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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"
Daniel Bratell73941de2015-02-25 14:34:49 +010012#include "compiler/translator/blocklayoutHLSL.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050013#include "libANGLE/Program.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050014#include "libANGLE/Shader.h"
15#include "libANGLE/formatutils.h"
Jamie Madill28afae52015-11-09 15:07:57 -050016#include "libANGLE/renderer/d3d/ProgramD3D.h"
Jamie Madill80a6fc02015-08-21 16:53:16 -040017#include "libANGLE/renderer/d3d/RendererD3D.h"
18#include "libANGLE/renderer/d3d/ShaderD3D.h"
Geoff Lang0b7eef72014-06-12 14:10:47 -040019
Jamie Madill53cb14d2014-07-08 15:02:35 -040020// For use with ArrayString, see angleutils.h
Jamie Madill334d6152015-10-22 14:00:28 -040021static_assert(GL_INVALID_INDEX == UINT_MAX,
22 "GL_INVALID_INDEX must be equal to the max unsigned int.");
Jamie Madill5f562732014-02-14 16:41:24 -050023
Brandon Jonesd8d72432014-08-22 15:11:23 -070024using namespace gl;
25
Jamie Madill30d6c252014-11-13 10:03:33 -050026namespace rx
27{
28
Jamie Madill3f2e61d2014-09-05 10:38:05 -040029namespace
Jamie Madill5f562732014-02-14 16:41:24 -050030{
Jamie Madill8664b062014-02-14 16:41:29 -050031
32std::string HLSLComponentTypeString(GLenum componentType)
33{
34 switch (componentType)
35 {
Jamie Madill334d6152015-10-22 14:00:28 -040036 case GL_UNSIGNED_INT:
37 return "uint";
38 case GL_INT:
39 return "int";
40 case GL_UNSIGNED_NORMALIZED:
41 case GL_SIGNED_NORMALIZED:
42 case GL_FLOAT:
43 return "float";
44 default:
45 UNREACHABLE();
46 return "not-component-type";
Jamie Madill8664b062014-02-14 16:41:29 -050047 }
Jamie Madill5f562732014-02-14 16:41:24 -050048}
49
Jamie Madill8664b062014-02-14 16:41:29 -050050std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
51{
52 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
53}
54
55std::string HLSLMatrixTypeString(GLenum type)
56{
57 switch (type)
58 {
Jamie Madill334d6152015-10-22 14:00:28 -040059 case GL_FLOAT_MAT2:
60 return "float2x2";
61 case GL_FLOAT_MAT3:
62 return "float3x3";
63 case GL_FLOAT_MAT4:
64 return "float4x4";
65 case GL_FLOAT_MAT2x3:
66 return "float2x3";
67 case GL_FLOAT_MAT3x2:
68 return "float3x2";
69 case GL_FLOAT_MAT2x4:
70 return "float2x4";
71 case GL_FLOAT_MAT4x2:
72 return "float4x2";
73 case GL_FLOAT_MAT3x4:
74 return "float3x4";
75 case GL_FLOAT_MAT4x3:
76 return "float4x3";
77 default:
78 UNREACHABLE();
79 return "not-matrix-type";
Jamie Madill8664b062014-02-14 16:41:29 -050080 }
81}
82
83std::string HLSLTypeString(GLenum type)
84{
85 if (gl::IsMatrixType(type))
86 {
87 return HLSLMatrixTypeString(type);
88 }
89
Jamie Madill334d6152015-10-22 14:00:28 -040090 return HLSLComponentTypeString(gl::VariableComponentType(type),
91 gl::VariableComponentCount(type));
Jamie Madill8664b062014-02-14 16:41:29 -050092}
93
Jamie Madill334d6152015-10-22 14:00:28 -040094const PixelShaderOutputVariable *FindOutputAtLocation(
95 const std::vector<PixelShaderOutputVariable> &outputVariables,
96 unsigned int location)
Jamie Madill3f2e61d2014-09-05 10:38:05 -040097{
98 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
99 {
100 if (outputVariables[variableIndex].outputIndex == location)
101 {
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000102 return &outputVariables[variableIndex];
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400103 }
104 }
105
Jamie Madill334d6152015-10-22 14:00:28 -0400106 return nullptr;
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400107}
108
Jamie Madillbbdeeb12015-11-12 15:42:16 +0000109typedef const PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
110
111bool PackVarying(PackedVarying *packedVarying, const int maxVaryingVectors, VaryingPacking &packing)
112{
113 // Make sure we use transposed matrix types to count registers correctly.
114 int registers = 0;
115 int elements = 0;
116
117 const sh::Varying &varying = *packedVarying->varying;
118
119 if (varying.isStruct())
120 {
121 registers = HLSLVariableRegisterCount(varying, true) * varying.elementCount();
122 elements = 4;
123 }
124 else
125 {
126 GLenum transposedType = TransposeMatrixType(varying.type);
127 registers = VariableRowCount(transposedType) * varying.elementCount();
128 elements = VariableColumnCount(transposedType);
129 }
130
131 if (elements >= 2 && elements <= 4)
132 {
133 for (int r = 0; r <= maxVaryingVectors - registers; r++)
134 {
135 bool available = true;
136
137 for (int y = 0; y < registers && available; y++)
138 {
139 for (int x = 0; x < elements && available; x++)
140 {
141 if (packing[r + y][x])
142 {
143 available = false;
144 }
145 }
146 }
147
148 if (available)
149 {
150 packedVarying->registerIndex = r;
151 packedVarying->columnIndex = 0;
152
153 for (int y = 0; y < registers; y++)
154 {
155 for (int x = 0; x < elements; x++)
156 {
157 packing[r + y][x] = packedVarying;
158 }
159 }
160
161 return true;
162 }
163 }
164
165 if (elements == 2)
166 {
167 for (int r = maxVaryingVectors - registers; r >= 0; r--)
168 {
169 bool available = true;
170
171 for (int y = 0; y < registers && available; y++)
172 {
173 for (int x = 2; x < 4 && available; x++)
174 {
175 if (packing[r + y][x])
176 {
177 available = false;
178 }
179 }
180 }
181
182 if (available)
183 {
184 packedVarying->registerIndex = r;
185 packedVarying->columnIndex = 2;
186
187 for (int y = 0; y < registers; y++)
188 {
189 for (int x = 2; x < 4; x++)
190 {
191 packing[r + y][x] = packedVarying;
192 }
193 }
194
195 return true;
196 }
197 }
198 }
199 }
200 else if (elements == 1)
201 {
202 int space[4] = {0};
203
204 for (int y = 0; y < maxVaryingVectors; y++)
205 {
206 for (int x = 0; x < 4; x++)
207 {
208 space[x] += packing[y][x] ? 0 : 1;
209 }
210 }
211
212 int column = 0;
213
214 for (int x = 0; x < 4; x++)
215 {
216 if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
217 {
218 column = x;
219 }
220 }
221
222 if (space[column] >= registers)
223 {
224 for (int r = 0; r < maxVaryingVectors; r++)
225 {
226 if (!packing[r][column])
227 {
228 packedVarying->registerIndex = r;
229 packedVarying->columnIndex = column;
230
231 for (int y = r; y < r + registers; y++)
232 {
233 packing[y][column] = packedVarying;
234 }
235
236 break;
237 }
238 }
239
240 return true;
241 }
242 }
243 else
244 UNREACHABLE();
245
246 return false;
