Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 1 | // |
| 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 | // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation |
| 7 | // |
| 8 | |
| 9 | #include "precompiled.h" |
| 10 | |
| 11 | #include "libGLESv2/DynamicHLSL.h" |
| 12 | #include "libGLESv2/Shader.h" |
| 13 | #include "libGLESv2/Program.h" |
| 14 | #include "libGLESv2/renderer/Renderer.h" |
| 15 | #include "common/utilities.h" |
| 16 | #include "libGLESv2/ProgramBinary.h" |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 17 | #include "libGLESv2/formatutils.h" |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 18 | |
| 19 | #include "compiler/translator/HLSLLayoutEncoder.h" |
| 20 | |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 21 | static std::string Str(int i) |
| 22 | { |
| 23 | char buffer[20]; |
| 24 | snprintf(buffer, sizeof(buffer), "%d", i); |
| 25 | return buffer; |
| 26 | } |
| 27 | |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 28 | namespace gl_d3d |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 29 | { |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 30 | |
| 31 | std::string HLSLComponentTypeString(GLenum componentType) |
| 32 | { |
| 33 | switch (componentType) |
| 34 | { |
| 35 | case GL_UNSIGNED_INT: return "uint"; |
| 36 | case GL_INT: return "int"; |
| 37 | case GL_UNSIGNED_NORMALIZED: |
| 38 | case GL_SIGNED_NORMALIZED: |
| 39 | case GL_FLOAT: return "float"; |
| 40 | default: UNREACHABLE(); return "not-component-type"; |
| 41 | } |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 42 | } |
| 43 | |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 44 | std::string HLSLComponentTypeString(GLenum componentType, int componentCount) |
| 45 | { |
| 46 | return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : ""); |
| 47 | } |
| 48 | |
| 49 | std::string HLSLMatrixTypeString(GLenum type) |
| 50 | { |
| 51 | switch (type) |
| 52 | { |
| 53 | case GL_FLOAT_MAT2: return "float2x2"; |
| 54 | case GL_FLOAT_MAT3: return "float3x3"; |
| 55 | case GL_FLOAT_MAT4: return "float4x4"; |
| 56 | case GL_FLOAT_MAT2x3: return "float2x3"; |
| 57 | case GL_FLOAT_MAT3x2: return "float3x2"; |
| 58 | case GL_FLOAT_MAT2x4: return "float2x4"; |
| 59 | case GL_FLOAT_MAT4x2: return "float4x2"; |
| 60 | case GL_FLOAT_MAT3x4: return "float3x4"; |
| 61 | case GL_FLOAT_MAT4x3: return "float4x3"; |
| 62 | default: UNREACHABLE(); return "not-matrix-type"; |
| 63 | } |
| 64 | } |
| 65 | |
| 66 | std::string HLSLTypeString(GLenum type) |
| 67 | { |
| 68 | if (gl::IsMatrixType(type)) |
| 69 | { |
| 70 | return HLSLMatrixTypeString(type); |
| 71 | } |
| 72 | |
| 73 | return HLSLComponentTypeString(gl::UniformComponentType(type), gl::UniformComponentCount(type)); |
| 74 | } |
| 75 | |
| 76 | } |
| 77 | |
| 78 | namespace gl |
| 79 | { |
| 80 | |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 81 | std::string ArrayString(unsigned int i) |
| 82 | { |
| 83 | return (i == GL_INVALID_INDEX ? "" : "[" + Str(i) + "]"); |
| 84 | } |
| 85 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 86 | const std::string DynamicHLSL::VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; |
| 87 | |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 88 | DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer) |
| 89 | : mRenderer(renderer) |
| 90 | { |
| 91 | } |
| 92 | |
| 93 | // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 |
| 94 | // Returns the number of used varying registers, or -1 if unsuccesful |
| 95 | int DynamicHLSL::packVaryings(InfoLog &infoLog, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader) |
| 96 | { |
| 97 | const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| 98 | |
| 99 | fragmentShader->resetVaryingsRegisterAssignment(); |
| 100 | |
| 101 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 102 | { |
| 103 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 104 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 105 | |
| 106 | // matrices within varying structs are not transposed |
| 107 | int registers = (varying->isStruct() ? sh::HLSLVariableRegisterCount(*varying) : gl::VariableRowCount(transposedType)) * varying->elementCount(); |
| 108 | int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType)); |
| 109 | bool success = false; |
| 110 | |
| 111 | if (elements == 2 || elements == 3 || elements == 4) |
