blob: afe3eab894e611ad53815cfcab4adea7b61c4d4e [file] [log] [blame]
Jamie Madill5f562732014-02-14 16:41:24 -05001//
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
Geoff Lang2b5420c2014-11-19 14:20:15 -05009#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Jamie Madill9e0478f2015-01-13 11:13:54 -050010
11#include "common/utilities.h"
12#include "compiler/translator/blocklayout.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050013#include "libANGLE/renderer/d3d/ShaderD3D.h"
14#include "libANGLE/renderer/d3d/RendererD3D.h"
15#include "libANGLE/Program.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050016#include "libANGLE/Shader.h"
17#include "libANGLE/formatutils.h"
Geoff Lang0b7eef72014-06-12 14:10:47 -040018
Jamie Madill53cb14d2014-07-08 15:02:35 -040019// For use with ArrayString, see angleutils.h
20META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
Jamie Madill5f562732014-02-14 16:41:24 -050021
Brandon Jonesd8d72432014-08-22 15:11:23 -070022using namespace gl;
23
Jamie Madill30d6c252014-11-13 10:03:33 -050024namespace rx
25{
26
Jamie Madill3f2e61d2014-09-05 10:38:05 -040027namespace
Jamie Madill5f562732014-02-14 16:41:24 -050028{
Jamie Madill8664b062014-02-14 16:41:29 -050029
30std::string HLSLComponentTypeString(GLenum componentType)
31{
32 switch (componentType)
33 {
34 case GL_UNSIGNED_INT: return "uint";
35 case GL_INT: return "int";
36 case GL_UNSIGNED_NORMALIZED:
37 case GL_SIGNED_NORMALIZED:
38 case GL_FLOAT: return "float";
39 default: UNREACHABLE(); return "not-component-type";
40 }
Jamie Madill5f562732014-02-14 16:41:24 -050041}
42
Jamie Madill8664b062014-02-14 16:41:29 -050043std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
44{
45 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
46}
47
48std::string HLSLMatrixTypeString(GLenum type)
49{
50 switch (type)
51 {
52 case GL_FLOAT_MAT2: return "float2x2";
53 case GL_FLOAT_MAT3: return "float3x3";
54 case GL_FLOAT_MAT4: return "float4x4";
55 case GL_FLOAT_MAT2x3: return "float2x3";
56 case GL_FLOAT_MAT3x2: return "float3x2";
57 case GL_FLOAT_MAT2x4: return "float2x4";
58 case GL_FLOAT_MAT4x2: return "float4x2";
59 case GL_FLOAT_MAT3x4: return "float3x4";
60 case GL_FLOAT_MAT4x3: return "float4x3";
61 default: UNREACHABLE(); return "not-matrix-type";
62 }
63}
64
65std::string HLSLTypeString(GLenum type)
66{
67 if (gl::IsMatrixType(type))
68 {
69 return HLSLMatrixTypeString(type);
70 }
71
Jamie Madillf2575982014-06-25 16:04:54 -040072 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
Jamie Madill8664b062014-02-14 16:41:29 -050073}
74
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000075const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
Jamie Madill3f2e61d2014-09-05 10:38:05 -040076 unsigned int location)
77{
78 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
79 {
80 if (outputVariables[variableIndex].outputIndex == location)
81 {
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000082 return &outputVariables[variableIndex];
Jamie Madill3f2e61d2014-09-05 10:38:05 -040083 }
84 }
85
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000086 return NULL;
Jamie Madill3f2e61d2014-09-05 10:38:05 -040087}
88
Geoff Lang04fb89a2014-06-09 15:05:36 -040089const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
90const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
Jamie Madillc5ede1a2014-02-14 16:41:27 -050091
Jamie Madill30d6c252014-11-13 10:03:33 -050092}
93
Jamie Madill93e13fb2014-11-06 15:27:25 -050094DynamicHLSL::DynamicHLSL(RendererD3D *const renderer)
Jamie Madill5f562732014-02-14 16:41:24 -050095 : mRenderer(renderer)
96{
97}
98
Jamie Madillff0d2ba2014-05-14 13:49:10 -040099static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
Jamie Madill5f562732014-02-14 16:41:24 -0500100{
Geoff Lang48dcae72014-02-05 16:28:24 -0500101 GLenum transposedType = TransposeMatrixType(varying->type);
Jamie Madill5f562732014-02-14 16:41:24 -0500102
Geoff Lang48dcae72014-02-05 16:28:24 -0500103 // matrices within varying structs are not transposed
Jamie Madill834e8b72014-04-11 13:33:58 -0400104 int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
Geoff Lang48dcae72014-02-05 16:28:24 -0500105 int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
Jamie Madill5f562732014-02-14 16:41:24 -0500106
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400107 if (elements >= 2 && elements <= 4)
Jamie Madill5f562732014-02-14 16:41:24 -0500108 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400109 for (int r = 0; r <= maxVaryingVectors - registers; r++)
Jamie Madill5f562732014-02-14 16:41:24 -0500110 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500111 bool available = true;
112
113 for (int y = 0; y < registers && available; y++)
114 {
115 for (int x = 0; x < elements && available; x++)
116 {
117 if (packing[r + y][x])
118 {
119 available = false;
120 }
121 }
122 }
123
124 if (available)
125 {
126 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700127 varying->columnIndex = 0;
Geoff Lang48dcae72014-02-05 16:28:24 -0500128
129 for (int y = 0; y < registers; y++)
130 {
131 for (int x = 0; x < elements; x++)
132 {
133 packing[r + y][x] = &*varying;
134 }
135 }
136
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400137 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500138 }
139 }
140
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400141 if (elements == 2)
Geoff Lang48dcae72014-02-05 16:28:24 -0500142 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400143 for (int r = maxVaryingVectors - registers; r >= 0; r--)
Jamie Madill5f562732014-02-14 16:41:24 -0500144 {
145 bool available = true;
146
147 for (int y = 0; y < registers && available; y++)
148 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500149 for (int x = 2; x < 4 && available; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500150 {
151 if (packing[r + y][x])
152 {
153 available = false;
154 }
155 }
156 }
157
158 if (available)
159 {
