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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//
Geoff Langcec35902014-04-16 10:52:36 -04003// Copyright (c) 2002-2014 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 Madillf2575982014-06-25 16:04:54 -0400118const std::vector<sh::Uniform> &Shader::getUniforms() const
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000119{
120 return mActiveUniforms;
121}
122
Jamie Madillf2575982014-06-25 16:04:54 -0400123const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks() const
shannonwoods@chromium.org1500f092013-05-30 00:11:20 +0000124{
125 return mActiveInterfaceBlocks;
126}
127
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400128std::vector<PackedVarying> &Shader::getVaryings()
Jamie Madill5f562732014-02-14 16:41:24 -0500129{
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
Geoff Langcec35902014-04-16 10:52:36 -0400187 const gl::Caps &caps = mRenderer->getCaps();
188
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000189 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000190 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000191 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000192 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000193 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000194 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000195 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000196 resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
Geoff Langcec35902014-04-16 10:52:36 -0400197 resources.OES_standard_derivatives = caps.extensions.standardDerivatives;
198 resources.EXT_draw_buffers = caps.extensions.drawBuffers;
Nicolas Capens46485082014-04-15 13:12:50 -0400199 resources.EXT_shader_texture_lod = 1;
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000200 // 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 +0000201 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400202 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +0000203 // GLSL ES 3.0 constants
204 resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
205 resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
206 resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
207 resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000208
Jamie Madill183bde52014-07-02 15:31:19 -0400209 mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
210 mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000211 }
212 }
213}
214
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000215void Shader::releaseCompiler()
216{
217 ShDestruct(mFragmentCompiler);
218 ShDestruct(mVertexCompiler);
219
220 mFragmentCompiler = NULL;
221 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000222
223 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000224}
225
Jamie Madill47fdd132013-08-30 13:21:04 -0400226void Shader::parseVaryings(void *compiler)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000227{
Geoff Lang536d7262013-08-26 17:04:20 -0400228 if (!mHlsl.empty())
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000229 {
Jamie Madillf2575982014-06-25 16:04:54 -0400230 std::vector<sh::Varying> *activeVaryings;
Jamie Madill47fdd132013-08-30 13:21:04 -0400231 ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400232
233 for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
234 {
235 mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
236 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000237
Geoff Lang536d7262013-08-26 17:04:20 -0400238 mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
239 mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
240 mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
241 mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
242 mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
243 mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
244 mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
245 mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
246 mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
Jamie Madill3c9eeb92013-11-04 11:09:26 -0500247 mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
Nicolas Capens655fe362014-04-11 13:12:34 -0400248 mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000249 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000250}
251
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000252void Shader::resetVaryingsRegisterAssignment()
253{
Jamie Madillce79dda2013-08-30 13:21:06 -0400254 for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000255 {
Jamie Madill139b9092013-08-30 13:21:06 -0400256 mVaryings[varyingIndex].resetRegisterAssignment();
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000257 }
258}
259
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000260// initialize/clean up previous state
261void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000262{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000263 // set by compileToHLSL
Geoff Lang536d7262013-08-26 17:04:20 -0400264 mHlsl.clear();
265 mInfoLog.clear();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000266
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000267 // set by parseVaryings
268 mVaryings.clear();
269
shannon.woods%transgaming.com@gtempaccount.comaa8b5cf2013-04-13 03:31:55 +0000270 mUsesMultipleRenderTargets = false;
271 mUsesFragColor = false;
272 mUsesFragData = false;
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000273 mUsesFragCoord = false;
274 mUsesFrontFacing = false;
275 mUsesPointSize = false;
276 mUsesPointCoord = false;
shannonwoods@chromium.org03299882013-05-30 00:05:26 +0000277 mUsesDepthRange = false;
Jamie Madill2aeb26a2013-07-08 14:02:55 -0400278 mUsesFragDepth = false;
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000279 mShaderVersion = 100;
Jamie Madill3c9eeb92013-11-04 11:09:26 -0500280 mUsesDiscardRewriting = false;
Nicolas Capens655fe362014-04-11 13:12:34 -0400281 mUsesNestedBreak = false;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000282
283 mActiveUniforms.clear();
shannonwoods@chromium.org1500f092013-05-30 00:11:20 +0000284 mActiveInterfaceBlocks.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000285}
286
287void Shader::compileToHLSL(void *compiler)
288{