| 112 | { |
| 113 | for (int r = 0; r <= maxVaryingVectors - registers && !success; r++) |
| 114 | { |
| 115 | bool available = true; |
| 116 | |
| 117 | for (int y = 0; y < registers && available; y++) |
| 118 | { |
| 119 | for (int x = 0; x < elements && available; x++) |
| 120 | { |
| 121 | if (packing[r + y][x]) |
| 122 | { |
| 123 | available = false; |
| 124 | } |
| 125 | } |
| 126 | } |
| 127 | |
| 128 | if (available) |
| 129 | { |
| 130 | varying->registerIndex = r; |
| 131 | varying->elementIndex = 0; |
| 132 | |
| 133 | for (int y = 0; y < registers; y++) |
| 134 | { |
| 135 | for (int x = 0; x < elements; x++) |
| 136 | { |
| 137 | packing[r + y][x] = &*varying; |
| 138 | } |
| 139 | } |
| 140 | |
| 141 | success = true; |
| 142 | } |
| 143 | } |
| 144 | |
| 145 | if (!success && elements == 2) |
| 146 | { |
| 147 | for (int r = maxVaryingVectors - registers; r >= 0 && !success; r--) |
| 148 | { |
| 149 | bool available = true; |
| 150 | |
| 151 | for (int y = 0; y < registers && available; y++) |
| 152 | { |
| 153 | for (int x = 2; x < 4 && available; x++) |
| 154 | { |
| 155 | if (packing[r + y][x]) |
| 156 | { |
| 157 | available = false; |
| 158 | } |
| 159 | } |
| 160 | } |
| 161 | |
| 162 | if (available) |
| 163 | { |
| 164 | varying->registerIndex = r; |
| 165 | varying->elementIndex = 2; |
| 166 | |
| 167 | for (int y = 0; y < registers; y++) |
| 168 | { |
| 169 | for (int x = 2; x < 4; x++) |
| 170 | { |
| 171 | packing[r + y][x] = &*varying; |
| 172 | } |
| 173 | } |
| 174 | |
| 175 | success = true; |
| 176 | } |
| 177 | } |
| 178 | } |
| 179 | } |
| 180 | else if (elements == 1) |
| 181 | { |
| 182 | int space[4] = {0}; |
| 183 | |
| 184 | for (int y = 0; y < maxVaryingVectors; y++) |
| 185 | { |
| 186 | for (int x = 0; x < 4; x++) |
| 187 | { |
| 188 | space[x] += packing[y][x] ? 0 : 1; |
| 189 | } |
| 190 | } |
| 191 | |
| 192 | int column = 0; |
| 193 | |
| 194 | for (int x = 0; x < 4; x++) |
| 195 | { |
| 196 | if (space[x] >= registers && space[x] < space[column]) |
| 197 | { |
| 198 | column = x; |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | if (space[column] >= registers) |
| 203 | { |
| 204 | for (int r = 0; r < maxVaryingVectors; r++) |
| 205 | { |
| 206 | if (!packing[r][column]) |
| 207 | { |
| 208 | varying->registerIndex = r; |
| 209 | |
| 210 | for (int y = r; y < r + registers; y++) |
| 211 | { |
| 212 | packing[y][column] = &*varying; |
| 213 | } |
| 214 | |
| 215 | break; |
| 216 | } |
| 217 | } |
| 218 | |
| 219 | varying->elementIndex = column; |
| 220 | |
| 221 | success = true; |
| 222 | } |
| 223 | } |
| 224 | else UNREACHABLE(); |
| 225 | |
| 226 | if (!success) |
| 227 | { |
| 228 | infoLog.append("Could not pack varying %s", varying->name.c_str()); |
| 229 | |
| 230 | return -1; |
| 231 | } |
| 232 | } |
| 233 | |
| 234 | // Return the number of used registers |
| 235 | int registers = 0; |
| 236 | |
| 237 | for (int r = 0; r < maxVaryingVectors; r++) |
| 238 | { |
| 239 | if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3]) |
| 240 | { |
| 241 | registers++; |
| 242 | } |
| 243 | } |
| 244 | |
| 245 | return registers; |
| 246 | } |
| 247 | |
| 248 | std::string DynamicHLSL::generateVaryingHLSL(FragmentShader *fragmentShader, const std::string &varyingSemantic) const |
| 249 | { |
| 250 | std::string varyingHLSL; |
| 251 | |
| 252 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 253 | { |
| 254 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 255 | if (varying->registerAssigned()) |
| 256 | { |
| 257 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 258 | { |
| 259 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 260 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); |
| 261 | for (int row = 0; row < variableRows; row++) |
| 262 | { |
| 263 | switch (varying->interpolation) |
| 264 | { |
| 265 | case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break; |
| 266 | case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break; |
| 267 | case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break; |
| 268 | default: UNREACHABLE(); |
| 269 | } |
| 270 | |
| 271 | std::string n = Str(varying->registerIndex + elementIndex * variableRows + row); |
| 272 | |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 273 | std::string typeString; |
| 274 | |
| 275 | if (varying->isStruct()) |
| 276 | { |