160 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700161 varying->columnIndex = 2;
Jamie Madill5f562732014-02-14 16:41:24 -0500162
163 for (int y = 0; y < registers; y++)
164 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500165 for (int x = 2; x < 4; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500166 {
167 packing[r + y][x] = &*varying;
168 }
169 }
170
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400171 return true;
Jamie Madill5f562732014-02-14 16:41:24 -0500172 }
173 }
Jamie Madill5f562732014-02-14 16:41:24 -0500174 }
Geoff Lang48dcae72014-02-05 16:28:24 -0500175 }
176 else if (elements == 1)
177 {
178 int space[4] = { 0 };
179
180 for (int y = 0; y < maxVaryingVectors; y++)
Jamie Madill5f562732014-02-14 16:41:24 -0500181 {
Jamie Madill5f562732014-02-14 16:41:24 -0500182 for (int x = 0; x < 4; x++)
183 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500184 space[x] += packing[y][x] ? 0 : 1;
Jamie Madill5f562732014-02-14 16:41:24 -0500185 }
186 }
Jamie Madill5f562732014-02-14 16:41:24 -0500187
Geoff Lang48dcae72014-02-05 16:28:24 -0500188 int column = 0;
189
190 for (int x = 0; x < 4; x++)
191 {
Austin Kinrossaf875522014-08-25 21:06:07 -0700192 if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
Geoff Lang48dcae72014-02-05 16:28:24 -0500193 {
194 column = x;
195 }
196 }
197
198 if (space[column] >= registers)
199 {
200 for (int r = 0; r < maxVaryingVectors; r++)
201 {
202 if (!packing[r][column])
203 {
204 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700205 varying->columnIndex = column;
Geoff Lang48dcae72014-02-05 16:28:24 -0500206
207 for (int y = r; y < r + registers; y++)
208 {
209 packing[y][column] = &*varying;
210 }
211
212 break;
213 }
214 }
215
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400216 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500217 }
218 }
219 else UNREACHABLE();
220
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400221 return false;
Geoff Lang48dcae72014-02-05 16:28:24 -0500222}
223
224// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
225// Returns the number of used varying registers, or -1 if unsuccesful
Jamie Madill30d6c252014-11-13 10:03:33 -0500226int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
227 ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
Geoff Lang48dcae72014-02-05 16:28:24 -0500228{
Geoff Lang3a61c322014-07-10 13:01:54 -0400229 // TODO (geofflang): Use context's caps
230 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
Geoff Lang48dcae72014-02-05 16:28:24 -0500231
Brandon Jones71620962014-08-20 14:04:59 -0700232 vertexShader->resetVaryingsRegisterAssignment();
233 fragmentShader->resetVaryingsRegisterAssignment();
Geoff Lang48dcae72014-02-05 16:28:24 -0500234
235 std::set<std::string> packedVaryings;
236
Jamie Madilld15250e2014-09-03 09:40:44 -0400237 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
238 std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
239 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500240 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400241 PackedVarying *varying = &fragmentVaryings[varyingIndex];
Jamie Madill54ad4f82014-09-03 09:40:46 -0400242
243 // Do not assign registers to built-in or unreferenced varyings
244 if (varying->isBuiltIn() || !varying->staticUse)
245 {
246 continue;
247 }
248
Geoff Lang48dcae72014-02-05 16:28:24 -0500249 if (packVarying(varying, maxVaryingVectors, packing))
250 {
251 packedVaryings.insert(varying->name);
252 }
253 else
Jamie Madill5f562732014-02-14 16:41:24 -0500254 {
255 infoLog.append("Could not pack varying %s", varying->name.c_str());
Jamie Madill5f562732014-02-14 16:41:24 -0500256 return -1;
257 }
258 }
259
Geoff Lang48dcae72014-02-05 16:28:24 -0500260 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
261 {
262 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
Jamie Madill55d611e2014-10-24 16:28:14 -0400263
264 if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
265 {
266 // do not pack builtin XFB varyings
267 continue;
268 }
269
Geoff Lang48dcae72014-02-05 16:28:24 -0500270 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
271 {
272 bool found = false;
Jamie Madilld15250e2014-09-03 09:40:44 -0400273 for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500274 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400275 PackedVarying *varying = &vertexVaryings[varyingIndex];
Geoff Lang48dcae72014-02-05 16:28:24 -0500276 if (transformFeedbackVarying == varying->name)
277 {
278 if (!packVarying(varying, maxVaryingVectors, packing))
279 {
280 infoLog.append("Could not pack varying %s", varying->name.c_str());
281 return -1;
282 }
283
284 found = true;
285 break;
286 }
287 }
288
Jamie Madill55d611e2014-10-24 16:28:14 -0400289 if (!found)
Geoff Lang48dcae72014-02-05 16:28:24 -0500290 {
291 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
292 return -1;
293 }
294 }
295 }
296
Jamie Madill5f562732014-02-14 16:41:24 -0500297 // Return the number of used registers
298 int registers = 0;
299
300 for (int r = 0; r < maxVaryingVectors; r++)
301 {
302 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
303 {
304 registers++;
305 }
306 }
307
308 return registers;
309}
310
Jamie Madill54ad4f82014-09-03 09:40:46 -0400311std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
Jamie Madill5f562732014-02-14 16:41:24 -0500312{
Brandon Jones71620962014-08-20 14:04:59 -0700313 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -0500314 std::string varyingHLSL;
315
Jamie Madill54ad4f82014-09-03 09:40:46 -0400316 const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
317
Jamie Madilld15250e2014-09-03 09:40:44 -0400318 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500319 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400320 const PackedVarying &varying = varyings[varyingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400321 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500322 {
Jamie Madill54ad4f82014-09-03 09:40:46 -0400323 ASSERT(!varying.isBuiltIn());
