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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002//
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +00003// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Shader.cpp: Implements the gl::Shader class and its derived classes
9// VertexShader and FragmentShader. Implements GL shader objects and related
10// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
11
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000012#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000014#include "GLSLANG/ShaderLang.h"
shannonwoods@chromium.orga2ecfcc2013-05-30 00:11:59 +000015#include "common/utilities.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000016#include "libGLESv2/renderer/Renderer.h"
17#include "libGLESv2/Constants.h"
18#include "libGLESv2/ResourceManager.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000019
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000020namespace gl
21{
22void *Shader::mFragmentCompiler = NULL;
23void *Shader::mVertexCompiler = NULL;
24
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +000025Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
26 : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027{
daniel@transgaming.com938009c2012-02-17 18:02:15 +000028 uncompile();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +000029 initializeCompiler();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000031 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000032 mDeleteStatus = false;
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +000033 mShaderVersion = 100;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034}
35
36Shader::~Shader()
37{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038}
39
daniel@transgaming.com6c785212010-03-30 03:36:17 +000040GLuint Shader::getHandle() const
41{
42 return mHandle;
43}
44
shannon.woods%transgaming.com@gtempaccount.com5f339332013-04-13 03:29:02 +000045void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000046{
Geoff Lang536d7262013-08-26 17:04:20 -040047 std::ostringstream stream;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048
49 for (int i = 0; i < count; i++)
50 {
Geoff Lang536d7262013-08-26 17:04:20 -040051 stream << string[i];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000052 }
53
Geoff Lang536d7262013-08-26 17:04:20 -040054 mSource = stream.str();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055}
56
daniel@transgaming.comcba50572010-03-28 19:36:09 +000057int Shader::getInfoLogLength() const
58{
Geoff Lang536d7262013-08-26 17:04:20 -040059 return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060}
61
Geoff Lang536d7262013-08-26 17:04:20 -040062void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
daniel@transgaming.comcba50572010-03-28 19:36:09 +000063{
64 int index = 0;
65
daniel@transgaming.com807d8c32012-04-04 15:06:04 +000066 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +000067 {
Geoff Lang536d7262013-08-26 17:04:20 -040068 index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
69 memcpy(infoLog, mInfoLog.c_str(), index);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000070
daniel@transgaming.comcba50572010-03-28 19:36:09 +000071 infoLog[index] = '\0';
72 }
73
74 if (length)
75 {
76 *length = index;
77 }
78}
79
80int Shader::getSourceLength() const
81{
Geoff Lang536d7262013-08-26 17:04:20 -040082 return mSource.empty() ? 0 : (mSource.length() + 1);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000083}
84
zmo@google.coma574f782011-10-03 21:45:23 +000085int Shader::getTranslatedSourceLength() const
86{
Geoff Lang536d7262013-08-26 17:04:20 -040087 return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
zmo@google.coma574f782011-10-03 21:45:23 +000088}
89
Geoff Lang536d7262013-08-26 17:04:20 -040090void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
daniel@transgaming.comcba50572010-03-28 19:36:09 +000091{
92 int index = 0;
93
daniel@transgaming.com807d8c32012-04-04 15:06:04 +000094 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +000095 {
Geoff Lang536d7262013-08-26 17:04:20 -040096 index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
97 memcpy(buffer, source.c_str(), index);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000098
zmo@google.coma574f782011-10-03 21:45:23 +000099 buffer[index] = '\0';
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000100 }
101
102 if (length)
103 {
104 *length = index;
105 }
106}
107
Geoff Lang536d7262013-08-26 17:04:20 -0400108void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
zmo@google.coma574f782011-10-03 21:45:23 +0000109{
110 getSourceImpl(mSource, bufSize, length, buffer);
111}
112
Geoff Lang536d7262013-08-26 17:04:20 -0400113void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
zmo@google.coma574f782011-10-03 21:45:23 +0000114{
115 getSourceImpl(mHlsl, bufSize, length, buffer);
116}
117
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400118const std::vector<sh::Uniform> &Shader::getUniforms() const
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000119{
120 return mActiveUniforms;
121}
122
Geoff Lang536d7262013-08-26 17:04:20 -0400123const sh::ActiveInterfaceBlocks &Shader::getInterfaceBlocks() const
shannonwoods@chromium.org1500f092013-05-30 00:11:20 +0000124{
125 return mActiveInterfaceBlocks;
126}
127
Geoff Lang536d7262013-08-26 17:04:20 -0400128bool Shader::isCompiled() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000129{
Geoff Lang536d7262013-08-26 17:04:20 -0400130 return !mHlsl.empty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000131}
132
Geoff Lang536d7262013-08-26 17:04:20 -0400133const std::string &Shader::getHLSL() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000134{
135 return mHlsl;