247}
248
249unsigned int VaryingRegisterIndex(const gl::Caps &caps,
250 const PackedVarying &packedVarying,
251 unsigned int elementIndex,
252 unsigned int row)
253{
254 const sh::Varying &varying = *packedVarying.varying;
255
256 GLenum transposedType = TransposeMatrixType(varying.type);
257 unsigned int variableRows =
258 static_cast<unsigned int>(varying.isStruct() ? 1 : VariableRowCount(transposedType));
259
260 return (elementIndex * variableRows + (packedVarying.columnIndex * caps.maxVaryingVectors) +
261 (packedVarying.registerIndex + row));
262}
263
264struct PackedVaryingRegister final
265{
266 PackedVaryingRegister() : varyingIndex(0), elementIndex(0), rowIndex(0) {}
267
268 PackedVaryingRegister(const PackedVaryingRegister &) = default;
269 PackedVaryingRegister &operator=(const PackedVaryingRegister &) = default;
270
271 unsigned int registerIndex(const gl::Caps &caps,
272 const std::vector<PackedVarying> &packedVaryings) const
273 {
274 const PackedVarying &packedVarying = packedVaryings[varyingIndex];
275 return VaryingRegisterIndex(caps, packedVarying, elementIndex, rowIndex);
276 }
277
278 size_t varyingIndex;
279 unsigned int elementIndex;
280 unsigned int rowIndex;
281};
282
283class PackedVaryingIterator final : public angle::NonCopyable
284{
285 public:
286 PackedVaryingIterator(const std::vector<PackedVarying> &packedVaryings);
287
288 class Iterator final
289 {
290 public:
291 Iterator(const PackedVaryingIterator &parent);
292
293 Iterator(const Iterator &) = default;
294 Iterator &operator=(const Iterator &) = delete;
295
296 Iterator &operator++();
297 bool operator==(const Iterator &other) const;
298 bool operator!=(const Iterator &other) const;
299
300 const PackedVaryingRegister &operator*() const { return mRegister; }
301 void setEnd() { mRegister.varyingIndex = mParent.mPackedVaryings.size(); }
302
303 private:
304 const PackedVaryingIterator &mParent;
305 PackedVaryingRegister mRegister;
306 };
307
308 Iterator begin() const;
309 const Iterator &end() const;
310
311 private:
312 const std::vector<PackedVarying> &mPackedVaryings;
313 Iterator mEnd;
314};
315
316PackedVaryingIterator::PackedVaryingIterator(const std::vector<PackedVarying> &packedVaryings)
317 : mPackedVaryings(packedVaryings), mEnd(*this)
318{
319 mEnd.setEnd();
320}
321
322PackedVaryingIterator::Iterator PackedVaryingIterator::begin() const
323{
324 return Iterator(*this);
325}
326
327const PackedVaryingIterator::Iterator &PackedVaryingIterator::end() const
328{
329 return mEnd;
330}
331
332PackedVaryingIterator::Iterator::Iterator(const PackedVaryingIterator &parent) : mParent(parent)
333{
334 while (mRegister.varyingIndex < mParent.mPackedVaryings.size() &&
335 !mParent.mPackedVaryings[mRegister.varyingIndex].registerAssigned())
336 {
337 ++mRegister.varyingIndex;
338 }
339}
340
341PackedVaryingIterator::Iterator &PackedVaryingIterator::Iterator::operator++()
342{
343 const sh::Varying *varying = mParent.mPackedVaryings[mRegister.varyingIndex].varying;
344 GLenum transposedType = TransposeMatrixType(varying->type);
345 unsigned int variableRows =
346 static_cast<unsigned int>(varying->isStruct() ? 1 : VariableRowCount(transposedType));
347
348 // Innermost iteration: row count
349 if (mRegister.rowIndex + 1 < variableRows)
350 {
351 ++mRegister.rowIndex;
352 return *this;
353 }
354
355 mRegister.rowIndex = 0;
356
357 // Middle iteration: element count
358 if (mRegister.elementIndex + 1 < varying->elementCount())
359 {
360 ++mRegister.elementIndex;
361 return *this;
362 }
363
364 mRegister.elementIndex = 0;
365
366 // Outer iteration: the varying itself. Once we pass the last varying, this Iterator will
367 // equal the end Iterator.
368 do
369 {
370 ++mRegister.varyingIndex;
371 } while (mRegister.varyingIndex < mParent.mPackedVaryings.size() &&
372 !mParent.mPackedVaryings[mRegister.varyingIndex].registerAssigned());
373 return *this;
374}
375
376bool PackedVaryingIterator::Iterator::operator==(const Iterator &other) const
377{
378 return mRegister.elementIndex == other.mRegister.elementIndex &&
379 mRegister.rowIndex == other.mRegister.rowIndex &&
380 mRegister.varyingIndex == other.mRegister.varyingIndex;
381}
382
383bool PackedVaryingIterator::Iterator::operator!=(const Iterator &other) const
384{
385 return !(*this == other);
386}
387
Jamie Madill4cff2472015-08-21 16:53:18 -0400388const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
389const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400390} // anonymous namespace
Jamie Madill4cff2472015-08-21 16:53:18 -0400391
Jamie Madilld992cde2015-11-10 14:42:08 -0500392DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer)
Geoff Lang48dcae72014-02-05 16:28:24 -0500393{
Jamie Madill5f562732014-02-14 16:41:24 -0500394}
395
Jamie Madillbbdeeb12015-11-12 15:42:16 +0000396// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading
397// Language 1.00 rev. 17] appendix A section 7 page 111
398// Returns the number of used varying registers, or -1 if unsuccesful
399bool DynamicHLSL::packVaryings(const gl::Caps &caps,
400 InfoLog &infoLog,
401 std::vector<PackedVarying> *packedVaryings,
402 const std::vector<std::string> &transformFeedbackVaryings,
403 unsigned int *registerCountOut)
404{
405 VaryingPacking packing = {};
406 *registerCountOut = 0;
407
408 std::set<std::string> uniqueVaryingNames;
409
410 for (PackedVarying &packedVarying : *packedVaryings)
411 {
412 const sh::Varying &varying = *packedVarying.varying;
413
414 // Do not assign registers to built-in or unreferenced varyings
415 if (varying.isBuiltIn() || !varying.staticUse)
416 {
417 continue;
418 }
419
420 ASSERT(uniqueVaryingNames.count(varying.name) == 0);
421
422 if (PackVarying(&packedVarying, caps.maxVaryingVectors, packing))
423 {
424 uniqueVaryingNames.insert(varying.name);
425 }
426 else
427 {
428 infoLog << "Could not pack varying " << varying.name;
429 return false;
430 }
431 }
432
433 for (const std::string &transformFeedbackVaryingName : transformFeedbackVaryings)
434 {
435 if (transformFeedbackVaryingName.compare(0, 3, "gl_") == 0)
436 {
437 // do not pack builtin XFB varyings
438 continue;
439 }
440
441 for (PackedVarying &packedVarying : *packedVaryings)
442 {
443 const sh::Varying &varying = *packedVarying.varying;
444
445 // Make sure transform feedback varyings aren't optimized out.
