput()\n"
+                                  "{\n"
+                                  "    PS_OUTPUT output;\n" +
+                                  copyHLSL +
+                                  "    return output;\n"
+                                  "}\n";
+
+    std::string pixelHLSL(sourceShader);
+
+    size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
+    pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
+
+    return pixelHLSL;
+}
+
+std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
+{
+    // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+    // In D3D11 we manually compute gl_PointCoord in the GS.
+    int shaderModel = mRenderer->getMajorShaderModel();
+    return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
+}
+
+struct DynamicHLSL::SemanticInfo
+{
+    struct BuiltinInfo
+    {
+        BuiltinInfo()
+            : enabled(false),
+              index(0),
+              systemValue(false)
+        {}
+
+        bool enabled;
+        std::string semantic;
+        unsigned int index;
+        bool systemValue;
+
+        std::string str() const
+        {
+            return (systemValue ? semantic : (semantic + Str(index)));
+        }
+
+        void enableSystem(const std::string &systemValueSemantic)
+        {
+            enabled = true;
+            semantic = systemValueSemantic;
+            systemValue = true;
+        }
+
+        void enable(const std::string &semanticVal, unsigned int indexVal)
+        {
+            enabled = true;
+            semantic = semanticVal;
+            index = indexVal;
+        }
+    };
+
+    BuiltinInfo dxPosition;
+    BuiltinInfo glPosition;
+    BuiltinInfo glFragCoord;
+    BuiltinInfo glPointCoord;
+    BuiltinInfo glPointSize;
+};
+
+DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
+                                                       bool pointSize, bool pixelShader) const
+{
+    SemanticInfo info;
+    bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
+    const std::string &varyingSemantic = getVaryingSemantic(pointSize);
+
+    int reservedRegisterIndex = startRegisters;
+
+    if (hlsl4)
+    {
+        info.dxPosition.enableSystem("SV_Position");
+    }
+    else if (pixelShader)
+    {
+        info.dxPosition.enableSystem("VPOS");
+    }
+    else
+    {
+        info.dxPosition.enableSystem("POSITION");
+    }
+
+    info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
+
+    if (fragCoord)
+    {
+        info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
+    }
+
+    if (pointCoord)
+    {
+        // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
+        // In D3D11 we manually compute gl_PointCoord in the GS.
+        if (hlsl4)
+        {
+            info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
+        }
+        else
+        {
+            info.glPointCoord.enable("TEXCOORD", 0);
+        }
+    }
+
+    // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
+    if (pointSize && (!pixelShader || hlsl4))
+    {
+        info.glPointSize.enableSystem("PSIZE");
+    }
+
+    return info;
+}
+
+std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
+{
+    std::string linkHLSL = "{\n";
+
+    ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
+
+    linkHLSL += "    float4 dx_Position : " + info.dxPosition.str() + ";\n";
+    linkHLSL += "    float4 gl_Position : " + info.glPosition.str() + ";\n";
+
+    if (info.glFragCoord.enabled)
+    {
+        linkHLSL += "    float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
+    }
+
+    if (info.glPointCoord.enabled)
+    {
+        linkHLSL += "    float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
+    }
+
+    linkHLSL += varyingHLSL;
+
+    if (info.glPointSize.enabled)
+    {
+        linkHLSL += "    float gl_PointSize : " + info.glPointSize.str() + ";\n";
+    }
+
+    linkHLSL += "};\n";
+
+    return linkHLSL;
+}
+
+void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
+                                             std::vector<LinkedVarying> *linkedVaryings) const
+{
+    ASSERT(info.glPosition.enabled);
+
+    linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
+                                            info.glPosition.index, 1));
+
+    if (info.glFragCoord.enabled)
+    {
+        linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
+                                                info.glFragCoord.index, 1));
+    }
+
+    if (info.glPointSize.enabled)
+    {
+        linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
+    }
+}
+
+void DynamicHLSL::storeUserLinkedVaryings(const rx::VertexShaderD3D *vertexShader,
+                                          std::vector<LinkedVarying> *linkedVaryings) const
+{
+    const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
+    const std::vector<PackedVarying> &varyings = vertexShader->mVaryings;
+
+    for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
+    {
+        const PackedVarying &varying = varyings[varyingIndex];
+        if (varying.registerAssigned())
+        {
+            GLenum transposedType = TransposeMatrixType(varying.type);
+            int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+
+            linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
+                                                    varyingSemantic, varying.registerIndex,
+                                                    variableRows * varying.elementCount()));
+        }
+    }
+}
+
+bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
+                                         std::string& pixelHLSL, std::string& vertexHLSL,
+                                         rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader,
+                                         const std::vector<std::string>& transformFeedbackVaryings,
+                                         std::vector<LinkedVarying> *linkedVaryings,