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400324 GLenum transposedType = TransposeMatrixType(varying.type);
325 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
Geoff Lang48dcae72014-02-05 16:28:24 -0500326
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400327 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500328 {
Jamie Madill5f562732014-02-14 16:41:24 -0500329 for (int row = 0; row < variableRows; row++)
330 {
Austin Kinrossaf875522014-08-25 21:06:07 -0700331 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used.
332 // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers.
333 // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail.
334
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400335 switch (varying.interpolation)
Jamie Madill5f562732014-02-14 16:41:24 -0500336 {
Jamie Madillf2575982014-06-25 16:04:54 -0400337 case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
338 case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
339 case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
Jamie Madill5f562732014-02-14 16:41:24 -0500340 default: UNREACHABLE();
341 }
342
Austin Kinrossaf875522014-08-25 21:06:07 -0700343 unsigned int semanticIndex = elementIndex * variableRows + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + varying.registerIndex + row;
Geoff Lang48dcae72014-02-05 16:28:24 -0500344 std::string n = Str(semanticIndex);
Jamie Madill5f562732014-02-14 16:41:24 -0500345
Jamie Madilla53ab512014-03-17 09:47:44 -0400346 std::string typeString;
347
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400348 if (varying.isStruct())
Jamie Madilla53ab512014-03-17 09:47:44 -0400349 {
350 // matrices within structs are not transposed, so
351 // do not use the special struct prefix "rm"
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400352 typeString = decorateVariable(varying.structName);
Jamie Madilla53ab512014-03-17 09:47:44 -0400353 }
354 else
355 {
Jamie Madillf2575982014-06-25 16:04:54 -0400356 GLenum componentType = VariableComponentType(transposedType);
Jamie Madill834e8b72014-04-11 13:33:58 -0400357 int columnCount = VariableColumnCount(transposedType);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400358 typeString = HLSLComponentTypeString(componentType, columnCount);
Jamie Madilla53ab512014-03-17 09:47:44 -0400359 }
Jamie Madill5f562732014-02-14 16:41:24 -0500360 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
361 }
362 }
363 }
Jamie Madill5f562732014-02-14 16:41:24 -0500364 }
365
366 return varyingHLSL;
367}
368
Jamie Madillf2575982014-06-25 16:04:54 -0400369std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
370 const VertexFormat inputLayout[],
371 const sh::Attribute shaderAttributes[]) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500372{
Jamie Madill3b7e2052014-03-17 09:47:43 -0400373 std::string structHLSL, initHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500374
375 int semanticIndex = 0;
Jamie Madill3b7e2052014-03-17 09:47:43 -0400376 unsigned int inputIndex = 0;
377
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500378 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
379 {
Jamie Madillf2575982014-06-25 16:04:54 -0400380 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
Jamie Madill8664b062014-02-14 16:41:29 -0500381 if (!shaderAttribute.name.empty())
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500382 {
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400383 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
384 const VertexFormat &vertexFormat = inputLayout[inputIndex];
385
Jamie Madill3b7e2052014-03-17 09:47:43 -0400386 // HLSL code for input structure
Jamie Madill8664b062014-02-14 16:41:29 -0500387 if (IsMatrixType(shaderAttribute.type))
388 {
389 // Matrix types are always transposed
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400390 structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
Jamie Madill8664b062014-02-14 16:41:29 -0500391 }
392 else
393 {
394 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400395 structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
Jamie Madill8664b062014-02-14 16:41:29 -0500396 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500397
Jamie Madilla53ab512014-03-17 09:47:44 -0400398 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
Jamie Madillf2575982014-06-25 16:04:54 -0400399 semanticIndex += VariableRegisterCount(shaderAttribute.type);
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500400
Jamie Madill3b7e2052014-03-17 09:47:43 -0400401 // HLSL code for initialization
Jamie Madilla53ab512014-03-17 09:47:44 -0400402 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
Jamie Madill8664b062014-02-14 16:41:29 -0500403
404 // Mismatched vertex attribute to vertex input may result in an undefined
405 // data reinterpretation (eg for pure integer->float, float->pure integer)
406 // TODO: issue warning with gl debug info extension, when supported
Jamie Madill3b7e2052014-03-17 09:47:43 -0400407 if (IsMatrixType(shaderAttribute.type) ||
Jamie Madill30d6c252014-11-13 10:03:33 -0500408 (mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0)
Jamie Madill8664b062014-02-14 16:41:29 -0500409 {
Jamie Madill3b7e2052014-03-17 09:47:43 -0400410 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
Jamie Madill8664b062014-02-14 16:41:29 -0500411 }
412 else
413 {
Jamie Madilla53ab512014-03-17 09:47:44 -0400414 initHLSL += "input." + decorateVariable(shaderAttribute.name);
Jamie Madill8664b062014-02-14 16:41:29 -0500415 }
416
Jamie Madill3b7e2052014-03-17 09:47:43 -0400417 initHLSL += ";\n";
Jamie Madill3b7e2052014-03-17 09:47:43 -0400418
Jamie Madillac0a2672014-04-11 13:33:56 -0400419 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
420 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500421 }
422
Cooper Partine6664f02015-01-09 16:22:24 -0800423 // If gl_PointSize is used in the shader then pointsprites rendering is expected.