446 if (uniqueVaryingNames.count(transformFeedbackVaryingName) == 0)
447 {
448 bool found = false;
449 if (transformFeedbackVaryingName == varying.name)
450 {
451 if (!PackVarying(&packedVarying, caps.maxVaryingVectors, packing))
452 {
453 infoLog << "Could not pack varying " << varying.name;
454 return false;
455 }
456
457 found = true;
458 break;
459 }
460 if (!found)
461 {
462 infoLog << "Transform feedback varying " << transformFeedbackVaryingName
463 << " does not exist in the vertex shader.";
464 return false;
465 }
466 }
467
468 // Add duplicate transform feedback varyings for 'flat' shaded attributes. This is
469 // necessary because we write out modified vertex data to correct for the provoking
470 // vertex in D3D11. This extra transform feedback varying is the unmodified stream.
471 if (varying.interpolation == sh::INTERPOLATION_FLAT)
472 {
473 sh::Varying duplicateVarying(varying);
474 duplicateVarying.name = "StreamOut_" + duplicateVarying.name;
475 }
476 }
477 }
478
479 // Return the number of used registers
480 for (GLuint r = 0; r < caps.maxVaryingVectors; r++)
481 {
482 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
483 {
484 (*registerCountOut)++;
485 }
486 }
487
488 return true;
489}
490
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400491void DynamicHLSL::generateVaryingHLSL(const gl::Caps &caps,
492 const std::vector<PackedVarying> &varyings,
493 bool programUsesPointSize,
494 std::stringstream &hlslStream) const
Jamie Madill5f562732014-02-14 16:41:24 -0500495{
Jamie Madillbbdeeb12015-11-12 15:42:16 +0000496 std::string varyingSemantic = getVaryingSemantic(programUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -0500497
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400498 for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(varyings))
Jamie Madill5f562732014-02-14 16:41:24 -0500499 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400500 const PackedVarying &packedVarying = varyings[registerInfo.varyingIndex];
Jamie Madill4cff2472015-08-21 16:53:18 -0400501 const sh::Varying &varying = *packedVarying.varying;
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400502 GLenum transposedType = gl::TransposeMatrixType(varying.type);
503 unsigned int registerIndex = registerInfo.registerIndex(caps, varyings);
Jamie Madill4cff2472015-08-21 16:53:18 -0400504
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400505 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many
506 // registers being used.
507 // For example, if there are N registers, and we have N vec3 varyings and 1 float
508 // varying, then D3D will pack them into N registers.
509 // If the float varying has the 'nointerpolation' modifier on it then we would need
510 // N + 1 registers, and D3D compilation will fail.
Jamie Madill4cff2472015-08-21 16:53:18 -0400511
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400512 switch (varying.interpolation)
Jamie Madill4cff2472015-08-21 16:53:18 -0400513 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400514 case sh::INTERPOLATION_SMOOTH:
515 hlslStream << " ";
516 break;
517 case sh::INTERPOLATION_FLAT:
518 hlslStream << " nointerpolation ";
519 break;
520 case sh::INTERPOLATION_CENTROID:
521 hlslStream << " centroid ";
522 break;
523 default:
524 UNREACHABLE();
Jamie Madill5f562732014-02-14 16:41:24 -0500525 }
Jamie Madill5f562732014-02-14 16:41:24 -0500526
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400527 if (varying.isStruct())
528 {
529 // TODO(jmadill): pass back translated name from the shader translator
530 hlslStream << decorateVariable(varying.structName);
531 }
532 else
533 {
534 GLenum componentType = VariableComponentType(transposedType);
535 int columnCount = VariableColumnCount(transposedType);
536 hlslStream << HLSLComponentTypeString(componentType, columnCount);
537 }
538
539 hlslStream << " v" << registerIndex << " : " << varyingSemantic << registerIndex << ";\n";
540 }
Jamie Madill5f562732014-02-14 16:41:24 -0500541}
542
Jamie Madill334d6152015-10-22 14:00:28 -0400543std::string DynamicHLSL::generateVertexShaderForInputLayout(
544 const std::string &sourceShader,
545 const InputLayout &inputLayout,
546 const std::vector<sh::Attribute> &shaderAttributes) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500547{
Jamie Madill334d6152015-10-22 14:00:28 -0400548 std::stringstream structStream;
549 std::stringstream initStream;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500550
Jamie Madill334d6152015-10-22 14:00:28 -0400551 structStream << "struct VS_INPUT\n"
552 << "{\n";
553
554 int semanticIndex = 0;
Jamie Madill3b7e2052014-03-17 09:47:43 -0400555 unsigned int inputIndex = 0;
556
Cooper Partine6d14cc2015-02-20 12:32:58 -0800557 // If gl_PointSize is used in the shader then pointsprites rendering is expected.
558 // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
559 // must be used.
560 bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
Jamie Madill334d6152015-10-22 14:00:28 -0400561 bool useInstancedPointSpriteEmulation =
562 usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
Cooper Partine6d14cc2015-02-20 12:32:58 -0800563
564 // Instanced PointSprite emulation requires additional entries in the
565 // VS_INPUT structure to support the vertices that make up the quad vertices.
566 // These values must be in sync with the cooresponding values added during inputlayout creation
567 // in InputLayoutCache::applyVertexBuffers().
568 //
569 // The additional entries must appear first in the VS_INPUT layout because
570 // Windows Phone 8 era devices require per vertex data to physically come
571 // before per instance data in the shader.
572 if (useInstancedPointSpriteEmulation)
573 {
Jamie Madill334d6152015-10-22 14:00:28 -0400574 structStream << " float3 spriteVertexPos : SPRITEPOSITION0;\n"
575 << " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
Cooper Partine6d14cc2015-02-20 12:32:58 -0800576 }
577
Jamie Madill3da79b72015-04-27 11:09:17 -0400578 for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500579 {
Jamie Madillf2575982014-06-25 16:04:54 -0400580 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
Jamie Madill8664b062014-02-14 16:41:29 -0500581 if (!shaderAttribute.name.empty())
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500582 {
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400583 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
Jamie Madillf8dd7b12015-08-05 13:50:08 -0400584 VertexFormatType vertexFormatType =
585 inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID;
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400586
Jamie Madill3b7e2052014-03-17 09:47:43 -0400587 // HLSL code for input structure
Jamie Madill8664b062014-02-14 16:41:29 -0500588 if (IsMatrixType(shaderAttribute.type))
589 {
590 // Matrix types are always transposed
Jamie Madill334d6152015-10-22 14:00:28 -0400591 structStream << " "
592 << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
Jamie Madill8664b062014-02-14 16:41:29 -0500593 }
594 else
595 {
Jamie Madilld3dfda22015-07-06 08:28:49 -0400596 GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType);
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000597
598 if (shaderAttribute.name == "gl_InstanceID")
599 {
Jamie Madill334d6152015-10-22 14:00:28 -0400600 // The input type of the instance ID in HLSL (uint) differs from the one in ESSL
601 // (int).