| 277 | // matrices within structs are not transposed, so |
| 278 | // do not use the special struct prefix "rm" |
| 279 | typeString = decorateVariable(varying->structName); |
| 280 | } |
| 281 | else |
| 282 | { |
| 283 | GLenum componentType = gl::UniformComponentType(transposedType); |
| 284 | int columnCount = gl::VariableColumnCount(transposedType); |
| 285 | typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount); |
| 286 | } |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 287 | varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; |
| 288 | } |
| 289 | } |
| 290 | } |
| 291 | else UNREACHABLE(); |
| 292 | } |
| 293 | |
| 294 | return varyingHLSL; |
| 295 | } |
| 296 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 297 | std::string DynamicHLSL::generateInputLayoutHLSL(const VertexFormat inputLayout[], const sh::Attribute shaderAttributes[]) const |
| 298 | { |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 299 | std::string structHLSL, initHLSL; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 300 | |
| 301 | int semanticIndex = 0; |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 302 | unsigned int inputIndex = 0; |
| 303 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 304 | for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| 305 | { |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 306 | ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); |
| 307 | |
| 308 | const VertexFormat &vertexFormat = inputLayout[inputIndex]; |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 309 | const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex]; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 310 | |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 311 | if (!shaderAttribute.name.empty()) |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 312 | { |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 313 | // HLSL code for input structure |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 314 | if (IsMatrixType(shaderAttribute.type)) |
| 315 | { |
| 316 | // Matrix types are always transposed |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 317 | structHLSL += " " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 318 | } |
| 319 | else |
| 320 | { |
| 321 | GLenum componentType = mRenderer->getVertexComponentType(vertexFormat); |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 322 | structHLSL += " " + gl_d3d::HLSLComponentTypeString(componentType, UniformComponentCount(shaderAttribute.type)); |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 323 | } |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 324 | |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 325 | structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n"; |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 326 | semanticIndex += AttributeRegisterCount(shaderAttribute.type); |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 327 | |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 328 | // HLSL code for initialization |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 329 | initHLSL += " " + decorateVariable(shaderAttribute.name) + " = "; |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 330 | |
| 331 | // Mismatched vertex attribute to vertex input may result in an undefined |
| 332 | // data reinterpretation (eg for pure integer->float, float->pure integer) |
| 333 | // TODO: issue warning with gl debug info extension, when supported |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 334 | if (IsMatrixType(shaderAttribute.type) || |
| 335 | (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0) |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 336 | { |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 337 | initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute); |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 338 | } |
| 339 | else |
| 340 | { |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 341 | initHLSL += "input." + decorateVariable(shaderAttribute.name); |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 342 | } |
| 343 | |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 344 | initHLSL += ";\n"; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 345 | } |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 346 | |
| 347 | inputIndex += VariableRowCount(shaderAttribute.type); |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 348 | } |