424 // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
425 // may must be used.
426 bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
427 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
428
429 // Instanced PointSprite emulation requires additional entries in the
430 // VS_INPUT structure to support the vertices that make up the quad vertices.
431 // These values must be in sync with the cooresponding values added during inputlayout creation
432 // in InputLayoutCache::applyVertexBuffers().
433 if (useInstancedPointSpriteEmulation)
434 {
435 structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n";
436 structHLSL += " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
437 }
438
Geoff Lang04fb89a2014-06-09 15:05:36 -0400439 std::string replacementHLSL = "struct VS_INPUT\n"
440 "{\n" +
441 structHLSL +
442 "};\n"
443 "\n"
444 "void initAttributes(VS_INPUT input)\n"
445 "{\n" +
446 initHLSL +
447 "}\n";
448
449 std::string vertexHLSL(sourceShader);
450
451 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
452 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
453
454 return vertexHLSL;
455}
456
Jamie Madillf6be8d72014-09-05 10:38:07 -0400457std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400458 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
459{
460 const int shaderModel = mRenderer->getMajorShaderModel();
461 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
462 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
463
464 std::string declarationHLSL;
465 std::string copyHLSL;
Geoff Lang4ace4232014-06-18 19:12:48 -0400466
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400467 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
468 {
469 GLenum binding = outputLayout[layoutIndex];
470
471 if (binding != GL_NONE)
Geoff Lang04fb89a2014-06-09 15:05:36 -0400472 {
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400473 unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
474
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000475 const PixelShaderOutputVariable *outputVariable = FindOutputAtLocation(outputVariables, location);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400476
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000477 // OpenGL ES 3.0 spec $4.2.1
478 // If [...] not all user-defined output variables are written, the values of fragment colors
479 // corresponding to unwritten variables are similarly undefined.
480 if (outputVariable)
481 {
482 declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " + outputVariable->name +
483 " : " + targetSemantic + Str(layoutIndex) + ";\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400484
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000485 copyHLSL += " output." + outputVariable->name + " = " + outputVariable->source + ";\n";
486 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400487 }
488 }
489
490 if (usesFragDepth)
491 {
492 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
493 copyHLSL += " output.gl_Depth = gl_Depth; \n";
494 }
495
496 std::string replacementHLSL = "struct PS_OUTPUT\n"
497 "{\n" +
498 declarationHLSL +
499 "};\n"
500 "\n"
501 "PS_OUTPUT generateOutput()\n"
502 "{\n"
503 " PS_OUTPUT output;\n" +
504 copyHLSL +
505 " return output;\n"
506 "}\n";
507
508 std::string pixelHLSL(sourceShader);
509
510 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
511 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
512
513 return pixelHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500514}
515
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400516std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
517{
518 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
519 // In D3D11 we manually compute gl_PointCoord in the GS.
520 int shaderModel = mRenderer->getMajorShaderModel();
521 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
522}
523
524struct DynamicHLSL::SemanticInfo
525{
526 struct BuiltinInfo
527 {
528 BuiltinInfo()
529 : enabled(false),
530 index(0),
531 systemValue(false)
532 {}
533
534 bool enabled;
535 std::string semantic;
536 unsigned int index;
537 bool systemValue;
538
539 std::string str() const
540 {
541 return (systemValue ? semantic : (semantic + Str(index)));
542 }
543
544 void enableSystem(const std::string &systemValueSemantic)
545 {
546 enabled = true;
547 semantic = systemValueSemantic;
548 systemValue = true;
549 }
550
551 void enable(const std::string &semanticVal, unsigned int indexVal)
552 {
553 enabled = true;
554 semantic = semanticVal;
555 index = indexVal;
556 }
557 };
558
559 BuiltinInfo dxPosition;
560 BuiltinInfo glPosition;
561 BuiltinInfo glFragCoord;
562 BuiltinInfo glPointCoord;
563 BuiltinInfo glPointSize;
564};
565
566DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
567 bool pointSize, bool pixelShader) const
568{
569 SemanticInfo info;
570 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
571 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
572
573 int reservedRegisterIndex = startRegisters;
574
575 if (hlsl4)
576 {
577 info.dxPosition.enableSystem("SV_Position");
578 }
579 else if (pixelShader)
580 {
581 info.dxPosition.enableSystem("VPOS");
582 }
583 else
584 {
585 info.dxPosition.enableSystem("POSITION");
586 }
587
588 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
589
590 if (fragCoord)
591 {
592 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
593 }
594
595 if (pointCoord)
596 {
597 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
598 // In D3D11 we manually compute gl_PointCoord in the GS.