602 structStream << " uint";
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000603 }
604 else
605 {
Jamie Madill334d6152015-10-22 14:00:28 -0400606 structStream << " " << HLSLComponentTypeString(
607 componentType,
608 VariableComponentCount(shaderAttribute.type));
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000609 }
Jamie Madill8664b062014-02-14 16:41:29 -0500610 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500611
Jamie Madill334d6152015-10-22 14:00:28 -0400612 structStream << " " << decorateVariable(shaderAttribute.name) << " : ";
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000613
614 if (shaderAttribute.name == "gl_InstanceID")
615 {
Jamie Madill334d6152015-10-22 14:00:28 -0400616 structStream << "SV_InstanceID";
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000617 }
618 else
619 {
Jamie Madill334d6152015-10-22 14:00:28 -0400620 structStream << "TEXCOORD" << semanticIndex;
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000621 semanticIndex += VariableRegisterCount(shaderAttribute.type);
622 }
623
Jamie Madill334d6152015-10-22 14:00:28 -0400624 structStream << ";\n";
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500625
Jamie Madill3b7e2052014-03-17 09:47:43 -0400626 // HLSL code for initialization
Jamie Madill334d6152015-10-22 14:00:28 -0400627 initStream << " " << decorateVariable(shaderAttribute.name) << " = ";
Jamie Madill8664b062014-02-14 16:41:29 -0500628
629 // Mismatched vertex attribute to vertex input may result in an undefined
630 // data reinterpretation (eg for pure integer->float, float->pure integer)
631 // TODO: issue warning with gl debug info extension, when supported
Jamie Madill3b7e2052014-03-17 09:47:43 -0400632 if (IsMatrixType(shaderAttribute.type) ||
Jamie Madilld3dfda22015-07-06 08:28:49 -0400633 (mRenderer->getVertexConversionType(vertexFormatType) & VERTEX_CONVERT_GPU) != 0)
Jamie Madill8664b062014-02-14 16:41:29 -0500634 {
Jamie Madill334d6152015-10-22 14:00:28 -0400635 initStream << generateAttributeConversionHLSL(vertexFormatType, shaderAttribute);
Jamie Madill8664b062014-02-14 16:41:29 -0500636 }
637 else
638 {
Jamie Madill334d6152015-10-22 14:00:28 -0400639 initStream << "input." << decorateVariable(shaderAttribute.name);
Jamie Madill8664b062014-02-14 16:41:29 -0500640 }
641
Jamie Madill334d6152015-10-22 14:00:28 -0400642 initStream << ";\n";
Jamie Madill3b7e2052014-03-17 09:47:43 -0400643
Jamie Madillac0a2672014-04-11 13:33:56 -0400644 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
645 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500646 }
647
Jamie Madill334d6152015-10-22 14:00:28 -0400648 structStream << "};\n"
649 "\n"
650 "void initAttributes(VS_INPUT input)\n"
651 "{\n"
652 << initStream.str() << "}\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400653
654 std::string vertexHLSL(sourceShader);
655
656 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
Jamie Madill334d6152015-10-22 14:00:28 -0400657 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), structStream.str());
Geoff Lang04fb89a2014-06-09 15:05:36 -0400658
659 return vertexHLSL;
660}
661
Jamie Madill334d6152015-10-22 14:00:28 -0400662std::string DynamicHLSL::generatePixelShaderForOutputSignature(
663 const std::string &sourceShader,
664 const std::vector<PixelShaderOutputVariable> &outputVariables,
665 bool usesFragDepth,
666 const std::vector<GLenum> &outputLayout) const
Geoff Lang04fb89a2014-06-09 15:05:36 -0400667{
Jamie Madill334d6152015-10-22 14:00:28 -0400668 const int shaderModel = mRenderer->getMajorShaderModel();
Geoff Lang04fb89a2014-06-09 15:05:36 -0400669 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
Jamie Madill334d6152015-10-22 14:00:28 -0400670 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400671
Jamie Madill334d6152015-10-22 14:00:28 -0400672 std::stringstream declarationStream;
673 std::stringstream copyStream;
674
675 declarationStream << "struct PS_OUTPUT\n"
676 "{\n";
Geoff Lang4ace4232014-06-18 19:12:48 -0400677
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400678 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
679 {
680 GLenum binding = outputLayout[layoutIndex];
681
682 if (binding != GL_NONE)
Geoff Lang04fb89a2014-06-09 15:05:36 -0400683 {
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400684 unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
685
Jamie Madill334d6152015-10-22 14:00:28 -0400686 const PixelShaderOutputVariable *outputVariable =
687 FindOutputAtLocation(outputVariables, location);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400688
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000689 // OpenGL ES 3.0 spec $4.2.1
Jamie Madill334d6152015-10-22 14:00:28 -0400690 // If [...] not all user-defined output variables are written, the values of fragment
691 // colors
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000692 // corresponding to unwritten variables are similarly undefined.
693 if (outputVariable)
694 {
Jamie Madill334d6152015-10-22 14:00:28 -0400695 declarationStream << " " + HLSLTypeString(outputVariable->type) << " "
696 << outputVariable->name << " : " << targetSemantic
697 << static_cast<int>(layoutIndex) << ";\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400698
Jamie Madill334d6152015-10-22 14:00:28 -0400699 copyStream << " output." << outputVariable->name << " = "
700 << outputVariable->source << ";\n";
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000701 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400702 }
703 }
704
705 if (usesFragDepth)
706 {
Jamie Madill334d6152015-10-22 14:00:28 -0400707 declarationStream << " float gl_Depth : " << depthSemantic << ";\n";
708 copyStream << " output.gl_Depth = gl_Depth; \n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400709 }
710
Jamie Madill334d6152015-10-22 14:00:28 -0400711 declarationStream << "};\n"
712 "\n"
713 "PS_OUTPUT generateOutput()\n"
714 "{\n"
715 " PS_OUTPUT output;\n"
716 << copyStream.str() << " return output;\n"
717 "}\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400718
719 std::string pixelHLSL(sourceShader);
720
721 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
Jamie Madill334d6152015-10-22 14:00:28 -0400722 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(),
723 declarationStream.str());
Geoff Lang04fb89a2014-06-09 15:05:36 -0400724
725 return pixelHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500726}
727
Jamie Madillbbdeeb12015-11-12 15:42:16 +0000728std::string DynamicHLSL::getVaryingSemantic(bool programUsesPointSize) const
729{
730 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
731 // In D3D11 we manually compute gl_PointCoord in the GS.
732 int shaderModel = mRenderer->getMajorShaderModel();
733 return ((programUsesPointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
734}
735
736struct DynamicHLSL::SemanticInfo
737{
738 struct BuiltinInfo
739 {
740 BuiltinInfo() : enabled(false), index(0), systemValue(false) {}
741
742 bool enabled;
743 std::string semantic;
744 unsigned int index;
745 bool systemValue;
746
747 std::string str() const { return (systemValue ? semantic : (semantic + Str(index))); }
748
749 void enableSystem(const std::string &systemValueSemantic)
750 {
751 enabled = true;
752 semantic = systemValueSemantic;
753 systemValue = true;
754 }
755
756 void enable(const std::string &semanticVal, unsigned int indexVal)
757 {
758 enabled = true;
759 semantic = semanticVal;
760 index = indexVal;
761 }
762 };
763
764 BuiltinInfo dxPosition;
765 BuiltinInfo glPosition;
766 BuiltinInfo glFragCoord;
767 BuiltinInfo glPointCoord;
768 BuiltinInfo glPointSize;
769};
770
771DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(ShaderType shaderType,
772 unsigned int startRegisters,
773 bool position,
774 bool fragCoord,
775 bool pointCoord,
776 bool pointSize) const
777{
778 SemanticInfo info;
779 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
780 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
781
782 unsigned int reservedRegisterIndex = startRegisters;
783
784 if (hlsl4)
785 {
786 info.dxPosition.enableSystem("SV_Position");
787 }
788 else if (shaderType == SHADER_PIXEL)
789 {
790 info.dxPosition.enableSystem("VPOS");
791 }
792 else
793 {
794 info.dxPosition.enableSystem("POSITION");
795 }
796
797 if (position)
798 {
799 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
800 }
801
802 if (fragCoord)
803 {
804 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
805 }
806
807 if (pointCoord)
808 {
809 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
810 // In D3D11 we manually compute gl_PointCoord in the GS.
