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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
Jamie Madill5f562732014-02-14 16:41:24 -0500128std::vector<sh::Varying> &Shader::getVaryings()
129{
130 return mVaryings;
131}
132
Geoff Lang536d7262013-08-26 17:04:20 -0400133bool Shader::isCompiled() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000134{
Geoff Lang536d7262013-08-26 17:04:20 -0400135 return !mHlsl.empty();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000136}
137
Geoff Lang536d7262013-08-26 17:04:20 -0400138const std::string &Shader::getHLSL() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000139{
140 return mHlsl;
141}
142
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000143void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000145 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000146}
147
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000148void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000149{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000150 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000151
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000152 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000153 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000154 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000155 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000156}
157
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000158unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000159{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000160 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000161}
162
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000163bool Shader::isFlaggedForDeletion() const
164{
165 return mDeleteStatus;
166}
167
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000168void Shader::flagForDeletion()
169{
170 mDeleteStatus = true;
171}
172
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000173// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
174void Shader::initializeCompiler()
175{
176 if (!mFragmentCompiler)
177 {
178 int result = ShInitialize();
179
180 if (result)
181 {
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000182 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
183
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000184 ShBuiltInResources resources;
185 ShInitBuiltInResources(&resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000186
187 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000188 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000189 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000190 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000191 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000192 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000193 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000194 resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000195 resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000196 resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000197 // 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 +0000198 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400199 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +0000200 // GLSL ES 3.0 constants
201 resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
202 resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
203 resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
204 resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000205
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000206 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
207 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000208 }
209 }
210}
211
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000212void Shader::releaseCompiler()
213{
214 ShDestruct(mFragmentCompiler);
215 ShDestruct(mVertexCompiler);
216
217 mFragmentCompiler = NULL;
218 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000219
220 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000221}
222
Jamie Madill47fdd132013-08-30 13:21:04 -0400223void Shader::parseVaryings(void *compiler)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000224{
Geoff Lang536d7262013-08-26 17:04:20 -0400225 if (!mHlsl.empty())
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000226 {
Jamie Madill139b9092013-08-30 13:21:06 -0400227 std::vector<sh::Varying> *activeVaryings;
Jamie Madill47fdd132013-08-30 13:21:04 -0400228 ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
Jamie Madilla6da33a2013-08-30 13:21:07 -0400229 mVaryings = *activeVaryings;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000230
Geoff Lang536d7262013-08-26 17:04:20 -0400231 mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
232 mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
233 mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
234 mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
235 mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
236 mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
237 mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
238 mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
239 mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
Jamie Madill3c9eeb92013-11-04 11:09:26 -0500240 mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
Nicolas Capens655fe362014-04-11 13:12:34 -0400241 mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000242 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000243}
244
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000245void Shader::resetVaryingsRegisterAssignment()
246{
Jamie Madillce79dda2013-08-30 13:21:06 -0400247 for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000248 {
Jamie Madill139b9092013-08-30 13:21:06 -0400249 mVaryings[varyingIndex].resetRegisterAssignment();
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000250 }
251}
252
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000253// initialize/clean up previous state
254void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000256 // set by compileToHLSL
Geoff Lang536d7262013-08-26 17:04:20 -0400257 mHlsl.clear();
258 mInfoLog.clear();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000259
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000260 // set by parseVaryings