| 349 | |
Jamie Madill | 3b7e205 | 2014-03-17 09:47:43 -0400 | [diff] [blame] | 350 | return "struct VS_INPUT\n" |
| 351 | "{\n" + |
| 352 | structHLSL + |
| 353 | "};\n" |
| 354 | "\n" |
| 355 | "void initAttributes(VS_INPUT input)\n" |
| 356 | "{\n" + |
| 357 | initHLSL + |
| 358 | "}\n"; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 359 | } |
| 360 | |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 361 | bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const sh::ShaderVariable *packing[][4], |
| 362 | std::string& pixelHLSL, std::string& vertexHLSL, |
| 363 | FragmentShader *fragmentShader, VertexShader *vertexShader, |
| 364 | std::map<int, VariableLocation> *programOutputVars) const |
| 365 | { |
| 366 | if (pixelHLSL.empty() || vertexHLSL.empty()) |
| 367 | { |
| 368 | return false; |
| 369 | } |
| 370 | |
| 371 | bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; |
| 372 | bool usesFragColor = fragmentShader->mUsesFragColor; |
| 373 | bool usesFragData = fragmentShader->mUsesFragData; |
| 374 | if (usesFragColor && usesFragData) |
| 375 | { |
| 376 | infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); |
| 377 | return false; |
| 378 | } |
| 379 | |
| 380 | // Write the HLSL input/output declarations |
| 381 | const int shaderModel = mRenderer->getMajorShaderModel(); |
| 382 | const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| 383 | |
| 384 | const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0); |
| 385 | |
| 386 | // Two cases when writing to gl_FragColor and using ESSL 1.0: |
| 387 | // - with a 3.0 context, the output color is copied to channel 0 |
| 388 | // - with a 2.0 context, the output color is broadcast to all channels |
| 389 | const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3); |
| 390 | const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1); |
| 391 | |
| 392 | int shaderVersion = vertexShader->getShaderVersion(); |
| 393 | |
| 394 | if (registersNeeded > maxVaryingVectors) |
| 395 | { |
| 396 | infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); |
| 397 | |
| 398 | return false; |
| 399 | } |
| 400 | |
| 401 | std::string varyingSemantic = (vertexShader->mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD"; |
| 402 | std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR"; |
| 403 | std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION"; |
| 404 | std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; |
| 405 | |
| 406 | std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| 407 | |
| 408 | // special varyings that use reserved registers |
| 409 | int reservedRegisterIndex = registers; |
| 410 | std::string fragCoordSemantic; |
| 411 | std::string pointCoordSemantic; |
| 412 | |
| 413 | if (fragmentShader->mUsesFragCoord) |
| 414 | { |
| 415 | fragCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 416 | } |
| 417 | |
| 418 | if (fragmentShader->mUsesPointCoord) |
| 419 | { |
| 420 | // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords. |
| 421 | // In DX11 we compute this in the GS. |
| 422 | if (shaderModel == 3) |
| 423 | { |
| 424 | pointCoordSemantic = "TEXCOORD0"; |
| 425 | } |
| 426 | else if (shaderModel >= 4) |
| 427 | { |
| 428 | pointCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 429 | } |
| 430 | } |
| 431 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 432 | // Add stub string to be replaced when shader is dynamically defined by its layout |
| 433 | vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"; |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 434 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 435 | vertexHLSL += "struct VS_OUTPUT\n" |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 436 | "{\n"; |
| 437 | |
| 438 | if (shaderModel < 4) |
| 439 | { |
| 440 | vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| 441 | } |
| 442 | |
| 443 | vertexHLSL += varyingHLSL; |
| 444 | |
| 445 | if (fragmentShader->mUsesFragCoord) |
| 446 | { |
| 447 | vertexHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 448 | } |
| 449 | |
| 450 | if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| 451 | { |
| 452 | vertexHLSL += " float gl_PointSize : PSIZE;\n"; |
| 453 | } |
| 454 | |
| 455 | if (shaderModel >= 4) |
| 456 | { |
| 457 | vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| 458 | } |