811 if (hlsl4)
812 {
813 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
814 }
815 else
816 {
817 info.glPointCoord.enable("TEXCOORD", 0);
818 }
819 }
820
821 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
822 if (pointSize && (shaderType != SHADER_PIXEL || hlsl4))
823 {
824 info.glPointSize.enableSystem("PSIZE");
825 }
826
827 return info;
828}
829
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400830void DynamicHLSL::generateVaryingLinkHLSL(const gl::Caps &caps,
831 bool programUsesPointSize,
832 const SemanticInfo &info,
833 const std::vector<PackedVarying> &packedVaryings,
834 std::stringstream &linkStream) const
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400835{
Austin Kinross8b695ee2015-03-12 13:12:20 -0700836 ASSERT(info.dxPosition.enabled);
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400837 linkStream << "{\n"
838 << " float4 dx_Position : " << info.dxPosition.str() << ";\n";
Austin Kinross8b695ee2015-03-12 13:12:20 -0700839
840 if (info.glPosition.enabled)
841 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400842 linkStream << " float4 gl_Position : " << info.glPosition.str() << ";\n";
Austin Kinross8b695ee2015-03-12 13:12:20 -0700843 }
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400844
845 if (info.glFragCoord.enabled)
846 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400847 linkStream << " float4 gl_FragCoord : " << info.glFragCoord.str() << ";\n";
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400848 }
849
850 if (info.glPointCoord.enabled)
851 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400852 linkStream << " float2 gl_PointCoord : " << info.glPointCoord.str() << ";\n";
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400853 }
854
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400855 if (info.glPointSize.enabled)
856 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400857 linkStream << " float gl_PointSize : " << info.glPointSize.str() << ";\n";
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400858 }
859
Jamie Madill334d6152015-10-22 14:00:28 -0400860 // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the
861 // same register.
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400862 generateVaryingHLSL(caps, packedVaryings, programUsesPointSize, linkStream);
Austin Kinross8b695ee2015-03-12 13:12:20 -0700863
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400864 linkStream << "};\n";
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400865}
866
Jamie Madill28afae52015-11-09 15:07:57 -0500867void DynamicHLSL::storeBuiltinVaryings(const SemanticInfo &info,
868 std::vector<D3DVarying> *d3dVaryingsOut) const
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400869{
Austin Kinross8b695ee2015-03-12 13:12:20 -0700870 if (info.glPosition.enabled)
871 {
Jamie Madill28afae52015-11-09 15:07:57 -0500872 d3dVaryingsOut->push_back(D3DVarying("gl_Position", GL_FLOAT_VEC4, 1,
873 info.glPosition.semantic, info.glPosition.index, 1));
Austin Kinross8b695ee2015-03-12 13:12:20 -0700874 }
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400875
876 if (info.glFragCoord.enabled)
877 {
Jamie Madill28afae52015-11-09 15:07:57 -0500878 d3dVaryingsOut->push_back(D3DVarying("gl_FragCoord", GL_FLOAT_VEC4, 1,
879 info.glFragCoord.semantic, info.glFragCoord.index, 1));
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400880 }
881
882 if (info.glPointSize.enabled)
883 {
Jamie Madill28afae52015-11-09 15:07:57 -0500884 d3dVaryingsOut->push_back(D3DVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400885 }
886}
887
Jamie Madill28afae52015-11-09 15:07:57 -0500888void DynamicHLSL::storeUserVaryings(const std::vector<PackedVarying> &packedVaryings,
889 bool programUsesPointSize,
890 std::vector<D3DVarying> *d3dVaryingsOut) const
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400891{
Jamie Madillbbdeeb12015-11-12 15:42:16 +0000892 const std::string &varyingSemantic = getVaryingSemantic(programUsesPointSize);
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400893
Jamie Madillca03b352015-09-02 12:38:13 -0400894 for (const PackedVarying &packedVarying : packedVaryings)
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400895 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400896 if (packedVarying.registerAssigned())
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400897 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400898 const sh::Varying &varying = *packedVarying.varying;
899
Jamie Madill54ad4f82014-09-03 09:40:46 -0400900 ASSERT(!varying.isBuiltIn());
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400901 GLenum transposedType = TransposeMatrixType(varying.type);
Jamie Madill334d6152015-10-22 14:00:28 -0400902 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400903
Jamie Madill28afae52015-11-09 15:07:57 -0500904 d3dVaryingsOut->push_back(D3DVarying(varying.name, varying.type, varying.elementCount(),
905 varyingSemantic, packedVarying.registerIndex,
906 variableRows * varying.elementCount()));
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400907 }
908 }
909}
910
Jamie Madillada9ecc2015-08-17 12:53:37 -0400911bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
Jamie Madill80a6fc02015-08-21 16:53:16 -0400912 const gl::Program::Data &programData,
Jamie Madillada9ecc2015-08-17 12:53:37 -0400913 InfoLog &infoLog,
Jamie Madill4e31ad52015-10-29 10:32:57 -0400914 unsigned int registerCount,
Jamie Madill334d6152015-10-22 14:00:28 -0400915 std::string *pixelHLSL,
916 std::string *vertexHLSL,
Jamie Madillca03b352015-09-02 12:38:13 -0400917 const std::vector<PackedVarying> &packedVaryings,
Jamie Madill28afae52015-11-09 15:07:57 -0500918 std::vector<D3DVarying> *d3dVaryingsOut,
Jamie Madillf6be8d72014-09-05 10:38:07 -0400919 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400920 bool *outUsesFragDepth) const
Jamie Madill5f562732014-02-14 16:41:24 -0500921{
Jamie Madill334d6152015-10-22 14:00:28 -0400922 ASSERT(pixelHLSL->empty() && vertexHLSL->empty());
Jamie Madill5f562732014-02-14 16:41:24 -0500923
Jamie Madill91445bc2015-09-23 16:47:53 -0400924 const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader();
925 const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(vertexShaderGL);
926 const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader();
927 const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
Cooper Partin7c89d242015-10-13 12:45:59 -0700928 const int shaderModel = mRenderer->getMajorShaderModel();
Jamie Madill80a6fc02015-08-21 16:53:16 -0400929
Jamie Madill334d6152015-10-22 14:00:28 -0400930 bool usesMRT = fragmentShader->usesMultipleRenderTargets();
931 bool usesFragCoord = fragmentShader->usesFragCoord();
932 bool usesPointCoord = fragmentShader->usesPointCoord();
933 bool usesPointSize = vertexShader->usesPointSize();
934 bool useInstancedPointSpriteEmulation =
935 usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
Cooper Partin7c89d242015-10-13 12:45:59 -0700936 bool insertDummyPointCoordValue = !usesPointSize && usesPointCoord && shaderModel >= 4;
937 bool addPointCoord =
938 (useInstancedPointSpriteEmulation && usesPointCoord) || insertDummyPointCoordValue;
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400939
Jamie Madill14e95b32015-05-07 10:10:41 -0400940 // Validation done in the compiler
Jamie Madill334d6152015-10-22 14:00:28 -0400941 ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData());
Jamie Madill5f562732014-02-14 16:41:24 -0500942
943 // Write the HLSL input/output declarations
Jamie Madill4e31ad52015-10-29 10:32:57 -0400944 const unsigned int registersNeeded =
945 registerCount + (usesFragCoord ? 1u : 0u) + (usesPointCoord ? 1u : 0u);
Jamie Madill5f562732014-02-14 16:41:24 -0500946
947 // Two cases when writing to gl_FragColor and using ESSL 1.0:
948 // - with a 3.0 context, the output color is copied to channel 0
949 // - with a 2.0 context, the output color is broadcast to all channels
Jamie Madill334d6152015-10-22 14:00:28 -0400950 const bool broadcast = (fragmentShader->usesFragColor() && data.clientVersion < 3);
Jamie Madillde8892b2014-11-11 13:00:22 -0500951 const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
Jamie Madill5f562732014-02-14 16:41:24 -0500952
Jamie Madill334d6152015-10-22 14:00:28 -0400953 // gl_Position only needs to be outputted from the vertex shader if transform feedback is
954 // active. This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from
955 // the vertex shader in this case. This saves us 1 output vector.