261 mVaryings.clear();
262
shannon.woods%transgaming.com@gtempaccount.comaa8b5cf2013-04-13 03:31:55 +0000263 mUsesMultipleRenderTargets = false;
264 mUsesFragColor = false;
265 mUsesFragData = false;
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000266 mUsesFragCoord = false;
267 mUsesFrontFacing = false;
268 mUsesPointSize = false;
269 mUsesPointCoord = false;
shannonwoods@chromium.org03299882013-05-30 00:05:26 +0000270 mUsesDepthRange = false;
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400271 mUsesFragDepth = false;
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000272 mShaderVersion = 100;
Jamie Madill3c9eeb92013-11-04 11:09:26 -0500273 mUsesDiscardRewriting = false;
Nicolas Capens655fe362014-04-11 13:12:34 -0400274 mUsesNestedBreak = false;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000275
276 mActiveUniforms.clear();
shannonwoods@chromium.org1500f092013-05-30 00:11:20 +0000277 mActiveInterfaceBlocks.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000278}
279
280void Shader::compileToHLSL(void *compiler)
281{
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000282 // ensure the compiler is loaded
283 initializeCompiler();
284
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000285 int compileOptions = SH_OBJECT_CODE;
286 std::string sourcePath;
287 if (perfActive())
288 {
289 sourcePath = getTempPath();
Geoff Lang536d7262013-08-26 17:04:20 -0400290 writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000291 compileOptions |= SH_LINE_DIRECTIVES;
292 }
293
294 int result;
295 if (sourcePath.empty())
296 {
Geoff Lang536d7262013-08-26 17:04:20 -0400297 const char* sourceStrings[] =
298 {
299 mSource.c_str(),
300 };
301
302 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000303 }
304 else
305 {
Geoff Lang536d7262013-08-26 17:04:20 -0400306 const char* sourceStrings[] =
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000307 {
308 sourcePath.c_str(),
Geoff Lang536d7262013-08-26 17:04:20 -0400309 mSource.c_str(),
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000310 };
311
Geoff Lang536d7262013-08-26 17:04:20 -0400312 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000313 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000314
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000315 size_t shaderVersion = 100;
316 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
317
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000318 mShaderVersion = static_cast<int>(shaderVersion);
319
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000320 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
321 {
Geoff Lang536d7262013-08-26 17:04:20 -0400322 mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
323 TRACE("\n%s", mInfoLog.c_str());
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000324 }
325 else if (result)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000326 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000327 size_t objCodeLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000328 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
Geoff Lang536d7262013-08-26 17:04:20 -0400329
330 char* outputHLSL = new char[objCodeLen];
331 ShGetObjectCode(compiler, outputHLSL);
Geoff Lang7f6562b2013-08-28 09:37:27 -0400332
333#ifdef _DEBUG
334 std::ostringstream hlslStream;
335 hlslStream << "// GLSL\n";
336 hlslStream << "//\n";
337
338 size_t curPos = 0;
339 while (curPos != std::string::npos)
340 {
341 size_t nextLine = mSource.find("\n", curPos);
342 size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
343
344 hlslStream << "// " << mSource.substr(curPos, len);
345
346 curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
347 }
348 hlslStream << "\n\n";
349 hlslStream << outputHLSL;
350 mHlsl = hlslStream.str();
351#else
Geoff Lang536d7262013-08-26 17:04:20 -0400352 mHlsl = outputHLSL;
Geoff Lang7f6562b2013-08-28 09:37:27 -0400353#endif
354
Geoff Lang536d7262013-08-26 17:04:20 -0400355 delete[] outputHLSL;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000356
357 void *activeUniforms;
358 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400359 mActiveUniforms = *(std::vector<sh::Uniform>*)activeUniforms;
shannonwoods@chromium.org3f68bf02013-05-30 00:12:43 +0000360
361 void *activeInterfaceBlocks;
362 ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
363 mActiveInterfaceBlocks = *(sh::ActiveInterfaceBlocks*)activeInterfaceBlocks;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000364 }
365 else
366 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000367 size_t infoLogLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000368 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000369
Geoff Lang536d7262013-08-26 17:04:20 -0400370 char* infoLog = new char[infoLogLen];
371 ShGetInfoLog(compiler, infoLog);
372 mInfoLog = infoLog;
373
374 TRACE("\n%s", mInfoLog.c_str());
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000375 }
376}
377
Jamie Madill5f562732014-02-14 16:41:24 -0500378rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
379{
380 if (mUsesDiscardRewriting)
381 {
Nicolas Capens655fe362014-04-11 13:12:34 -0400382 // ANGLE issue 486:
383 // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
384 return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
385 }
386
387 if (mUsesNestedBreak)
388 {
389 // ANGLE issue 603:
390 // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
391 // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
392 return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
Jamie Madill5f562732014-02-14 16:41:24 -0500393 }
394
395 return rx::ANGLE_D3D_WORKAROUND_NONE;
396}
397
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400398// [OpenGL ES SL 3.00.4] Section 11 p. 120
399// Vertex Outs/Fragment Ins packing priorities
400static const GLenum varyingPriorityList[] =
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000401{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400402 // 1. Arrays of mat4 and mat4
403 GL_FLOAT_MAT4,
404
405 // Non-square matrices of type matCxR consume the same space as a square
406 // matrix of type matN where N is the greater of C and R
407 GL_FLOAT_MAT3x4,
408 GL_FLOAT_MAT4x3,
409 GL_FLOAT_MAT2x4,
410 GL_FLOAT_MAT4x2,
411
412 // 2. Arrays of mat2 and mat2 (since they occupy full rows)
413 GL_FLOAT_MAT2,
414