+                                         std::map<int, VariableLocation> *programOutputVars,
+                                         std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
+                                         bool *outUsesFragDepth) const
+{
+    if (pixelHLSL.empty() || vertexHLSL.empty())
+    {
+        return false;
+    }
+
+    bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
+    bool usesFragColor = fragmentShader->mUsesFragColor;
+    bool usesFragData = fragmentShader->mUsesFragData;
+    bool usesFragCoord = fragmentShader->mUsesFragCoord;
+    bool usesPointCoord = fragmentShader->mUsesPointCoord;
+    bool usesPointSize = vertexShader->mUsesPointSize;
+
+    if (usesFragColor && usesFragData)
+    {
+        infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
+        return false;
+    }
+
+    // Write the HLSL input/output declarations
+    const int shaderModel = mRenderer->getMajorShaderModel();
+    const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
+
+    const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
+
+    // Two cases when writing to gl_FragColor and using ESSL 1.0:
+    // - with a 3.0 context, the output color is copied to channel 0
+    // - with a 2.0 context, the output color is broadcast to all channels
+    const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
+    const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
+
+    int shaderVersion = vertexShader->getShaderVersion();
+
+    if (registersNeeded > maxVaryingVectors)
+    {
+        infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
+        return false;
+    }
+
+    const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
+    const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
+                                                          false, usesPointSize, false);
+
+    storeUserLinkedVaryings(vertexShader, linkedVaryings);
+    storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
+
+    // Add stub string to be replaced when shader is dynamically defined by its layout
+    vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
+                  "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
+                  "VS_OUTPUT main(VS_INPUT input)\n"
+                  "{\n"
+                  "    initAttributes(input);\n";
+
+    if (shaderModel >= 4)
+    {
+        vertexHLSL += "\n"
+                      "    gl_main();\n"
+                      "\n"
+                      "    VS_OUTPUT output;\n"
+                      "    output.gl_Position = gl_Position;\n"
+                      "    output.dx_Position.x = gl_Position.x;\n"
+                      "    output.dx_Position.y = -gl_Position.y;\n"
+                      "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+                      "    output.dx_Position.w = gl_Position.w;\n";
+    }
+    else
+    {
+        vertexHLSL += "\n"
+                      "    gl_main();\n"
+                      "\n"
+                      "    VS_OUTPUT output;\n"
+                      "    output.gl_Position = gl_Position;\n"
+                      "    output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
+                      "    output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
+                      "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+                      "    output.dx_Position.w = gl_Position.w;\n";
+    }
+
+    if (usesPointSize && shaderModel >= 3)
+    {
+        vertexHLSL += "    output.gl_PointSize = gl_PointSize;\n";
+    }
+
+    if (usesFragCoord)
+    {
+        vertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
+    }
+
+    for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
+    {
+        const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
+        if (varying.registerAssigned())
+        {
+            for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+            {
+                int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
+
+                for (int row = 0; row < variableRows; row++)
+                {
+                    int r = varying.registerIndex + elementIndex * variableRows + row;
+                    vertexHLSL += "    output.v" + Str(r);
+
+                    bool sharedRegister = false;   // Register used by multiple varyings
+
+                    for (int x = 0; x < 4; x++)
+                    {
+                        if (packing[r][x] && packing[r][x] != packing[r][0])
+                        {
+                            sharedRegister = true;
+                            break;
+                        }
+                    }
+
+                    if(sharedRegister)
+                    {
+                        vertexHLSL += ".";
+
+                        for (int x = 0; x < 4; x++)
+                        {
+                            if (packing[r][x] == &varying)
+                            {
+                                switch(x)
+                                {
+                                  case 0: vertexHLSL += "x"; break;
+                                  case 1: vertexHLSL += "y"; break;
+                                  case 2: vertexHLSL += "z"; break;
+                                  case 3: vertexHLSL += "w"; break;
+                                }
+                            }
+                        }
+                    }
+
+                    vertexHLSL += " = _" + varying.name;
+
+                    if (varying.isArray())
+                    {
+                        vertexHLSL += ArrayString(elementIndex);
+                    }
+
+                    if (variableRows > 1)
+                    {
+                        vertexHLSL += ArrayString(row);
+                    }
+
+                    vertexHLSL += ";\n";
+                }
+            }
+        }
+    }
+