136}
137
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000138void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000139{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000140 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000141}
142
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000143void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000145 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000146
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000147 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000148 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000149 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000150 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151}
152
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000153unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000154{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000155 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000156}
157
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000158bool Shader::isFlaggedForDeletion() const
159{
160 return mDeleteStatus;
161}
162
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000163void Shader::flagForDeletion()
164{
165 mDeleteStatus = true;
166}
167
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000168// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
169void Shader::initializeCompiler()
170{
171 if (!mFragmentCompiler)
172 {
173 int result = ShInitialize();
174
175 if (result)
176 {
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000177 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
178
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000179 ShBuiltInResources resources;
180 ShInitBuiltInResources(&resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000181
182 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000183 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000184 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000185 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000186 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000187 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000188 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000189 resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000190 resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000191 resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000192 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
shannon.woods%transgaming.com@gtempaccount.com331192d2013-04-13 03:27:57 +0000193 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400194 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +0000195 // GLSL ES 3.0 constants
196 resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
197 resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
198 resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
199 resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000200
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000201 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
202 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000203 }
204 }
205}
206
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000207void Shader::releaseCompiler()
208{
209 ShDestruct(mFragmentCompiler);
210 ShDestruct(mVertexCompiler);
211
212 mFragmentCompiler = NULL;
213 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000214
215 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000216}
217
Jamie Madill47fdd132013-08-30 13:21:04 -0400218void Shader::parseVaryings(void *compiler)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000219{
Geoff Lang536d7262013-08-26 17:04:20 -0400220 if (!mHlsl.empty())
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000221 {
Jamie Madill47fdd132013-08-30 13:21:04 -0400222 std::vector<sh::ShaderVariable> *activeVaryings;
223 ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
224
225 for (unsigned int varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
Geoff Lang536d7262013-08-26 17:04:20 -0400226 {
Jamie Madill47fdd132013-08-30 13:21:04 -0400227 mVaryings.push_back(Varying((*activeVaryings)[varyingIndex]));
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000228 }
229
Geoff Lang536d7262013-08-26 17:04:20 -0400230 mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
231 mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
232 mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
233 mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
234 mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
235 mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
236 mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
237 mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
238 mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000239 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000240}
241
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000242void Shader::resetVaryingsRegisterAssignment()
243{
Jamie Madillce79dda2013-08-30 13:21:06 -0400244 for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000245 {
Jamie Madillce79dda2013-08-30 13:21:06 -0400246 Varying *varying = &mVaryings[varyingIndex];
247 varying->reg = -1;
248 varying->col = -1;
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000249 }
250}
251
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000252// initialize/clean up previous state
253void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000254{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000255 // set by compileToHLSL
Geoff Lang536d7262013-08-26 17:04:20 -0400256 mHlsl.clear();
257 mInfoLog.clear();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000258
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000259 // set by parseVaryings
