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Brandon Jonesc9610c52014-08-25 17:02:59 -07001//
2// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
8
Geoff Lang0a73dd82014-11-19 16:18:08 -05009#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
10#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
Brandon Jonesc9610c52014-08-25 17:02:59 -070011
Jamie Madilld3dfda22015-07-06 08:28:49 -040012#include <string>
13#include <vector>
14
Jamie Madill13776892015-04-28 12:39:06 -040015#include "common/Optional.h"
Daniel Bratell73941de2015-02-25 14:34:49 +010016#include "compiler/translator/blocklayoutHLSL.h"
Jamie Madill437d2662014-12-05 14:23:35 -050017#include "libANGLE/Constants.h"
Jamie Madilld3dfda22015-07-06 08:28:49 -040018#include "libANGLE/formatutils.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050019#include "libANGLE/renderer/ProgramImpl.h"
Geoff Lang7dd2e102014-11-10 15:19:26 -050020#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Geoff Lang6941a552015-07-27 11:06:45 -040021#include "libANGLE/renderer/d3d/WorkaroundsD3D.h"
Brandon Jonesc9610c52014-08-25 17:02:59 -070022
23namespace gl
24{
25struct LinkedUniform;
Brandon Jones22502d52014-08-29 16:58:36 -070026struct VariableLocation;
Brandon Jonesc9610c52014-08-25 17:02:59 -070027struct VertexFormat;
28}
29
30namespace rx
31{
Jamie Madill93e13fb2014-11-06 15:27:25 -050032class RendererD3D;
Geoff Lang359ef262015-01-05 14:42:29 -050033class UniformStorageD3D;
34class ShaderExecutableD3D;
Brandon Jonesc9610c52014-08-25 17:02:59 -070035
Jamie Madill2db1fbb2014-12-03 10:58:55 -050036#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
37// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
38// It should only be used selectively to work around specific bugs.
39#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
40#endif
41
Brandon Jonesc9610c52014-08-25 17:02:59 -070042class ProgramD3D : public ProgramImpl
43{
44 public:
Jamie Madill30d6c252014-11-13 10:03:33 -050045 ProgramD3D(RendererD3D *renderer);
Brandon Jonesc9610c52014-08-25 17:02:59 -070046 virtual ~ProgramD3D();
47
Jamie Madill30d6c252014-11-13 10:03:33 -050048 const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
Brandon Jones44151a92014-09-10 11:32:25 -070049 int getShaderVersion() const { return mShaderVersion; }
Brandon Joneseb994362014-09-24 10:27:28 -070050 GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
Brandon Jones1a8a7e32014-10-01 12:49:30 -070051
52 GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
53 GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
54 GLint getUsedSamplerRange(gl::SamplerType type) const;
55 void updateSamplerMapping();
56 bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
Brandon Jones44151a92014-09-10 11:32:25 -070057
Brandon Joneseb994362014-09-24 10:27:28 -070058 bool usesPointSize() const { return mUsesPointSize; }
Brandon Jones44151a92014-09-10 11:32:25 -070059 bool usesPointSpriteEmulation() const;
60 bool usesGeometryShader() const;
Cooper Partine6664f02015-01-09 16:22:24 -080061 bool usesInstancedPointSpriteEmulation() const;
Brandon Jones22502d52014-08-29 16:58:36 -070062
63 GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
Geoff Lang7dd2e102014-11-10 15:19:26 -050064 LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
Geoff Langb543aff2014-09-30 14:52:54 -040065 gl::Error save(gl::BinaryOutputStream *stream);
Brandon Jones22502d52014-08-29 16:58:36 -070066
Geoff Lang359ef262015-01-05 14:42:29 -050067 gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable);
68 gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
Jamie Madilld3dfda22015-07-06 08:28:49 -040069 gl::Error getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
Geoff Lang359ef262015-01-05 14:42:29 -050070 ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -070071
Geoff Lang7dd2e102014-11-10 15:19:26 -050072 LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
73 int registers);
Brandon Jones22502d52014-08-29 16:58:36 -070074
Geoff Lang7dd2e102014-11-10 15:19:26 -050075 LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
76 gl::Shader *fragmentShader, gl::Shader *vertexShader,
77 const std::vector<std::string> &transformFeedbackVaryings,
78 GLenum transformFeedbackBufferMode,
79 int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
80 std::map<int, gl::VariableLocation> *outputVariables);
Brandon Jonesc9610c52014-08-25 17:02:59 -070081
Geoff Lang0ca53782015-05-07 13:49:39 -040082 void bindAttributeLocation(GLuint index, const std::string &name) override;