+    vertexHLSL += "\n"
+                  "    return output;\n"
+                  "}\n";
+
+    const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
+                                                         usesPointSize, true);
+
+    pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
+
+    if (shaderVersion < 300)
+    {
+        for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
+        {
+            PixelShaderOuputVariable outputKeyVariable;
+            outputKeyVariable.type = GL_FLOAT_VEC4;
+            outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
+            outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
+            outputKeyVariable.outputIndex = renderTargetIndex;
+
+            outPixelShaderKey->push_back(outputKeyVariable);
+        }
+
+        *outUsesFragDepth = fragmentShader->mUsesFragDepth;
+    }
+    else
+    {
+        defineOutputVariables(fragmentShader, programOutputVars);
+
+        const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+        for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
+        {
+            const VariableLocation &outputLocation = locationIt->second;
+            const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
+            const std::string &variableName = "out_" + outputLocation.name;
+            const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
+
+            PixelShaderOuputVariable outputKeyVariable;
+            outputKeyVariable.type = outputVariable.type;
+            outputKeyVariable.name = variableName + elementString;
+            outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
+            outputKeyVariable.outputIndex = locationIt->first;
+
+            outPixelShaderKey->push_back(outputKeyVariable);
+        }
+
+        *outUsesFragDepth = false;
+    }
+
+    pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
+
+    if (fragmentShader->mUsesFrontFacing)
+    {
+        if (shaderModel >= 4)
+        {
+            pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
+                         "{\n";
+        }
+        else
+        {
+            pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
+                         "{\n";
+        }
+    }
+    else
+    {
+        pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
+                     "{\n";
+    }
+
+    if (usesFragCoord)
+    {
+        pixelHLSL += "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
+
+        if (shaderModel >= 4)
+        {
+            pixelHLSL += "    gl_FragCoord.x = input.dx_Position.x;\n"
+                         "    gl_FragCoord.y = input.dx_Position.y;\n";
+        }
+        else if (shaderModel >= 3)
+        {
+            pixelHLSL += "    gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
+                         "    gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
+        }
+        else
+        {
+            // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
+            pixelHLSL += "    gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
+                         "    gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
+        }
+
+        pixelHLSL += "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
+                     "    gl_FragCoord.w = rhw;\n";
+    }
+
+    if (usesPointCoord && shaderModel >= 3)
+    {
+        pixelHLSL += "    gl_PointCoord.x = input.gl_PointCoord.x;\n";
+        pixelHLSL += "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
+    }
+
+    if (fragmentShader->mUsesFrontFacing)
+    {
+        if (shaderModel <= 3)
+        {
+            pixelHLSL += "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
+        }
+        else
+        {
+            pixelHLSL += "    gl_FrontFacing = isFrontFace;\n";
+        }
+    }
+
+    for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
+    {
+        const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
+        if (varying.registerAssigned())
+        {
+            for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
+            {
+                GLenum transposedType = TransposeMatrixType(varying.type);
+                int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
+                for (int row = 0; row < variableRows; row++)
+                {
+                    std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
+                    pixelHLSL += "    _" + varying.name;
+
+                    if (varying.isArray())
+                    {
+                        pixelHLSL += ArrayString(elementIndex);
+                    }
+
+                    if (variableRows > 1)
+                    {
+                        pixelHLSL += ArrayString(row);
+                    }
+
+                    if (varying.isStruct())
+                    {
+                        pixelHLSL += " = input.v" + n + ";\n";   break;
+                    }
+                    else
+                    {
+                        switch (VariableColumnCount(transposedType))
+                        {
+                          case 1: pixelHLSL += " = input.v" + n + ".x;\n";   break;
+                          case 2: pixelHLSL += " = input.v" + n + ".xy;\n";  break;
+                          case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
+                          case 4: pixelHLSL += " = input.v" + n + ";\n";     break;
+                          default: UNREACHABLE();
+                        }
+                    }
+                }
+            }
+        }
+        else UNREACHABLE();
+    }
+
+    pixelHLSL += "\n"
+                 "    gl_main();\n"
+                 "\n"
+                 "    return generateOutput();\n"
+                 "}\n";
+
+    return true;
+}
+
+void DynamicHLSL::defineOutputVariables(rx::FragmentShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
+{