| 459 | |
| 460 | vertexHLSL += "};\n" |
| 461 | "\n" |
| 462 | "VS_OUTPUT main(VS_INPUT input)\n" |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 463 | "{\n" |
| 464 | " initAttributes(input);\n"; |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 465 | |
| 466 | if (shaderModel >= 4) |
| 467 | { |
| 468 | vertexHLSL += "\n" |
| 469 | " gl_main();\n" |
| 470 | "\n" |
| 471 | " VS_OUTPUT output;\n" |
| 472 | " output.gl_Position.x = gl_Position.x;\n" |
| 473 | " output.gl_Position.y = -gl_Position.y;\n" |
| 474 | " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| 475 | " output.gl_Position.w = gl_Position.w;\n"; |
| 476 | } |
| 477 | else |
| 478 | { |
| 479 | vertexHLSL += "\n" |
| 480 | " gl_main();\n" |
| 481 | "\n" |
| 482 | " VS_OUTPUT output;\n" |
| 483 | " output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" |
| 484 | " output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" |
| 485 | " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| 486 | " output.gl_Position.w = gl_Position.w;\n"; |
| 487 | } |
| 488 | |
| 489 | if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| 490 | { |
| 491 | vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; |
| 492 | } |
| 493 | |
| 494 | if (fragmentShader->mUsesFragCoord) |
| 495 | { |
| 496 | vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; |
| 497 | } |
| 498 | |
| 499 | for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++) |
| 500 | { |
| 501 | sh::Varying *varying = &vertexShader->mVaryings[vertVaryingIndex]; |
| 502 | if (varying->registerAssigned()) |
| 503 | { |
| 504 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 505 | { |
| 506 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying->type))); |
| 507 | |
| 508 | for (int row = 0; row < variableRows; row++) |
| 509 | { |
| 510 | int r = varying->registerIndex + elementIndex * variableRows + row; |
| 511 | vertexHLSL += " output.v" + Str(r); |
| 512 | |
| 513 | bool sharedRegister = false; // Register used by multiple varyings |
| 514 | |
| 515 | for (int x = 0; x < 4; x++) |
| 516 | { |
| 517 | if (packing[r][x] && packing[r][x] != packing[r][0]) |
| 518 | { |
| 519 | sharedRegister = true; |
| 520 | break; |
| 521 | } |
| 522 | } |
| 523 | |
| 524 | if(sharedRegister) |
| 525 | { |
| 526 | vertexHLSL += "."; |
| 527 | |
| 528 | for (int x = 0; x < 4; x++) |
| 529 | { |
| 530 | if (packing[r][x] == &*varying) |
| 531 | { |
| 532 | switch(x) |
| 533 | { |
| 534 | case 0: vertexHLSL += "x"; break; |
| 535 | case 1: vertexHLSL += "y"; break; |
| 536 | case 2: vertexHLSL += "z"; break; |
| 537 | case 3: vertexHLSL += "w"; break; |
| 538 | } |
| 539 | } |
| 540 | } |
| 541 | } |
| 542 | |
| 543 | vertexHLSL += " = _" + varying->name; |
| 544 | |
| 545 | if (varying->isArray()) |
| 546 | { |
| 547 | vertexHLSL += ArrayString(elementIndex); |
| 548 | } |
| 549 | |
| 550 | if (variableRows > 1) |
| 551 | { |
| 552 | vertexHLSL += ArrayString(row); |
| 553 | } |
| 554 | |
| 555 | vertexHLSL += ";\n"; |
| 556 | } |
| 557 | } |
| 558 | } |
| 559 | } |
| 560 | |
| 561 | vertexHLSL += "\n" |
| 562 | " return output;\n" |
| 563 | "}\n"; |
| 564 | |
| 565 | pixelHLSL += "struct PS_INPUT\n" |
| 566 | "{\n"; |
| 567 | |
| 568 | pixelHLSL += varyingHLSL; |
| 569 | |
| 570 | if (fragmentShader->mUsesFragCoord) |
| 571 | { |
| 572 | pixelHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 573 | } |
| 574 | |
| 575 | if (fragmentShader->mUsesPointCoord && shaderModel >= 3) |
| 576 | { |
| 577 | pixelHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| 578 | } |
| 579 | |
| 580 | // Must consume the PSIZE element if the geometry shader is not active |
| 581 | // We won't know if we use a GS until we draw |
| 582 | if (vertexShader->mUsesPointSize && shaderModel >= 4) |
| 583 | { |
| 584 | pixelHLSL += " float gl_PointSize : PSIZE;\n"; |
| 585 | } |
| 586 | |
| 587 | if (fragmentShader->mUsesFragCoord) |
| 588 | { |
| 589 | if (shaderModel >= 4) |
| 590 | { |
| 591 | pixelHLSL += " float4 dx_VPos : SV_Position;\n"; |
| 592 | } |
| 593 | else if (shaderModel >= 3) |
| 594 | { |
| 595 | pixelHLSL += " float2 dx_VPos : VPOS;\n"; |
| 596 | } |
| 597 | } |
| 598 | |
| 599 | pixelHLSL += "};\n" |
| 600 | "\n" |
| 601 | "struct PS_OUTPUT\n" |
| 602 | "{\n"; |
| 603 | |
| 604 | if (shaderVersion < 300) |
| 605 | { |
| 606 | for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| 607 | { |