260 mVaryings.clear();
261
shannon.woods%transgaming.com@gtempaccount.comaa8b5cf2013-04-13 03:31:55 +0000262 mUsesMultipleRenderTargets = false;
263 mUsesFragColor = false;
264 mUsesFragData = false;
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000265 mUsesFragCoord = false;
266 mUsesFrontFacing = false;
267 mUsesPointSize = false;
268 mUsesPointCoord = false;
shannonwoods@chromium.org03299882013-05-30 00:05:26 +0000269 mUsesDepthRange = false;
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400270 mUsesFragDepth = false;
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000271 mShaderVersion = 100;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000272
273 mActiveUniforms.clear();
shannonwoods@chromium.org1500f092013-05-30 00:11:20 +0000274 mActiveInterfaceBlocks.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000275}
276
277void Shader::compileToHLSL(void *compiler)
278{
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000279 // ensure the compiler is loaded
280 initializeCompiler();
281
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000282 int compileOptions = SH_OBJECT_CODE;
283 std::string sourcePath;
284 if (perfActive())
285 {
286 sourcePath = getTempPath();
Geoff Lang536d7262013-08-26 17:04:20 -0400287 writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000288 compileOptions |= SH_LINE_DIRECTIVES;
289 }
290
291 int result;
292 if (sourcePath.empty())
293 {
Geoff Lang536d7262013-08-26 17:04:20 -0400294 const char* sourceStrings[] =
295 {
296 mSource.c_str(),
297 };
298
299 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000300 }
301 else
302 {
Geoff Lang536d7262013-08-26 17:04:20 -0400303 const char* sourceStrings[] =
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000304 {
305 sourcePath.c_str(),
Geoff Lang536d7262013-08-26 17:04:20 -0400306 mSource.c_str(),
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000307 };
308
Geoff Lang536d7262013-08-26 17:04:20 -0400309 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000310 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000311
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000312 size_t shaderVersion = 100;
313 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
314
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000315 mShaderVersion = static_cast<int>(shaderVersion);
316
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000317 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
318 {
Geoff Lang536d7262013-08-26 17:04:20 -0400319 mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
320 TRACE("\n%s", mInfoLog.c_str());
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000321 }
322 else if (result)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000324 size_t objCodeLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000325 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
Geoff Lang536d7262013-08-26 17:04:20 -0400326
327 char* outputHLSL = new char[objCodeLen];
328 ShGetObjectCode(compiler, outputHLSL);
Geoff Lang7f6562b2013-08-28 09:37:27 -0400329
330#ifdef _DEBUG
331 std::ostringstream hlslStream;
332 hlslStream << "// GLSL\n";
333 hlslStream << "//\n";
334
335 size_t curPos = 0;
336 while (curPos != std::string::npos)
337 {
338 size_t nextLine = mSource.find("\n", curPos);
339 size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
340
341 hlslStream << "// " << mSource.substr(curPos, len);
342
343 curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
344 }
345 hlslStream << "\n\n";
346 hlslStream << outputHLSL;
347 mHlsl = hlslStream.str();
348#else
Geoff Lang536d7262013-08-26 17:04:20 -0400349 mHlsl = outputHLSL;
Geoff Lang7f6562b2013-08-28 09:37:27 -0400350#endif
351
Geoff Lang536d7262013-08-26 17:04:20 -0400352 delete[] outputHLSL;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000353
354 void *activeUniforms;
355 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400356 mActiveUniforms = *(std::vector<sh::Uniform>*)activeUniforms;
shannonwoods@chromium.org3f68bf02013-05-30 00:12:43 +0000357
358 void *activeInterfaceBlocks;
359 ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
360 mActiveInterfaceBlocks = *(sh::ActiveInterfaceBlocks*)activeInterfaceBlocks;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000361 }
362 else
363 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000364 size_t infoLogLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000365 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000366
Geoff Lang536d7262013-08-26 17:04:20 -0400367 char* infoLog = new char[infoLogLen];
368 ShGetInfoLog(compiler, infoLog);
369 mInfoLog = infoLog;
370
371 TRACE("\n%s", mInfoLog.c_str());
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000372 }
373}
374
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400375// [OpenGL ES SL 3.00.4] Section 11 p. 120
376// Vertex Outs/Fragment Ins packing priorities
377static const GLenum varyingPriorityList[] =
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000378{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400379 // 1. Arrays of mat4 and mat4
380 GL_FLOAT_MAT4,
381
382 // Non-square matrices of type matCxR consume the same space as a square
383 // matrix of type matN where N is the greater of C and R
384 GL_FLOAT_MAT3x4,
385 GL_FLOAT_MAT4x3,
386 GL_FLOAT_MAT2x4,
387 GL_FLOAT_MAT4x2,
388
389 // 2. Arrays of mat2 and mat2 (since they occupy full rows)
390 GL_FLOAT_MAT2,
391
392 // 3. Arrays of vec4 and vec4
393 GL_FLOAT_VEC4,
394 GL_INT_VEC4,
395 GL_UNSIGNED_INT_VEC4,
396
397 // 4. Arrays of mat3 and mat3
398 GL_FLOAT_MAT3,
399 GL_FLOAT_MAT2x3,
400 GL_FLOAT_MAT3x2,
401
402 // 5. Arrays of vec3 and vec3
403 GL_FLOAT_VEC3,
404 GL_INT_VEC3,
405 GL_UNSIGNED_INT_VEC3,
406