+    const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
+
+    for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
+    {
+        const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
+        const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
+
+        if (outputVariable.arraySize > 0)
+        {
+            for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
+            {
+                const int location = baseLocation + elementIndex;
+                ASSERT(programOutputVars->count(location) == 0);
+                (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
+            }
+        }
+        else
+        {
+            ASSERT(programOutputVars->count(baseLocation) == 0);
+            (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
+        }
+    }
+}
+
+std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader) const
+{
+    // for now we only handle point sprite emulation
+    ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
+    return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
+}
+
+std::string DynamicHLSL::generatePointSpriteHLSL(int registers, rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader) const
+{
+    ASSERT(registers >= 0);
+    ASSERT(vertexShader->mUsesPointSize);
+    ASSERT(mRenderer->getMajorShaderModel() >= 4);
+
+    std::string geomHLSL;
+
+    const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
+                                                      false, true, false);
+    const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
+                                                       fragmentShader->mUsesPointCoord, true, false);
+
+    std::string varyingHLSL = generateVaryingHLSL(vertexShader);
+    std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
+    std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
+
+    // TODO(geofflang): use context's caps
+    geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
+                "\n"
+                "struct GS_INPUT\n" + inLinkHLSL + "\n" +
+                "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
+                "\n"
+                  "static float2 pointSpriteCorners[] = \n"
+                  "{\n"
+                  "    float2( 0.5f, -0.5f),\n"
+                  "    float2( 0.5f,  0.5f),\n"
+                  "    float2(-0.5f, -0.5f),\n"
+                  "    float2(-0.5f,  0.5f)\n"
+                  "};\n"
+                  "\n"
+                  "static float2 pointSpriteTexcoords[] = \n"
+                  "{\n"
+                  "    float2(1.0f, 1.0f),\n"
+                  "    float2(1.0f, 0.0f),\n"
+                  "    float2(0.0f, 1.0f),\n"
+                  "    float2(0.0f, 0.0f)\n"
+                  "};\n"
+                  "\n"
+                  "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
+                  "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
+                  "\n"
+                  "[maxvertexcount(4)]\n"
+                  "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
+                  "{\n"
+                  "    GS_OUTPUT output = (GS_OUTPUT)0;\n"
+                  "    output.gl_Position = input[0].gl_Position;\n";
+                  "    output.gl_PointSize = input[0].gl_PointSize;\n";
+
+    for (int r = 0; r < registers; r++)
+    {
+        geomHLSL += "    output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
+    }
+
+    if (fragmentShader->mUsesFragCoord)
+    {
+        geomHLSL += "    output.gl_FragCoord = input[0].gl_FragCoord;\n";
+    }
+
+    geomHLSL += "    \n"
+                "    float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
+                "    float4 dx_Position = input[0].dx_Position;\n"
+                "    float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
+
+    for (int corner = 0; corner < 4; corner++)
+    {
+        geomHLSL += "    \n"
+                    "    output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
+
+        if (fragmentShader->mUsesPointCoord)
+        {
+            geomHLSL += "    output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
+        }
+
+        geomHLSL += "    outStream.Append(output);\n";
+    }
+
+    geomHLSL += "    \n"
+                "    outStream.RestartStrip();\n"
+                "}\n";
+
+    return geomHLSL;
+}
+
+// This method needs to match OutputHLSL::decorate
+std::string DynamicHLSL::decorateVariable(const std::string &name)
+{
+    if (name.compare(0, 3, "gl_") != 0)
+    {
+        return "_" + name;
+    }
+
+    return name;
+}
+
+std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
+{
+    std::string attribString = "input." + decorateVariable(shaderAttrib.name);
+
+    // Matrix
+    if (IsMatrixType(shaderAttrib.type))
+    {
+        return "transpose(" + attribString + ")";
+    }
+
+    GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
+    int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
+
+    // Perform integer to float conversion (if necessary)
+    bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
+
+    if (requiresTypeConversion)
+    {
+        // TODO: normalization for 32-bit integer formats
+        ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
+        return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
+    }
+
+    // No conversion necessary
+    return attribString;
+}
+
+void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
+{
+    for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
+    {
+        const VertexFormat &vertexFormat = inputLayout[inputIndex];
+
+        if (vertexFormat.mType == GL_NONE)
+        {
+            signature[inputIndex] = GL_NONE;
+        }
+        else
+        {
+            bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
+            signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
+        }
+    }
+}
+
+}