83
Brandon Jones1a8a7e32014-10-01 12:49:30 -070084 void initializeUniformStorage();
85 gl::Error applyUniforms();
Gregoire Payen de La Garanderie68694e92015-03-24 14:03:37 +000086 gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override;
Brandon Jones18bd4102014-09-22 14:21:44 -070087 bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
88 unsigned int registerIndex, const gl::Caps &caps);
Brandon Jones1a8a7e32014-10-01 12:49:30 -070089 void dirtyAllUniforms();
90
91 void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
92 void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
93 void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
94 void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
95 void setUniform1iv(GLint location, GLsizei count, const GLint *v);
96 void setUniform2iv(GLint location, GLsizei count, const GLint *v);
97 void setUniform3iv(GLint location, GLsizei count, const GLint *v);
98 void setUniform4iv(GLint location, GLsizei count, const GLint *v);
99 void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
100 void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
101 void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
102 void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
103 void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
104 void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
105 void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
106 void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
107 void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
108 void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109 void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110 void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
111 void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
112
113 void getUniformfv(GLint location, GLfloat *params);
114 void getUniformiv(GLint location, GLint *params);
115 void getUniformuiv(GLint location, GLuint *params);
Brandon Jonesc9610c52014-08-25 17:02:59 -0700116
Geoff Lang359ef262015-01-05 14:42:29 -0500117 const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
118 const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
Brandon Jonesc9610c52014-08-25 17:02:59 -0700119
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700120 bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
121 const gl::Caps &caps);
122 bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
123
Brandon Jonesc9610c52014-08-25 17:02:59 -0700124 void reset();
125
Geoff Lang7dd2e102014-11-10 15:19:26 -0500126 unsigned int getSerial() const;
127
Jamie Madill437d2662014-12-05 14:23:35 -0500128 void initAttributesByLayout();
Jamie Madill476682e2015-06-30 10:04:29 -0400129 void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
Jamie Madillf9327d32015-06-22 13:57:16 -0400130 int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
131 const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const;
Jamie Madill437d2662014-12-05 14:23:35 -0500132
Jamie Madilld3dfda22015-07-06 08:28:49 -0400133 void updateCachedInputLayout(const gl::Program *program, const gl::State &state);
134 const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
135
Brandon Jonesc9610c52014-08-25 17:02:59 -0700136 private:
Brandon Joneseb994362014-09-24 10:27:28 -0700137 class VertexExecutable
138 {
139 public:
Jamie Madilld3dfda22015-07-06 08:28:49 -0400140 typedef std::vector<GLenum> Signature;
141
142 VertexExecutable(const gl::InputLayout &inputLayout,
143 const Signature &signature,
Geoff Lang359ef262015-01-05 14:42:29 -0500144 ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700145 ~VertexExecutable();
146
Jamie Madilld3dfda22015-07-06 08:28:49 -0400147 bool matchesSignature(const Signature &signature) const;
148 static void getSignature(RendererD3D *renderer,
149 const gl::InputLayout &inputLayout,
150 Signature *signatureOut);
Brandon Joneseb994362014-09-24 10:27:28 -0700151
Jamie Madilld3dfda22015-07-06 08:28:49 -0400152 const gl::InputLayout &inputs() const { return mInputs; }
153 const Signature &signature() const { return mSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500154 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700155
156 private:
Jamie Madilld3dfda22015-07-06 08:28:49 -0400157 gl::InputLayout mInputs;
158 Signature mSignature;
Geoff Lang359ef262015-01-05 14:42:29 -0500159 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700160 };
161
162 class PixelExecutable
163 {
164 public:
Geoff Lang359ef262015-01-05 14:42:29 -0500165 PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700166 ~PixelExecutable();
167
168 bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
169
170 const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500171 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700172
173 private:
174 std::vector<GLenum> mOutputSignature;
Geoff Lang359ef262015-01-05 14:42:29 -0500175 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700176 };
177
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700178 struct Sampler
179 {
180 Sampler();
181
182 bool active;
183 GLint logicalTextureUnit;
184 GLenum textureType;
185 };
186
Geoff Lang492a7e42014-11-05 13:27:06 -0500187 void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
188 void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700189 sh::HLSLBlockEncoder *encoder);
190 bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
191 bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
192 static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
193 std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
194
195 template <typename T>
196 void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
197
198 template <int cols, int rows>
199 void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
200
201 template <typename T>
202 void getUniformv(GLint location, T *params, GLenum uniformType);
203
204 template <typename VarT>
205 void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
206 sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
207 bool inRowMajorLayout);
208
Jamie Madill93e13fb2014-11-06 15:27:25 -0500209 RendererD3D *mRenderer;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700210 DynamicHLSL *mDynamicHLSL;
211
Brandon Joneseb994362014-09-24 10:27:28 -0700212 std::vector<VertexExecutable *> mVertexExecutables;
213 std::vector<PixelExecutable *> mPixelExecutables;
Geoff Lang359ef262015-01-05 14:42:29 -0500214 ShaderExecutableD3D *mGeometryExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700215
Brandon Jones22502d52014-08-29 16:58:36 -0700216 std::string mVertexHLSL;
Arun Patole44efa0b2015-03-04 17:11:05 +0530217 D3DCompilerWorkarounds mVertexWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700218
219 std::string mPixelHLSL;
Arun Patole44efa0b2015-03-04 17:11:05 +0530220 D3DCompilerWorkarounds mPixelWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700221 bool mUsesFragDepth;
Jamie Madill30d6c252014-11-13 10:03:33 -0500222 std::vector<PixelShaderOutputVariable> mPixelShaderKey;
Brandon Jones22502d52014-08-29 16:58:36 -0700223
Brandon Jones44151a92014-09-10 11:32:25 -0700224 bool mUsesPointSize;
225
Geoff Lang359ef262015-01-05 14:42:29 -0500226 UniformStorageD3D *mVertexUniformStorage;
227 UniformStorageD3D *mFragmentUniformStorage;
Brandon Jones44151a92014-09-10 11:32:25 -0700228
Brandon Joneseb994362014-09-24 10:27:28 -0700229 GLenum mTransformFeedbackBufferMode;
Brandon Joneseb994362014-09-24 10:27:28 -0700230
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700231 std::vector<Sampler> mSamplersPS;
232 std::vector<Sampler> mSamplersVS;
233 GLuint mUsedVertexSamplerRange;
234 GLuint mUsedPixelSamplerRange;
235 bool mDirtySamplerMapping;
Brandon Joneseb994362014-09-24 10:27:28 -0700236
Geoff Lang7a26a1a2015-03-25 12:29:06 -0400237 // Cache for validateSamplers
238 std::vector<GLenum> mTextureUnitTypesCache;
239
240 // Cache for getPixelExecutableForFramebuffer
241 std::vector<GLenum> mPixelShaderOutputFormatCache;
242
Brandon Jones44151a92014-09-10 11:32:25 -0700243 int mShaderVersion;
Geoff Lang7dd2e102014-11-10 15:19:26 -0500244
Jamie Madill437d2662014-12-05 14:23:35 -0500245 int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
246
Geoff Lang7dd2e102014-11-10 15:19:26 -0500247 unsigned int mSerial;
248
Jamie Madill13776892015-04-28 12:39:06 -0400249 Optional<bool> mCachedValidateSamplersResult;
250
Jamie Madill03260fa2015-06-22 13:57:22 -0400251 std::vector<GLint> mVertexUBOCache;
252 std::vector<GLint> mFragmentUBOCache;
Jamie Madilld3dfda22015-07-06 08:28:49 -0400253 VertexExecutable::Signature mCachedVertexSignature;
254 gl::InputLayout mCachedInputLayout;
Jamie Madill03260fa2015-06-22 13:57:22 -0400255
Geoff Lang7dd2e102014-11-10 15:19:26 -0500256 static unsigned int issueSerial();
257 static unsigned int mCurrentSerial;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700258};
259
260}
261
Geoff Lang0a73dd82014-11-19 16:18:08 -0500262#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_