407 // 6. Arrays of vec2 and vec2
408 GL_FLOAT_VEC2,
409 GL_INT_VEC2,
410 GL_UNSIGNED_INT_VEC2,
411
412 // 7. Arrays of float and float
413 GL_FLOAT,
414 GL_INT,
415 GL_UNSIGNED_INT,
416};
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000417
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000418// true if varying x has a higher priority in packing than y
419bool Shader::compareVarying(const Varying &x, const Varying &y)
420{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400421 if (x.type == y.type)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000422 {
423 return x.size > y.size;
424 }
425
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400426 unsigned int xPriority = GL_INVALID_INDEX;
427 unsigned int yPriority = GL_INVALID_INDEX;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000428
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400429 for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++)
430 {
431 if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex;
432 if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex;
433 if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break;
434 }
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000435
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400436 ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX);
437
438 return xPriority <= yPriority;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000439}
440
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000441int Shader::getShaderVersion() const
442{
443 return mShaderVersion;
444}
445
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000446VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
447 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000448{
449}
450
451VertexShader::~VertexShader()
452{
453}
454
455GLenum VertexShader::getType()
456{
457 return GL_VERTEX_SHADER;
458}
459
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000460void VertexShader::uncompile()
461{
462 Shader::uncompile();
463
464 // set by ParseAttributes
Jamie Madilldefb6742013-06-20 11:55:51 -0400465 mActiveAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000466}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000467
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000468void VertexShader::compile()
469{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000470 uncompile();
471
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000472 compileToHLSL(mVertexCompiler);
473 parseAttributes();
Jamie Madill47fdd132013-08-30 13:21:04 -0400474 parseVaryings(mVertexCompiler);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000475}
476
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000477int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000478{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000479 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000480 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000481 int semanticIndex = 0;
Jamie Madilldefb6742013-06-20 11:55:51 -0400482 for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000483 {
Jamie Madilldefb6742013-06-20 11:55:51 -0400484 const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
485
486 if (attribute.name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000487 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000488 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000489 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000490
Jamie Madilldefb6742013-06-20 11:55:51 -0400491 semanticIndex += AttributeRegisterCount(attribute.type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000492 }
493 }
494
495 return -1;
496}
497
498void VertexShader::parseAttributes()
499{
Geoff Lang536d7262013-08-26 17:04:20 -0400500 const std::string &hlsl = getHLSL();
501 if (!hlsl.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000502 {
Jamie Madilldefb6742013-06-20 11:55:51 -0400503 void *activeAttributes;
504 ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400505 mActiveAttributes = *(std::vector<sh::Attribute>*)activeAttributes;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000506 }
507}
508
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000509FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
510 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511{
512}
513
514FragmentShader::~FragmentShader()
515{
516}
517
518GLenum FragmentShader::getType()
519{
520 return GL_FRAGMENT_SHADER;
521}
522
523void FragmentShader::compile()
524{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000525 uncompile();
526
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527 compileToHLSL(mFragmentCompiler);
Jamie Madill47fdd132013-08-30 13:21:04 -0400528 parseVaryings(mFragmentCompiler);
Jamie Madillce79dda2013-08-30 13:21:06 -0400529 std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
Jamie Madill46131a32013-06-20 11:55:50 -0400530
Geoff Lang536d7262013-08-26 17:04:20 -0400531 const std::string &hlsl = getHLSL();
532 if (!hlsl.empty())
Jamie Madill46131a32013-06-20 11:55:50 -0400533 {
534 void *activeOutputVariables;
535 ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400536 mActiveOutputVariables = *(std::vector<sh::Attribute>*)activeOutputVariables;
Jamie Madill46131a32013-06-20 11:55:50 -0400537 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538}
Jamie Madill46131a32013-06-20 11:55:50 -0400539
540void FragmentShader::uncompile()
541{
542 Shader::uncompile();
543
544 mActiveOutputVariables.clear();
545}
546
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400547const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
Jamie Madill46131a32013-06-20 11:55:50 -0400548{
549 return mActiveOutputVariables;
550}
551
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000552}