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000289 // ensure the compiler is loaded
290 initializeCompiler();
291
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000292 int compileOptions = SH_OBJECT_CODE;
293 std::string sourcePath;
294 if (perfActive())
295 {
296 sourcePath = getTempPath();
Geoff Lang536d7262013-08-26 17:04:20 -0400297 writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000298 compileOptions |= SH_LINE_DIRECTIVES;
299 }
300
301 int result;
302 if (sourcePath.empty())
303 {
Geoff Lang536d7262013-08-26 17:04:20 -0400304 const char* sourceStrings[] =
305 {
306 mSource.c_str(),
307 };
308
309 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000310 }
311 else
312 {
Geoff Lang536d7262013-08-26 17:04:20 -0400313 const char* sourceStrings[] =
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000314 {
315 sourcePath.c_str(),
Geoff Lang536d7262013-08-26 17:04:20 -0400316 mSource.c_str(),
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000317 };
318
Geoff Lang536d7262013-08-26 17:04:20 -0400319 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000320 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000321
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000322 size_t shaderVersion = 100;
323 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
324
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000325 mShaderVersion = static_cast<int>(shaderVersion);
326
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000327 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
328 {
Geoff Lang536d7262013-08-26 17:04:20 -0400329 mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
330 TRACE("\n%s", mInfoLog.c_str());
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000331 }
332 else if (result)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000333 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000334 size_t objCodeLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000335 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
Geoff Lang536d7262013-08-26 17:04:20 -0400336
337 char* outputHLSL = new char[objCodeLen];
338 ShGetObjectCode(compiler, outputHLSL);
Geoff Lang7f6562b2013-08-28 09:37:27 -0400339
340#ifdef _DEBUG
341 std::ostringstream hlslStream;
342 hlslStream << "// GLSL\n";
343 hlslStream << "//\n";
344
345 size_t curPos = 0;
346 while (curPos != std::string::npos)
347 {
348 size_t nextLine = mSource.find("\n", curPos);
349 size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
350
351 hlslStream << "// " << mSource.substr(curPos, len);
352
353 curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
354 }
355 hlslStream << "\n\n";
356 hlslStream << outputHLSL;
357 mHlsl = hlslStream.str();
358#else
Geoff Lang536d7262013-08-26 17:04:20 -0400359 mHlsl = outputHLSL;
Geoff Lang7f6562b2013-08-28 09:37:27 -0400360#endif
361
Geoff Lang536d7262013-08-26 17:04:20 -0400362 delete[] outputHLSL;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000363
364 void *activeUniforms;
365 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
Jamie Madillf2575982014-06-25 16:04:54 -0400366 mActiveUniforms = *(std::vector<sh::Uniform>*)activeUniforms;
shannonwoods@chromium.org3f68bf02013-05-30 00:12:43 +0000367
368 void *activeInterfaceBlocks;
369 ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
Jamie Madillf2575982014-06-25 16:04:54 -0400370 mActiveInterfaceBlocks = *(std::vector<sh::InterfaceBlock>*)activeInterfaceBlocks;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000371 }
372 else
373 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000374 size_t infoLogLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000375 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000376
Geoff Lang536d7262013-08-26 17:04:20 -0400377 char* infoLog = new char[infoLogLen];
378 ShGetInfoLog(compiler, infoLog);
379 mInfoLog = infoLog;
380
381 TRACE("\n%s", mInfoLog.c_str());
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000382 }
383}
384
Jamie Madill5f562732014-02-14 16:41:24 -0500385rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
386{
387 if (mUsesDiscardRewriting)
388 {
Nicolas Capens655fe362014-04-11 13:12:34 -0400389 // ANGLE issue 486:
390 // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
391 return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
392 }
393
394 if (mUsesNestedBreak)
395 {
396 // ANGLE issue 603:
397 // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
398 // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
399 return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
Jamie Madill5f562732014-02-14 16:41:24 -0500400 }
401
402 return rx::ANGLE_D3D_WORKAROUND_NONE;
403}
404
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400405// [OpenGL ES SL 3.00.4] Section 11 p. 120
406// Vertex Outs/Fragment Ins packing priorities
407static const GLenum varyingPriorityList[] =
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000408{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400409 // 1. Arrays of mat4 and mat4
410 GL_FLOAT_MAT4,
411
412 // Non-square matrices of type matCxR consume the same space as a square
413 // matrix of type matN where N is the greater of C and R
414 GL_FLOAT_MAT3x4,
415 GL_FLOAT_MAT4x3,
416 GL_FLOAT_MAT2x4,
417 GL_FLOAT_MAT4x2,
418
419 // 2. Arrays of mat2 and mat2 (since they occupy full rows)
420 GL_FLOAT_MAT2,
421
422 // 3. Arrays of vec4 and vec4
423 GL_FLOAT_VEC4,
424 GL_INT_VEC4,
425 GL_UNSIGNED_INT_VEC4,
426
427 // 4. Arrays of mat3 and mat3
428 GL_FLOAT_MAT3,
429 GL_FLOAT_MAT2x3,
430 GL_FLOAT_MAT3x2,
431
432 // 5. Arrays of vec3 and vec3
433 GL_FLOAT_VEC3,
434 GL_INT_VEC3,
435 GL_UNSIGNED_INT_VEC3,
436
437 // 6. Arrays of vec2 and vec2
438 GL_FLOAT_VEC2,
439 GL_INT_VEC2,
440 GL_UNSIGNED_INT_VEC2,
441
442 // 7. Arrays of float and float
443 GL_FLOAT,
444 GL_INT,
445 GL_UNSIGNED_INT,
446};
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000447
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000448// true if varying x has a higher priority in packing than y
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400449bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000450{
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400451 if (x.type == y.type)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000452 {