Austin Kinross8b695ee2015-03-12 13:12:20 -0700956 bool outputPositionFromVS = !(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "");
957
Jamie Madill91445bc2015-09-23 16:47:53 -0400958 int shaderVersion = vertexShaderGL->getShaderVersion();
Jamie Madill5f562732014-02-14 16:41:24 -0500959
Jamie Madillde8892b2014-11-11 13:00:22 -0500960 if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
Jamie Madill5f562732014-02-14 16:41:24 -0500961 {
Jamie Madillf6113162015-05-07 11:49:21 -0400962 infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord";
Jamie Madill5f562732014-02-14 16:41:24 -0500963 return false;
964 }
965
Jamie Madill334d6152015-10-22 14:00:28 -0400966 // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader
967 // VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
Cooper Partine6664f02015-01-09 16:22:24 -0800968 // GeometryShader PointSprite emulation does not require this additional entry because the
Jamie Madill334d6152015-10-22 14:00:28 -0400969 // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the
970 // PS_INPUT of the generated pixel shader. The Geometry Shader point sprite implementation needs
971 // gl_PointSize to be in VS_OUTPUT and GS_INPUT. Instanced point sprites doesn't need
972 // gl_PointSize in VS_OUTPUT.
973 const SemanticInfo &vertexSemantics =
Jamie Madill3e14e2b2015-10-29 14:38:53 -0400974 getSemanticInfo(SHADER_VERTEX, registerCount, outputPositionFromVS, usesFragCoord,
975 addPointCoord, (!useInstancedPointSpriteEmulation && usesPointSize));
Jamie Madill5f562732014-02-14 16:41:24 -0500976
Jamie Madill28afae52015-11-09 15:07:57 -0500977 storeUserVaryings(packedVaryings, usesPointSize, d3dVaryingsOut);
978 storeBuiltinVaryings(vertexSemantics, d3dVaryingsOut);
Jamie Madill5f562732014-02-14 16:41:24 -0500979
Jamie Madill334d6152015-10-22 14:00:28 -0400980 std::stringstream vertexStream;
981 vertexStream << vertexShaderGL->getTranslatedSource();
982
Cooper Partine6664f02015-01-09 16:22:24 -0800983 // Instanced PointSprite emulation requires additional entries originally generated in the
Jamie Madill334d6152015-10-22 14:00:28 -0400984 // GeometryShader HLSL. These include pointsize clamp values.
Cooper Partine6664f02015-01-09 16:22:24 -0800985 if (useInstancedPointSpriteEmulation)
986 {
Jamie Madill334d6152015-10-22 14:00:28 -0400987 vertexStream << "static float minPointSize = "
988 << static_cast<int>(data.caps->minAliasedPointSize) << ".0f;\n"
989 << "static float maxPointSize = "
990 << static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n";
Cooper Partine6664f02015-01-09 16:22:24 -0800991 }
992
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500993 // Add stub string to be replaced when shader is dynamically defined by its layout
Jamie Madill334d6152015-10-22 14:00:28 -0400994 vertexStream << "\n" << VERTEX_ATTRIBUTE_STUB_STRING + "\n"
Jamie Madillf4b2c4f2015-10-29 14:38:54 -0400995 << "struct VS_OUTPUT\n";
996 generateVaryingLinkHLSL(*data.caps, usesPointSize, vertexSemantics, packedVaryings,
997 vertexStream);
998 vertexStream << "\n"
Jamie Madill334d6152015-10-22 14:00:28 -0400999 << "VS_OUTPUT main(VS_INPUT input)\n"
1000 << "{\n"
1001 << " initAttributes(input);\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001002
Jamie Madill37997142015-01-28 10:06:34 -05001003 if (vertexShader->usesDeferredInit())
1004 {
Jamie Madill334d6152015-10-22 14:00:28 -04001005 vertexStream << "\n"
1006 << " initializeDeferredGlobals();\n";
Jamie Madill37997142015-01-28 10:06:34 -05001007 }
1008
Jamie Madill334d6152015-10-22 14:00:28 -04001009 vertexStream << "\n"
1010 << " gl_main();\n"
1011 << "\n"
1012 << " VS_OUTPUT output;\n";
Austin Kinross8b695ee2015-03-12 13:12:20 -07001013
1014 if (outputPositionFromVS)
1015 {
Jamie Madill334d6152015-10-22 14:00:28 -04001016 vertexStream << " output.gl_Position = gl_Position;\n";
Austin Kinross8b695ee2015-03-12 13:12:20 -07001017 }
Jamie Madill37997142015-01-28 10:06:34 -05001018
Austin Kinross4fd18b12014-12-22 12:32:05 -08001019 // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
Jamie Madill334d6152015-10-22 14:00:28 -04001020 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -05001021 {
Jamie Madill334d6152015-10-22 14:00:28 -04001022 vertexStream << " output.dx_Position.x = gl_Position.x;\n"
1023 << " output.dx_Position.y = -gl_Position.y;\n"
1024 << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1025 << " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001026 }
1027 else
1028 {
Jamie Madill334d6152015-10-22 14:00:28 -04001029 vertexStream << " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + "
1030 "dx_ViewAdjust.x * gl_Position.w;\n"
1031 << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + "
1032 "dx_ViewAdjust.y * gl_Position.w);\n"
1033 << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1034 << " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001035 }
1036
Austin Kinross8b695ee2015-03-12 13:12:20 -07001037 // We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
1038 if (usesPointSize && shaderModel >= 3 && !useInstancedPointSpriteEmulation)
Jamie Madill5f562732014-02-14 16:41:24 -05001039 {
Jamie Madill334d6152015-10-22 14:00:28 -04001040 vertexStream << " output.gl_PointSize = gl_PointSize;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001041 }
1042
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001043 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001044 {
Jamie Madill334d6152015-10-22 14:00:28 -04001045 vertexStream << " output.gl_FragCoord = gl_Position;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001046 }
1047
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001048 for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(packedVaryings))
Jamie Madill5f562732014-02-14 16:41:24 -05001049 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001050 const PackedVarying &packedVarying = packedVaryings[registerInfo.varyingIndex];
Jamie Madill4cff2472015-08-21 16:53:18 -04001051 const sh::Varying &varying = *packedVarying.varying;
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001052 GLenum transposedType = TransposeMatrixType(varying.type);
1053 unsigned int variableRows =
1054 static_cast<unsigned int>(varying.isStruct() ? 1 : VariableRowCount(transposedType));
Jamie Madill4cff2472015-08-21 16:53:18 -04001055
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001056 int r = registerInfo.registerIndex(*data.caps, packedVaryings);
1057 vertexStream << " output.v" << r << " = _" + varying.name;
1058
1059 if (varying.isArray())
Jamie Madill4cff2472015-08-21 16:53:18 -04001060 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001061 vertexStream << ArrayString(registerInfo.elementIndex);
Jamie Madill5f562732014-02-14 16:41:24 -05001062 }
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001063
1064 if (variableRows > 1)
1065 {
1066 vertexStream << ArrayString(registerInfo.rowIndex);
1067 }
1068
1069 vertexStream << ";\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001070 }
1071
Cooper Partine6664f02015-01-09 16:22:24 -08001072 // Instanced PointSprite emulation requires additional entries to calculate
1073 // the final output vertex positions of the quad that represents each sprite.