| 608 | pixelHLSL += " float4 gl_Color" + Str(renderTargetIndex) + " : " + targetSemantic + Str(renderTargetIndex) + ";\n"; |
| 609 | } |
| 610 | |
| 611 | if (fragmentShader->mUsesFragDepth) |
| 612 | { |
| 613 | pixelHLSL += " float gl_Depth : " + depthSemantic + ";\n"; |
| 614 | } |
| 615 | } |
| 616 | else |
| 617 | { |
| 618 | defineOutputVariables(fragmentShader, programOutputVars); |
| 619 | |
| 620 | const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); |
| 621 | for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) |
| 622 | { |
| 623 | const VariableLocation &outputLocation = locationIt->second; |
| 624 | const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; |
| 625 | const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); |
| 626 | |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 627 | pixelHLSL += " " + gl_d3d::HLSLTypeString(outputVariable.type) + |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 628 | " out_" + outputLocation.name + elementString + |
| 629 | " : " + targetSemantic + Str(locationIt->first) + ";\n"; |
| 630 | } |
| 631 | } |
| 632 | |
| 633 | pixelHLSL += "};\n" |
| 634 | "\n"; |
| 635 | |
| 636 | if (fragmentShader->mUsesFrontFacing) |
| 637 | { |
| 638 | if (shaderModel >= 4) |
| 639 | { |
| 640 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" |
| 641 | "{\n"; |
| 642 | } |
| 643 | else |
| 644 | { |
| 645 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" |
| 646 | "{\n"; |
| 647 | } |
| 648 | } |
| 649 | else |
| 650 | { |
| 651 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n" |
| 652 | "{\n"; |
| 653 | } |
| 654 | |
| 655 | if (fragmentShader->mUsesFragCoord) |
| 656 | { |
| 657 | pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; |
| 658 | |
| 659 | if (shaderModel >= 4) |
| 660 | { |
| 661 | pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n" |
| 662 | " gl_FragCoord.y = input.dx_VPos.y;\n"; |
| 663 | } |
| 664 | else if (shaderModel >= 3) |
| 665 | { |
| 666 | pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n" |
| 667 | " gl_FragCoord.y = input.dx_VPos.y + 0.5;\n"; |
| 668 | } |
| 669 | else |
| 670 | { |
| 671 | // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport() |
| 672 | pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n" |
| 673 | " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n"; |
| 674 | } |
| 675 | |
| 676 | pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n" |
| 677 | " gl_FragCoord.w = rhw;\n"; |
| 678 | } |
| 679 | |
| 680 | if (fragmentShader->mUsesPointCoord && shaderModel >= 3) |
| 681 | { |
| 682 | pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n"; |
| 683 | pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; |
| 684 | } |
| 685 | |
| 686 | if (fragmentShader->mUsesFrontFacing) |
| 687 | { |
| 688 | if (shaderModel <= 3) |
| 689 | { |
| 690 | pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; |
| 691 | } |
| 692 | else |
| 693 | { |
| 694 | pixelHLSL += " gl_FrontFacing = isFrontFace;\n"; |
| 695 | } |
| 696 | } |
| 697 | |
| 698 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 699 | { |
| 700 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 701 | if (varying->registerAssigned()) |
| 702 | { |
| 703 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 704 | { |
| 705 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 706 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); |
| 707 | for (int row = 0; row < variableRows; row++) |
| 708 | { |
| 709 | std::string n = Str(varying->registerIndex + elementIndex * variableRows + row); |
| 710 | pixelHLSL += " _" + varying->name; |
| 711 | |
| 712 | if (varying->isArray()) |
| 713 | { |
| 714 | pixelHLSL += ArrayString(elementIndex); |
| 715 | } |
| 716 | |
| 717 | if (variableRows > 1) |
| 718 | { |
| 719 | pixelHLSL += ArrayString(row); |
| 720 | } |
| 721 | |
| 722 | if (varying->isStruct()) |
| 723 | { |
| 724 | pixelHLSL += " = input.v" + n + ";\n"; break; |
| 725 | } |
| 726 | else |
| 727 | { |
| 728 | switch (VariableColumnCount(transposedType)) |
| 729 | { |
| 730 | case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break; |
| 731 | case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break; |
| 732 | case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break; |
| 733 | case 4: pixelHLSL += " = input.v" + n + ";\n"; break; |
| 734 | default: UNREACHABLE(); |