Jamie Madill139b9092013-08-30 13:21:06 -0400453 return x.arraySize > y.arraySize;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000454 }
455
Jamie Madill28167c62013-08-30 13:21:10 -0400456 // Special case for handling structs: we sort these to the end of the list
457 if (x.type == GL_STRUCT_ANGLEX)
458 {
459 return false;
460 }
461
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400462 unsigned int xPriority = GL_INVALID_INDEX;
463 unsigned int yPriority = GL_INVALID_INDEX;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000464
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400465 for (unsigned int priorityIndex = 0; priorityIndex < ArraySize(varyingPriorityList); priorityIndex++)
466 {
467 if (varyingPriorityList[priorityIndex] == x.type) xPriority = priorityIndex;
468 if (varyingPriorityList[priorityIndex] == y.type) yPriority = priorityIndex;
469 if (xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX) break;
470 }
shannonwoods@chromium.org4f35fdf2013-05-30 00:18:40 +0000471
Jamie Madillbcb6a1e2013-08-30 13:21:03 -0400472 ASSERT(xPriority != GL_INVALID_INDEX && yPriority != GL_INVALID_INDEX);
473
474 return xPriority <= yPriority;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000475}
476
shannonwoods@chromium.org83ac5e82013-05-30 00:15:29 +0000477int Shader::getShaderVersion() const
478{
479 return mShaderVersion;
480}
481
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000482VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
483 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000484{
485}
486
487VertexShader::~VertexShader()
488{
489}
490
491GLenum VertexShader::getType()
492{
493 return GL_VERTEX_SHADER;
494}
495
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000496void VertexShader::uncompile()
497{
498 Shader::uncompile();
499
500 // set by ParseAttributes
Jamie Madilldefb6742013-06-20 11:55:51 -0400501 mActiveAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000502}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000503
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504void VertexShader::compile()
505{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000506 uncompile();
507
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000508 compileToHLSL(mVertexCompiler);
509 parseAttributes();
Jamie Madill47fdd132013-08-30 13:21:04 -0400510 parseVaryings(mVertexCompiler);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000511}
512
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000513int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000514{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000515 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000516 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000517 int semanticIndex = 0;
Jamie Madilldefb6742013-06-20 11:55:51 -0400518 for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000519 {
Jamie Madillf2575982014-06-25 16:04:54 -0400520 const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
Jamie Madilldefb6742013-06-20 11:55:51 -0400521
522 if (attribute.name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000523 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000524 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000525 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000526
Jamie Madillf2575982014-06-25 16:04:54 -0400527 semanticIndex += VariableRegisterCount(attribute.type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000528 }
529 }
530
531 return -1;
532}
533
534void VertexShader::parseAttributes()
535{
Geoff Lang536d7262013-08-26 17:04:20 -0400536 const std::string &hlsl = getHLSL();
537 if (!hlsl.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538 {
Jamie Madilldefb6742013-06-20 11:55:51 -0400539 void *activeAttributes;
540 ShGetInfoPointer(mVertexCompiler, SH_ACTIVE_ATTRIBUTES_ARRAY, &activeAttributes);
Jamie Madillf2575982014-06-25 16:04:54 -0400541 mActiveAttributes = *(std::vector<sh::Attribute>*)activeAttributes;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542 }
543}
544
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000545FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
546 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000547{
548}
549
550FragmentShader::~FragmentShader()
551{
552}
553
554GLenum FragmentShader::getType()
555{
556 return GL_FRAGMENT_SHADER;
557}
558
559void FragmentShader::compile()
560{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000561 uncompile();
562
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000563 compileToHLSL(mFragmentCompiler);
Jamie Madill47fdd132013-08-30 13:21:04 -0400564 parseVaryings(mFragmentCompiler);
Jamie Madillce79dda2013-08-30 13:21:06 -0400565 std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
Jamie Madill46131a32013-06-20 11:55:50 -0400566
Geoff Lang536d7262013-08-26 17:04:20 -0400567 const std::string &hlsl = getHLSL();
568 if (!hlsl.empty())
Jamie Madill46131a32013-06-20 11:55:50 -0400569 {
570 void *activeOutputVariables;
571 ShGetInfoPointer(mFragmentCompiler, SH_ACTIVE_OUTPUT_VARIABLES_ARRAY, &activeOutputVariables);
Jamie Madillf2575982014-06-25 16:04:54 -0400572 mActiveOutputVariables = *(std::vector<sh::Attribute>*)activeOutputVariables;
Jamie Madill46131a32013-06-20 11:55:50 -0400573 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000574}
Jamie Madill46131a32013-06-20 11:55:50 -0400575
576void FragmentShader::uncompile()
577{
578 Shader::uncompile();
579
580 mActiveOutputVariables.clear();
581}
582
Jamie Madillf2575982014-06-25 16:04:54 -0400583const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
Jamie Madill46131a32013-06-20 11:55:50 -0400584{
585 return mActiveOutputVariables;
586}
587
Jamie Madill68fe74a2014-05-27 12:56:01 -0400588ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
589{
590 void *compiler = NULL;
591
592 switch (shader)
593 {
594 case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
595 case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
596 default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
597 }
598
599 size_t outputType = 0;
600 ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
601
602 return static_cast<ShShaderOutput>(outputType);
603}
604
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000605}