599 if (hlsl4)
600 {
601 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
602 }
603 else
604 {
605 info.glPointCoord.enable("TEXCOORD", 0);
606 }
607 }
608
609 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
610 if (pointSize && (!pixelShader || hlsl4))
611 {
612 info.glPointSize.enableSystem("PSIZE");
613 }
614
615 return info;
616}
617
618std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
619{
620 std::string linkHLSL = "{\n";
621
622 ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
623
624 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
625 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
626
627 if (info.glFragCoord.enabled)
628 {
629 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
630 }
631
632 if (info.glPointCoord.enabled)
633 {
634 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
635 }
636
637 linkHLSL += varyingHLSL;
638
639 if (info.glPointSize.enabled)
640 {
641 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
642 }
643
644 linkHLSL += "};\n";
645
646 return linkHLSL;
647}
648
649void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
650 std::vector<LinkedVarying> *linkedVaryings) const
651{
652 ASSERT(info.glPosition.enabled);
653
654 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
655 info.glPosition.index, 1));
656
657 if (info.glFragCoord.enabled)
658 {
659 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
660 info.glFragCoord.index, 1));
661 }
662
663 if (info.glPointSize.enabled)
664 {
665 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
666 }
667}
668
Jamie Madill30d6c252014-11-13 10:03:33 -0500669void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400670 std::vector<LinkedVarying> *linkedVaryings) const
671{
Brandon Jones71620962014-08-20 14:04:59 -0700672 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
Jamie Madilld15250e2014-09-03 09:40:44 -0400673 const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400674
675 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
676 {
677 const PackedVarying &varying = varyings[varyingIndex];
Jamie Madill54ad4f82014-09-03 09:40:46 -0400678
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400679 if (varying.registerAssigned())
680 {
Jamie Madill54ad4f82014-09-03 09:40:46 -0400681 ASSERT(!varying.isBuiltIn());
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400682 GLenum transposedType = TransposeMatrixType(varying.type);
683 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
684
685 linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
686 varyingSemantic, varying.registerIndex,
687 variableRows * varying.elementCount()));
688 }
689 }
690}
691
Jamie Madillde8892b2014-11-11 13:00:22 -0500692bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, InfoLog &infoLog, int registers,
693 const VaryingPacking packing,
694 std::string &pixelHLSL, std::string &vertexHLSL,
Jamie Madill30d6c252014-11-13 10:03:33 -0500695 ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
Jamie Madillde8892b2014-11-11 13:00:22 -0500696 const std::vector<std::string> &transformFeedbackVaryings,
Geoff Lang48dcae72014-02-05 16:28:24 -0500697 std::vector<LinkedVarying> *linkedVaryings,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400698 std::map<int, VariableLocation> *programOutputVars,
Jamie Madillf6be8d72014-09-05 10:38:07 -0400699 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400700 bool *outUsesFragDepth) const
Jamie Madill5f562732014-02-14 16:41:24 -0500701{
702 if (pixelHLSL.empty() || vertexHLSL.empty())
703 {
704 return false;
705 }
706
Brandon Jones71620962014-08-20 14:04:59 -0700707 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
708 bool usesFragColor = fragmentShader->mUsesFragColor;
709 bool usesFragData = fragmentShader->mUsesFragData;
710 bool usesFragCoord = fragmentShader->mUsesFragCoord;
711 bool usesPointCoord = fragmentShader->mUsesPointCoord;
712 bool usesPointSize = vertexShader->mUsesPointSize;
Cooper Partine6664f02015-01-09 16:22:24 -0800713 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400714
Jamie Madill5f562732014-02-14 16:41:24 -0500715 if (usesFragColor && usesFragData)
716 {
717 infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
718 return false;
719 }
720
721 // Write the HLSL input/output declarations
722 const int shaderModel = mRenderer->getMajorShaderModel();
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400723 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
Jamie Madill5f562732014-02-14 16:41:24 -0500724
725 // Two cases when writing to gl_FragColor and using ESSL 1.0:
726 // - with a 3.0 context, the output color is copied to channel 0
727 // - with a 2.0 context, the output color is broadcast to all channels
Jamie Madillde8892b2014-11-11 13:00:22 -0500728 const bool broadcast = (fragmentShader->mUsesFragColor && data.clientVersion < 3);
729 const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
Jamie Madill5f562732014-02-14 16:41:24 -0500730
Brandon Jones71620962014-08-20 14:04:59 -0700731 int shaderVersion = vertexShader->getShaderVersion();
Jamie Madill5f562732014-02-14 16:41:24 -0500732
Jamie Madillde8892b2014-11-11 13:00:22 -0500733 if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
Jamie Madill5f562732014-02-14 16:41:24 -0500734 {
735 infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
Jamie Madill5f562732014-02-14 16:41:24 -0500736 return false;
737 }
738
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400739 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
Cooper Partine6664f02015-01-09 16:22:24 -0800740
741 // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
742 // structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
743 // GeometryShader PointSprite emulation does not require this additional entry because the
744 // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the PS_INPUT of the
745 // generated pixel shader.