1074 if (useInstancedPointSpriteEmulation)
1075 {
Jamie Madill334d6152015-10-22 14:00:28 -04001076 vertexStream << "\n"
1077 << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
1078 << " output.dx_Position.xyz += float3(input.spriteVertexPos.x * "
1079 "gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * "
1080 "gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * "
1081 "output.dx_Position.w;\n";
Cooper Partine6664f02015-01-09 16:22:24 -08001082
1083 if (usesPointCoord)
1084 {
Jamie Madill334d6152015-10-22 14:00:28 -04001085 vertexStream << "\n"
1086 << " output.gl_PointCoord = input.spriteTexCoord;\n";
Cooper Partine6664f02015-01-09 16:22:24 -08001087 }
1088 }
1089
Cooper Partin7c89d242015-10-13 12:45:59 -07001090 // Renderers that enable instanced pointsprite emulation require the vertex shader output member
1091 // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same
1092 // default value used in the generated pixel shader.
1093 if (insertDummyPointCoordValue)
1094 {
1095 ASSERT(!useInstancedPointSpriteEmulation);
1096 vertexStream << "\n"
1097 << " output.gl_PointCoord = float2(0.5, 0.5);\n";
1098 }
1099
Jamie Madill334d6152015-10-22 14:00:28 -04001100 vertexStream << "\n"
1101 << " return output;\n"
1102 << "}\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001103
Jamie Madill334d6152015-10-22 14:00:28 -04001104 std::stringstream pixelStream;
1105 pixelStream << fragmentShaderGL->getTranslatedSource();
Jamie Madill5f562732014-02-14 16:41:24 -05001106
Jamie Madill334d6152015-10-22 14:00:28 -04001107 const SemanticInfo &pixelSemantics =
Jamie Madill3e14e2b2015-10-29 14:38:53 -04001108 getSemanticInfo(SHADER_PIXEL, registerCount, outputPositionFromVS, usesFragCoord,
1109 usesPointCoord, (!useInstancedPointSpriteEmulation && usesPointSize));
Jamie Madill334d6152015-10-22 14:00:28 -04001110
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001111 pixelStream << "struct PS_INPUT\n";
1112 generateVaryingLinkHLSL(*data.caps, usesPointSize, pixelSemantics, packedVaryings, pixelStream);
1113 pixelStream << "\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001114
1115 if (shaderVersion < 300)
1116 {
Jamie Madill334d6152015-10-22 14:00:28 -04001117 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets;
1118 renderTargetIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -05001119 {
Jamie Madillf6be8d72014-09-05 10:38:07 -04001120 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -04001121 outputKeyVariable.type = GL_FLOAT_VEC4;
1122 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
Jamie Madill334d6152015-10-22 14:00:28 -04001123 outputKeyVariable.source =
1124 broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
Geoff Lang04fb89a2014-06-09 15:05:36 -04001125 outputKeyVariable.outputIndex = renderTargetIndex;
1126
1127 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -05001128 }
1129
Jamie Madill334d6152015-10-22 14:00:28 -04001130 *outUsesFragDepth = fragmentShader->usesFragDepth();
Jamie Madill5f562732014-02-14 16:41:24 -05001131 }
1132 else
1133 {
Jamie Madill91445bc2015-09-23 16:47:53 -04001134 const auto &shaderOutputVars = fragmentShaderGL->getActiveOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -05001135
Jamie Madilla0a9e122015-09-02 15:54:30 -04001136 for (auto outputPair : programData.getOutputVariables())
Jamie Madill5f562732014-02-14 16:41:24 -05001137 {
Jamie Madill80a6fc02015-08-21 16:53:16 -04001138 const VariableLocation &outputLocation = outputPair.second;
Jamie Madillf2575982014-06-25 16:04:54 -04001139 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
Geoff Lang04fb89a2014-06-09 15:05:36 -04001140 const std::string &variableName = "out_" + outputLocation.name;
Jamie Madill334d6152015-10-22 14:00:28 -04001141 const std::string &elementString =
1142 (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
Jamie Madill5f562732014-02-14 16:41:24 -05001143
Jamie Madill54ad4f82014-09-03 09:40:46 -04001144 ASSERT(outputVariable.staticUse);
1145
Jamie Madillf6be8d72014-09-05 10:38:07 -04001146 PixelShaderOutputVariable outputKeyVariable;
Jamie Madill334d6152015-10-22 14:00:28 -04001147 outputKeyVariable.type = outputVariable.type;
1148 outputKeyVariable.name = variableName + elementString;
1149 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
Jamie Madill80a6fc02015-08-21 16:53:16 -04001150 outputKeyVariable.outputIndex = outputPair.first;
Geoff Lang04fb89a2014-06-09 15:05:36 -04001151
1152 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -05001153 }
Geoff Lang04fb89a2014-06-09 15:05:36 -04001154
1155 *outUsesFragDepth = false;
Jamie Madill5f562732014-02-14 16:41:24 -05001156 }
1157
Jamie Madill334d6152015-10-22 14:00:28 -04001158 pixelStream << PIXEL_OUTPUT_STUB_STRING + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001159
Jamie Madill334d6152015-10-22 14:00:28 -04001160 if (fragmentShader->usesFrontFacing())
Jamie Madill5f562732014-02-14 16:41:24 -05001161 {
1162 if (shaderModel >= 4)
1163 {
Jamie Madill334d6152015-10-22 14:00:28 -04001164 pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
1165 << "{\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001166 }
1167 else
1168 {
Jamie Madill334d6152015-10-22 14:00:28 -04001169 pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
1170 << "{\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001171 }
1172 }
1173 else
1174 {
Jamie Madill334d6152015-10-22 14:00:28 -04001175 pixelStream << "PS_OUTPUT main(PS_INPUT input)\n"
1176 << "{\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001177 }
1178
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001179 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001180 {
Jamie Madill334d6152015-10-22 14:00:28 -04001181 pixelStream << " float rhw = 1.0 / input.gl_FragCoord.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001182
Austin Kinross588434c2014-12-10 10:41:45 -08001183 // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
Jamie Madill334d6152015-10-22 14:00:28 -04001184 // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using
1185 // dx_ViewCoords.