| 735 | } |
| 736 | } |
| 737 | } |
| 738 | } |
| 739 | } |
| 740 | else UNREACHABLE(); |
| 741 | } |
| 742 | |
| 743 | pixelHLSL += "\n" |
| 744 | " gl_main();\n" |
| 745 | "\n" |
| 746 | " PS_OUTPUT output;\n"; |
| 747 | |
| 748 | if (shaderVersion < 300) |
| 749 | { |
| 750 | for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| 751 | { |
| 752 | unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex; |
| 753 | |
| 754 | pixelHLSL += " output.gl_Color" + Str(renderTargetIndex) + " = gl_Color[" + Str(sourceColorIndex) + "];\n"; |
| 755 | } |
| 756 | |
| 757 | if (fragmentShader->mUsesFragDepth) |
| 758 | { |
| 759 | pixelHLSL += " output.gl_Depth = gl_Depth;\n"; |
| 760 | } |
| 761 | } |
| 762 | else |
| 763 | { |
| 764 | for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) |
| 765 | { |
| 766 | const VariableLocation &outputLocation = locationIt->second; |
| 767 | const std::string &variableName = "out_" + outputLocation.name; |
| 768 | const std::string &outVariableName = variableName + (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); |
| 769 | const std::string &staticVariableName = variableName + ArrayString(outputLocation.element); |
| 770 | |
| 771 | pixelHLSL += " output." + outVariableName + " = " + staticVariableName + ";\n"; |
| 772 | } |
| 773 | } |
| 774 | |
| 775 | pixelHLSL += "\n" |
| 776 | " return output;\n" |
| 777 | "}\n"; |
| 778 | |
| 779 | return true; |
| 780 | } |
| 781 | |
| 782 | void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const |
| 783 | { |
| 784 | const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); |
| 785 | |
| 786 | for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++) |
| 787 | { |
| 788 | const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex]; |
| 789 | const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location; |
| 790 | |
| 791 | if (outputVariable.arraySize > 0) |
| 792 | { |
| 793 | for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++) |
| 794 | { |
| 795 | const int location = baseLocation + elementIndex; |
| 796 | ASSERT(programOutputVars->count(location) == 0); |
| 797 | (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex); |
| 798 | } |
| 799 | } |
| 800 | else |
| 801 | { |
| 802 | ASSERT(programOutputVars->count(baseLocation) == 0); |
| 803 | (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex); |
| 804 | } |
| 805 | } |
| 806 | } |
| 807 | |
| 808 | std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| 809 | { |
| 810 | // for now we only handle point sprite emulation |
| 811 | ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); |
| 812 | return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader); |
| 813 | } |
| 814 | |
| 815 | std::string DynamicHLSL::generatePointSpriteHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| 816 | { |
| 817 | ASSERT(registers >= 0); |
| 818 | ASSERT(vertexShader->mUsesPointSize); |
| 819 | ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| 820 | |
| 821 | std::string geomHLSL; |
| 822 | |
| 823 | std::string varyingSemantic = "TEXCOORD"; |
| 824 | |
| 825 | std::string fragCoordSemantic; |
| 826 | std::string pointCoordSemantic; |
| 827 | |
| 828 | int reservedRegisterIndex = registers; |
| 829 | |
| 830 | if (fragmentShader->mUsesFragCoord) |
| 831 | { |
| 832 | fragCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 833 | } |
| 834 | |
| 835 | if (fragmentShader->mUsesPointCoord) |
| 836 | { |
| 837 | pointCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 838 | } |
| 839 | |
| 840 | geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" |
| 841 | "\n" |
| 842 | "struct GS_INPUT\n" |
| 843 | "{\n"; |
| 844 | |
| 845 | std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| 846 | |
| 847 | geomHLSL += varyingHLSL; |
| 848 | |
| 849 | if (fragmentShader->mUsesFragCoord) |
| 850 | { |
| 851 | geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 852 | } |
| 853 | |
| 854 | geomHLSL += " float gl_PointSize : PSIZE;\n" |
| 855 | " float4 gl_Position : SV_Position;\n" |
| 856 | "};\n" |
| 857 | "\n" |
| 858 | "struct GS_OUTPUT\n" |
| 859 | "{\n"; |
| 860 | |
| 861 | geomHLSL += varyingHLSL; |
| 862 | |
| 863 | if (fragmentShader->mUsesFragCoord) |
| 864 | { |
| 865 | geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 866 | } |
| 867 | |
| 868 | if (fragmentShader->mUsesPointCoord) |
| 869 | { |