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400746 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
Cooper Partine6664f02015-01-09 16:22:24 -0800747 (useInstancedPointSpriteEmulation && usesPointCoord),
748 usesPointSize, false);
Jamie Madill5f562732014-02-14 16:41:24 -0500749
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400750 storeUserLinkedVaryings(vertexShader, linkedVaryings);
751 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
Jamie Madill5f562732014-02-14 16:41:24 -0500752
Cooper Partine6664f02015-01-09 16:22:24 -0800753 // Instanced PointSprite emulation requires additional entries originally generated in the
754 // GeometryShader HLSL. These include pointsize clamp values.
755 if (useInstancedPointSpriteEmulation)
756 {
757 vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
758 "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n";
759 }
760
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500761 // Add stub string to be replaced when shader is dynamically defined by its layout
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400762 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
763 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
Jamie Madill5f562732014-02-14 16:41:24 -0500764 "VS_OUTPUT main(VS_INPUT input)\n"
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500765 "{\n"
766 " initAttributes(input);\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500767
Jamie Madill37997142015-01-28 10:06:34 -0500768 if (vertexShader->usesDeferredInit())
769 {
770 vertexHLSL += "\n"
771 " initializeDeferredGlobals();\n";
772 }
773
774 vertexHLSL += "\n"
775 " gl_main();\n"
776 "\n"
777 " VS_OUTPUT output;\n"
778 " output.gl_Position = gl_Position;\n";
779
Austin Kinross4fd18b12014-12-22 12:32:05 -0800780 // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
781 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -0500782 {
Jamie Madill37997142015-01-28 10:06:34 -0500783 vertexHLSL += " output.dx_Position.x = gl_Position.x;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400784 " output.dx_Position.y = -gl_Position.y;\n"
785 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
786 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500787 }
788 else
789 {
Jamie Madill37997142015-01-28 10:06:34 -0500790 vertexHLSL += " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400791 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
792 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
793 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500794 }
795
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400796 if (usesPointSize && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500797 {
798 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
799 }
800
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400801 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -0500802 {
803 vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
804 }
805
Jamie Madilld15250e2014-09-03 09:40:44 -0400806 const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
807 for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500808 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400809 const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400810 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500811 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400812 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500813 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400814 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
Jamie Madill5f562732014-02-14 16:41:24 -0500815
816 for (int row = 0; row < variableRows; row++)
817 {
Jamie Madillde8892b2014-11-11 13:00:22 -0500818 int r = varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row;
Jamie Madill5f562732014-02-14 16:41:24 -0500819 vertexHLSL += " output.v" + Str(r);
820
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400821 vertexHLSL += " = _" + varying.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500822
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400823 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -0500824 {
825 vertexHLSL += ArrayString(elementIndex);
826 }
827
828 if (variableRows > 1)
829 {
830 vertexHLSL += ArrayString(row);
831 }
832
833 vertexHLSL += ";\n";
834 }
835 }
836 }
837 }
838
Cooper Partine6664f02015-01-09 16:22:24 -0800839 // Instanced PointSprite emulation requires additional entries to calculate
840 // the final output vertex positions of the quad that represents each sprite.
841 if (useInstancedPointSpriteEmulation)
842 {
843 vertexHLSL += "\n"
844 " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
845 " output.dx_Position.xyz += float3(input.spriteVertexPos.x * gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * output.dx_Position.w;\n"
846 " output.gl_PointSize = gl_PointSize;\n";
847
848 if (usesPointCoord)
849 {
850 vertexHLSL += "\n"
851 " output.gl_PointCoord = input.spriteTexCoord;\n";
852 }
853 }
854
Jamie Madill5f562732014-02-14 16:41:24 -0500855 vertexHLSL += "\n"
856 " return output;\n"
857 "}\n";
858
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400859 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
860 usesPointSize, true);
Jamie Madill5f562732014-02-14 16:41:24 -0500861
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400862 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500863
864 if (shaderVersion < 300)
865 {
866 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
867 {
Jamie Madillf6be8d72014-09-05 10:38:07 -0400868 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400869 outputKeyVariable.type = GL_FLOAT_VEC4;
870 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
871 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
872 outputKeyVariable.outputIndex = renderTargetIndex;
873
874 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500875 }
876
Brandon Jones71620962014-08-20 14:04:59 -0700877 *outUsesFragDepth = fragmentShader->mUsesFragDepth;
Jamie Madill5f562732014-02-14 16:41:24 -0500878 }
879 else
880 {
881 defineOutputVariables(fragmentShader, programOutputVars);
882
Jamie Madilld15250e2014-09-03 09:40:44 -0400883 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -0500884 for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
885 {
886 const VariableLocation &outputLocation = locationIt->second;
Jamie Madillf2575982014-06-25 16:04:54 -0400887 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
Geoff Lang04fb89a2014-06-09 15:05:36 -0400888 const std::string &variableName = "out_" + outputLocation.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500889 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
890
Jamie Madill54ad4f82014-09-03 09:40:46 -0400891 ASSERT(outputVariable.staticUse);
892
Jamie Madillf6be8d72014-09-05 10:38:07 -0400893 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400894 outputKeyVariable.type = outputVariable.type;
895 outputKeyVariable.name = variableName + elementString;
896 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
897 outputKeyVariable.outputIndex = locationIt->first;
898
899 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500900 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400901
902 *outUsesFragDepth = false;
Jamie Madill5f562732014-02-14 16:41:24 -0500903 }
904
Geoff Lang04fb89a2014-06-09 15:05:36 -0400905 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500906
Brandon Jones71620962014-08-20 14:04:59 -0700907 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -0500908 {
909 if (shaderModel >= 4)
910 {
911 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
912 "{\n";
913 }
914 else
915 {
916 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
917 "{\n";
918 }
919 }
920 else
921 {
922 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
923 "{\n";
924 }
925
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400926 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -0500927 {
928 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
929
Austin Kinross588434c2014-12-10 10:41:45 -0800930 // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
931 // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using dx_ViewCoords.