415 // 3. Arrays of vec4 and vec4
416 GL_FLOAT_VEC4,
417 GL_INT_VEC4,
418 GL_UNSIGNED_INT_VEC4,
419
420 // 4. Arrays of mat3 and mat3
421 GL_FLOAT_MAT3,
422 GL_FLOAT_MAT2x3,
423 GL_FLOAT_MAT3x2,
424
425 // 5. Arrays of vec3 and vec3
426 GL_FLOAT_VEC3,
427 GL_INT_VEC3,
428 GL_UNSIGNED_INT_VEC3,
429
430 // 6. Arrays of vec2 and vec2
431 GL_FLOAT_VEC2,
432 GL_INT_VEC2,
433 GL_UNSIGNED_INT_VEC2,
434
435 // 7. Arrays of float and float
436 GL_FLOAT,
437 GL_INT,
438 GL_UNSIGNED_INT,
439};
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000440
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000441// true if varying x has a higher priority in packing than y
Jamie Madilla6da33a2013-08-30 13:21:07 -0400442bool Shader::compareVarying(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000443{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400444 if (x.type == y.type)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000445 {
Jamie Madill139b9092013-08-30 13:21:06 -0400446 return x.arraySize > y.arraySize;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000447 }
448
Jamie Madill28167c62013-08-30 13:21:10 -0400449 // Special case for handling structs: we sort these to the end of the list
450 if (x.type == GL_STRUCT_ANGLEX)
451 {
452 return false;
453 }
454
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400455 unsigned int xPriority = GL_INVALID_INDEX;
456 unsigned int yPriority = GL_INVALID_INDEX;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000457
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400458 for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++)
459 {
460 if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex;
461 if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex;
462 if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break;
463 }
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000464
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400465 ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX);
466
467 return xPriority <= yPriority;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000468}
469
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000470int Shader::getShaderVersion() const
471{
472 return mShaderVersion;
473}
474
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000475VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
476 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000477{
478}
479
480VertexShader::~VertexShader()
481{
482}
483
484GLenum VertexShader::getType()
485{
486 return GL_VERTEX_SHADER;
487}
488
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000489void VertexShader::uncompile()
490{
491 Shader::uncompile();
492
493 // set by ParseAttributes
Jamie Madilldefb6742013-06-20 11:55:51 -0400494 mActiveAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000495}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000496
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000497void VertexShader::compile()
498{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000499 uncompile();
500
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 compileToHLSL(mVertexCompiler);
502 parseAttributes();
Jamie Madill47fdd132013-08-30 13:21:04 -0400503 parseVaryings(mVertexCompiler);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504}
505
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000506int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000507{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000508 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000510 int semanticIndex = 0;
Jamie Madilldefb6742013-06-20 11:55:51 -0400511 for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000512 {
Jamie Madilldefb6742013-06-20 11:55:51 -0400513 const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
514
515 if (attribute.name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000516 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000517 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000518 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000519
Jamie Madilldefb6742013-06-20 11:55:51 -0400520 semanticIndex += AttributeRegisterCount(attribute.type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000521 }
522 }
523
524 return -1;
525}
526
527void VertexShader::parseAttributes()
528{
Geoff Lang536d7262013-08-26 17:04:20 -0400529 const std::string &hlsl = getHLSL();
530 if (!hlsl.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000531 {
Jamie Madilldefb6742013-06-20 11:55:51 -0400532 void *activeAttributes;
533 ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400534 mActiveAttributes = *(std::vector<sh::Attribute>*)activeAttributes;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000535 }
536}
537
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000538FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
539 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000540{
541}
542
543FragmentShader::~FragmentShader()
544{
545}
546
547GLenum FragmentShader::getType()
548{
549 return GL_FRAGMENT_SHADER;
550}
551
552void FragmentShader::compile()
553{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000554 uncompile();
555
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 compileToHLSL(mFragmentCompiler);
Jamie Madill47fdd132013-08-30 13:21:04 -0400557 parseVaryings(mFragmentCompiler);
Jamie Madillce79dda2013-08-30 13:21:06 -0400558 std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
Jamie Madill46131a32013-06-20 11:55:50 -0400559
Geoff Lang536d7262013-08-26 17:04:20 -0400560 const std::string &hlsl = getHLSL();
561 if (!hlsl.empty())
Jamie Madill46131a32013-06-20 11:55:50 -0400562 {
563 void *activeOutputVariables;
564 ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400565 mActiveOutputVariables = *(std::vector<sh::Attribute>*)activeOutputVariables;
Jamie Madill46131a32013-06-20 11:55:50 -0400566 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000567}
Jamie Madill46131a32013-06-20 11:55:50 -0400568
569void FragmentShader::uncompile()
570{
571 Shader::uncompile();
572
573 mActiveOutputVariables.clear();
574}
575
Jamie Madill9d2ffb12013-08-30 13:21:04 -0400576const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
Jamie Madill46131a32013-06-20 11:55:50 -0400577{
578 return mActiveOutputVariables;
579}
580
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000581}