| 870 | geomHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| 871 | } |
| 872 | |
| 873 | geomHLSL += " float gl_PointSize : PSIZE;\n" |
| 874 | " float4 gl_Position : SV_Position;\n" |
| 875 | "};\n" |
| 876 | "\n" |
| 877 | "static float2 pointSpriteCorners[] = \n" |
| 878 | "{\n" |
| 879 | " float2( 0.5f, -0.5f),\n" |
| 880 | " float2( 0.5f, 0.5f),\n" |
| 881 | " float2(-0.5f, -0.5f),\n" |
| 882 | " float2(-0.5f, 0.5f)\n" |
| 883 | "};\n" |
| 884 | "\n" |
| 885 | "static float2 pointSpriteTexcoords[] = \n" |
| 886 | "{\n" |
| 887 | " float2(1.0f, 1.0f),\n" |
| 888 | " float2(1.0f, 0.0f),\n" |
| 889 | " float2(0.0f, 1.0f),\n" |
| 890 | " float2(0.0f, 0.0f)\n" |
| 891 | "};\n" |
| 892 | "\n" |
| 893 | "static float minPointSize = " + Str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n" |
| 894 | "static float maxPointSize = " + Str(mRenderer->getMaxPointSize()) + ".0f;\n" |
| 895 | "\n" |
| 896 | "[maxvertexcount(4)]\n" |
| 897 | "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n" |
| 898 | "{\n" |
| 899 | " GS_OUTPUT output = (GS_OUTPUT)0;\n" |
| 900 | " output.gl_PointSize = input[0].gl_PointSize;\n"; |
| 901 | |
| 902 | for (int r = 0; r < registers; r++) |
| 903 | { |
| 904 | geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n"; |
| 905 | } |
| 906 | |
| 907 | if (fragmentShader->mUsesFragCoord) |
| 908 | { |
| 909 | geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; |
| 910 | } |
| 911 | |
| 912 | geomHLSL += " \n" |
| 913 | " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n" |
| 914 | " float4 gl_Position = input[0].gl_Position;\n" |
| 915 | " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n"; |
| 916 | |
| 917 | for (int corner = 0; corner < 4; corner++) |
| 918 | { |
| 919 | geomHLSL += " \n" |
| 920 | " output.gl_Position = gl_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; |
| 921 | |
| 922 | if (fragmentShader->mUsesPointCoord) |
| 923 | { |
| 924 | geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n"; |
| 925 | } |
| 926 | |
| 927 | geomHLSL += " outStream.Append(output);\n"; |
| 928 | } |
| 929 | |
| 930 | geomHLSL += " \n" |
| 931 | " outStream.RestartStrip();\n" |
| 932 | "}\n"; |
| 933 | |
| 934 | return geomHLSL; |
| 935 | } |
| 936 | |
| 937 | // This method needs to match OutputHLSL::decorate |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 938 | std::string DynamicHLSL::decorateVariable(const std::string &name) |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 939 | { |
| 940 | if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0) |
| 941 | { |
| 942 | return "_" + name; |
| 943 | } |
| 944 | |
| 945 | return name; |
| 946 | } |
| 947 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 948 | std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const |
| 949 | { |
Jamie Madill | a53ab51 | 2014-03-17 09:47:44 -0400 | [diff] [blame^] | 950 | std::string attribString = "input." + decorateVariable(shaderAttrib.name); |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 951 | |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 952 | // Matrix |
| 953 | if (IsMatrixType(shaderAttrib.type)) |
| 954 | { |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 955 | return "transpose(" + attribString + ")"; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 956 | } |
| 957 | |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 958 | GLenum shaderComponentType = UniformComponentType(shaderAttrib.type); |
| 959 | int shaderComponentCount = UniformComponentCount(shaderAttrib.type); |
| 960 | |
| 961 | std::string padString = ""; |
| 962 | |
| 963 | // Perform integer to float conversion (if necessary) |
| 964 | bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT); |
| 965 | |
| 966 | // TODO: normalization for 32-bit integer formats |
| 967 | ASSERT(!requiresTypeConversion || !vertexFormat.mNormalized); |
| 968 | |
| 969 | if (requiresTypeConversion || !padString.empty()) |
| 970 | { |
| 971 | return "float" + Str(shaderComponentCount) + "(" + attribString + padString + ")"; |
| 972 | } |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 973 | |
| 974 | // No conversion necessary |
Jamie Madill | 8664b06 | 2014-02-14 16:41:29 -0500 | [diff] [blame] | 975 | return attribString; |
Jamie Madill | c5ede1a | 2014-02-14 16:41:27 -0500 | [diff] [blame] | 976 | } |
| 977 | |
Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 978 | } |