932 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -0500933 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400934 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
935 " gl_FragCoord.y = input.dx_Position.y;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500936 }
Austin Kinross588434c2014-12-10 10:41:45 -0800937 else if (shaderModel == 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500938 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400939 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
940 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500941 }
942 else
943 {
944 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
945 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
946 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
947 }
948
949 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
950 " gl_FragCoord.w = rhw;\n";
951 }
952
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400953 if (usesPointCoord && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500954 {
955 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
956 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
957 }
958
Brandon Jones71620962014-08-20 14:04:59 -0700959 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -0500960 {
961 if (shaderModel <= 3)
962 {
963 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
964 }
965 else
966 {
967 pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
968 }
969 }
970
Jamie Madilld15250e2014-09-03 09:40:44 -0400971 const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
972 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500973 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400974 const PackedVarying &varying = fragmentVaryings[varyingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400975 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500976 {
Jamie Madill54ad4f82014-09-03 09:40:46 -0400977 ASSERT(!varying.isBuiltIn());
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400978 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500979 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400980 GLenum transposedType = TransposeMatrixType(varying.type);
981 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
Jamie Madill5f562732014-02-14 16:41:24 -0500982 for (int row = 0; row < variableRows; row++)
983 {
Jamie Madillde8892b2014-11-11 13:00:22 -0500984 std::string n = Str(varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row);
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400985 pixelHLSL += " _" + varying.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500986
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400987 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -0500988 {
989 pixelHLSL += ArrayString(elementIndex);
990 }
991
992 if (variableRows > 1)
993 {
994 pixelHLSL += ArrayString(row);
995 }
996
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400997 if (varying.isStruct())
Jamie Madill5f562732014-02-14 16:41:24 -0500998 {
999 pixelHLSL += " = input.v" + n + ";\n"; break;
1000 }
1001 else
1002 {
1003 switch (VariableColumnCount(transposedType))
1004 {
1005 case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
1006 case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
1007 case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
1008 case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
1009 default: UNREACHABLE();
1010 }
1011 }
1012 }
1013 }
1014 }
Jamie Madill54ad4f82014-09-03 09:40:46 -04001015 else
1016 {
1017 ASSERT(varying.isBuiltIn() || !varying.staticUse);
1018 }
Jamie Madill5f562732014-02-14 16:41:24 -05001019 }
1020
Jamie Madill37997142015-01-28 10:06:34 -05001021 if (fragmentShader->usesDeferredInit())
1022 {
1023 pixelHLSL += "\n"
1024 " initializeDeferredGlobals();\n";
1025 }
1026
Jamie Madill5f562732014-02-14 16:41:24 -05001027 pixelHLSL += "\n"
1028 " gl_main();\n"
1029 "\n"
Geoff Lang04fb89a2014-06-09 15:05:36 -04001030 " return generateOutput();\n"
Jamie Madill5f562732014-02-14 16:41:24 -05001031 "}\n";
1032
1033 return true;
1034}
1035
Jamie Madill30d6c252014-11-13 10:03:33 -05001036void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
Jamie Madill5f562732014-02-14 16:41:24 -05001037{
Jamie Madilld15250e2014-09-03 09:40:44 -04001038 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -05001039
1040 for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
1041 {
Jamie Madillf2575982014-06-25 16:04:54 -04001042 const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
Jamie Madill5f562732014-02-14 16:41:24 -05001043 const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
1044
Jamie Madill54ad4f82014-09-03 09:40:46 -04001045 ASSERT(outputVariable.staticUse);
1046
Jamie Madill5f562732014-02-14 16:41:24 -05001047 if (outputVariable.arraySize > 0)
1048 {
1049 for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
1050 {
1051 const int location = baseLocation + elementIndex;
1052 ASSERT(programOutputVars->count(location) == 0);
1053 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
1054 }
1055 }
1056 else
1057 {
1058 ASSERT(programOutputVars->count(baseLocation) == 0);
1059 (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
1060 }
1061 }
1062}
1063
Jamie Madill30d6c252014-11-13 10:03:33 -05001064std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001065{
1066 // for now we only handle point sprite emulation
Brandon Jones71620962014-08-20 14:04:59 -07001067 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001068 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
Jamie Madill5f562732014-02-14 16:41:24 -05001069}
1070
Jamie Madill30d6c252014-11-13 10:03:33 -05001071std::string DynamicHLSL::generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001072{
1073 ASSERT(registers >= 0);
Brandon Jones71620962014-08-20 14:04:59 -07001074 ASSERT(vertexShader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -05001075 ASSERT(mRenderer->getMajorShaderModel() >= 4);
1076
1077 std::string geomHLSL;
1078
Brandon Jones71620962014-08-20 14:04:59 -07001079 const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001080 false, true, false);
Brandon Jones71620962014-08-20 14:04:59 -07001081 const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
1082 fragmentShader->mUsesPointCoord, true, false);
Jamie Madill5f562732014-02-14 16:41:24 -05001083
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001084 std::string varyingHLSL = generateVaryingHLSL(vertexShader);
1085 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
1086 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
Jamie Madill5f562732014-02-14 16:41:24 -05001087
Geoff Langc0b9ef42014-07-02 10:02:37 -04001088 // TODO(geofflang): use context's caps
Jamie Madill5f562732014-02-14 16:41:24 -05001089 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1090 "\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001091 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1092 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
Jamie Madill5f562732014-02-14 16:41:24 -05001093 "\n"
Jamie Madill37997142015-01-28 10:06:34 -05001094 "static float2 pointSpriteCorners[] = \n"
1095 "{\n"
1096 " float2( 0.5f, -0.5f),\n"
1097 " float2( 0.5f, 0.5f),\n"
1098 " float2(-0.5f, -0.5f),\n"
1099 " float2(-0.5f, 0.5f)\n"
1100 "};\n"
1101 "\n"
1102 "static float2 pointSpriteTexcoords[] = \n"
1103 "{\n"
1104 " float2(1.0f, 1.0f),\n"
1105 " float2(1.0f, 0.0f),\n"
1106 " float2(0.0f, 1.0f),\n"
1107 " float2(0.0f, 0.0f)\n"
1108 "};\n"
1109 "\n"
1110 "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
1111 "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
1112 "\n"
1113 "[maxvertexcount(4)]\n"
1114 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1115 "{\n"
1116 " GS_OUTPUT output = (GS_OUTPUT)0;\n"
1117 " output.gl_Position = input[0].gl_Position;\n"
1118 " output.gl_PointSize = input[0].gl_PointSize;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001119
1120 for (int r = 0; r < registers; r++)
1121 {
1122 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1123 }
1124
Brandon Jones71620962014-08-20 14:04:59 -07001125 if (fragmentShader->mUsesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001126 {
1127 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
1128 }
1129
1130 geomHLSL += " \n"
1131 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001132 " float4 dx_Position = input[0].dx_Position;\n"
1133 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001134
1135 for (int corner = 0; corner < 4; corner++)
1136 {
1137 geomHLSL += " \n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001138 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001139
Brandon Jones71620962014-08-20 14:04:59 -07001140 if (fragmentShader->mUsesPointCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001141 {
1142 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1143 }
1144
1145 geomHLSL += " outStream.Append(output);\n";
1146 }
1147
1148 geomHLSL += " \n"
1149 " outStream.RestartStrip();\n"
1150 "}\n";
1151
1152 return geomHLSL;
1153}
1154
1155// This method needs to match OutputHLSL::decorate
Jamie Madilla53ab512014-03-17 09:47:44 -04001156std::string DynamicHLSL::decorateVariable(const std::string &name)
Jamie Madill5f562732014-02-14 16:41:24 -05001157{
Jamie Madilld5512cd2014-07-10 17:50:08 -04001158 if (name.compare(0, 3, "gl_") != 0)
Jamie Madill5f562732014-02-14 16:41:24 -05001159 {
1160 return "_" + name;
1161 }
1162
1163 return name;
1164}
1165
Jamie Madillf2575982014-06-25 16:04:54 -04001166std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001167{
Jamie Madilla53ab512014-03-17 09:47:44 -04001168 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
Jamie Madill8664b062014-02-14 16:41:29 -05001169
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001170 // Matrix
1171 if (IsMatrixType(shaderAttrib.type))
1172 {
Jamie Madill8664b062014-02-14 16:41:29 -05001173 return "transpose(" + attribString + ")";
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001174 }
1175
Jamie Madillf2575982014-06-25 16:04:54 -04001176 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1177 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
Jamie Madill8664b062014-02-14 16:41:29 -05001178
Jamie Madill8664b062014-02-14 16:41:29 -05001179 // Perform integer to float conversion (if necessary)
1180 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
1181
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001182 if (requiresTypeConversion)
Jamie Madill8664b062014-02-14 16:41:29 -05001183 {
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001184 // TODO: normalization for 32-bit integer formats
1185 ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
1186 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
Jamie Madill8664b062014-02-14 16:41:29 -05001187 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001188
1189 // No conversion necessary
Jamie Madill8664b062014-02-14 16:41:29 -05001190 return attribString;
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001191}
1192
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001193void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
1194{
1195 for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
1196 {
1197 const VertexFormat &vertexFormat = inputLayout[inputIndex];
1198
1199 if (vertexFormat.mType == GL_NONE)
1200 {
1201 signature[inputIndex] = GL_NONE;
1202 }
1203 else
1204 {
Jamie Madill30d6c252014-11-13 10:03:33 -05001205 bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0);
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001206 signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
1207 }
1208 }
1209}
1210
Jamie Madill5f562732014-02-14 16:41:24 -05001211}