Austin Kinross588434c2014-12-10 10:41:45 -08001186 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -05001187 {
Jamie Madill334d6152015-10-22 14:00:28 -04001188 pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n"
1189 << " gl_FragCoord.y = input.dx_Position.y;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001190 }
Austin Kinross588434c2014-12-10 10:41:45 -08001191 else if (shaderModel == 3)
Jamie Madill5f562732014-02-14 16:41:24 -05001192 {
Jamie Madill334d6152015-10-22 14:00:28 -04001193 pixelStream << " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
1194 << " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001195 }
1196 else
1197 {
Jamie Madill334d6152015-10-22 14:00:28 -04001198 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See
1199 // Renderer::setViewport()
1200 pixelStream << " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + "
1201 "dx_ViewCoords.z;\n"
1202 << " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + "
1203 "dx_ViewCoords.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001204 }
1205
Jamie Madill334d6152015-10-22 14:00:28 -04001206 pixelStream << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + "
1207 "dx_DepthFront.y;\n"
1208 << " gl_FragCoord.w = rhw;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001209 }
1210
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001211 if (usesPointCoord && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -05001212 {
Jamie Madill334d6152015-10-22 14:00:28 -04001213 pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n"
1214 << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001215 }
1216
Jamie Madill334d6152015-10-22 14:00:28 -04001217 if (fragmentShader->usesFrontFacing())
Jamie Madill5f562732014-02-14 16:41:24 -05001218 {
1219 if (shaderModel <= 3)
1220 {
Jamie Madill334d6152015-10-22 14:00:28 -04001221 pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001222 }
1223 else
1224 {
Jamie Madill334d6152015-10-22 14:00:28 -04001225 pixelStream << " gl_FrontFacing = isFrontFace;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001226 }
1227 }
1228
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001229 for (const PackedVaryingRegister &registerInfo : PackedVaryingIterator(packedVaryings))
Jamie Madill5f562732014-02-14 16:41:24 -05001230 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001231 const PackedVarying &packedVarying = packedVaryings[registerInfo.varyingIndex];
Jamie Madill4cff2472015-08-21 16:53:18 -04001232 const sh::Varying &varying = *packedVarying.varying;
1233
Jamie Madillca03b352015-09-02 12:38:13 -04001234 // Don't reference VS-only transform feedback varyings in the PS.
1235 if (packedVarying.vertexOnly)
1236 continue;
1237
Jamie Madill4cff2472015-08-21 16:53:18 -04001238 ASSERT(!varying.isBuiltIn());
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001239 GLenum transposedType = TransposeMatrixType(varying.type);
1240 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
1241 unsigned int registerIndex = registerInfo.registerIndex(*data.caps, packedVaryings);
1242 pixelStream << " _" << varying.name;
1243
1244 if (varying.isArray())
Jamie Madill4cff2472015-08-21 16:53:18 -04001245 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001246 pixelStream << ArrayString(registerInfo.elementIndex);
1247 }
1248
1249 if (variableRows > 1)
1250 {
1251 pixelStream << ArrayString(registerInfo.rowIndex);
1252 }
1253
1254 pixelStream << " = input.v" << registerIndex;
1255
1256 if (!varying.isStruct())
1257 {
1258 switch (VariableColumnCount(transposedType))
Jamie Madill5f562732014-02-14 16:41:24 -05001259 {
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001260 case 1:
1261 pixelStream << ".x";
Jamie Madill4cff2472015-08-21 16:53:18 -04001262 break;
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001263 case 2:
1264 pixelStream << ".xy";
1265 break;
1266 case 3:
1267 pixelStream << ".xyz";
1268 break;
1269 case 4:
1270 break;
1271 default:
1272 UNREACHABLE();
Jamie Madill5f562732014-02-14 16:41:24 -05001273 }
1274 }
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001275 pixelStream << ";\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001276 }
1277
Jamie Madill37997142015-01-28 10:06:34 -05001278 if (fragmentShader->usesDeferredInit())
1279 {
Jamie Madill334d6152015-10-22 14:00:28 -04001280 pixelStream << "\n"
1281 << " initializeDeferredGlobals();\n";
Jamie Madill37997142015-01-28 10:06:34 -05001282 }
1283
Jamie Madill334d6152015-10-22 14:00:28 -04001284 pixelStream << "\n"
1285 << " gl_main();\n"
1286 << "\n"
1287 << " return generateOutput();\n"
1288 << "}\n";
1289
1290 *vertexHLSL = vertexStream.str();
1291 *pixelHLSL = pixelStream.str();
Jamie Madill5f562732014-02-14 16:41:24 -05001292
1293 return true;
1294}
1295
Jamie Madill4e31ad52015-10-29 10:32:57 -04001296std::string DynamicHLSL::generateGeometryShaderPreamble(
Jamie Madill334d6152015-10-22 14:00:28 -04001297 const gl::Data &data,
Jamie Madill76f8fa62015-10-29 10:32:56 -04001298 const gl::Program::Data &programData,
Jamie Madill4e31ad52015-10-29 10:32:57 -04001299 unsigned int registerCount,
Jamie Madillca03b352015-09-02 12:38:13 -04001300 const std::vector<PackedVarying> &packedVaryings) const
Jamie Madill5f562732014-02-14 16:41:24 -05001301{
Jamie Madill4e31ad52015-10-29 10:32:57 -04001302 ASSERT(registerCount >= 0 && registerCount <= data.caps->maxVaryingVectors);
Jamie Madill5f562732014-02-14 16:41:24 -05001303 ASSERT(mRenderer->getMajorShaderModel() >= 4);
1304
Jamie Madill4e31ad52015-10-29 10:32:57 -04001305 // Must be called during link, not from a binary load.
Jamie Madill76f8fa62015-10-29 10:32:56 -04001306 const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(programData.getAttachedVertexShader());
1307 const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(programData.getAttachedFragmentShader());
Jamie Madill4e31ad52015-10-29 10:32:57 -04001308 ASSERT(vertexShader && fragmentShader);
Jamie Madill76f8fa62015-10-29 10:32:56 -04001309
Jamie Madill334d6152015-10-22 14:00:28 -04001310 bool usesFragCoord = fragmentShader->usesFragCoord();
1311 bool usesPointCoord = fragmentShader->usesPointCoord();
Jamie Madill76f8fa62015-10-29 10:32:56 -04001312 bool usesPointSize = vertexShader->usesPointSize();
1313
1314 const SemanticInfo &inSemantics =
Jamie Madill3e14e2b2015-10-29 14:38:53 -04001315 getSemanticInfo(SHADER_VERTEX, registerCount, true, usesFragCoord, false, usesPointSize);
1316 const SemanticInfo &outSemantics = getSemanticInfo(
1317 SHADER_GEOMETRY, registerCount, true, usesFragCoord, usesPointCoord, usesPointSize);
Jamie Madill4e31ad52015-10-29 10:32:57 -04001318
Jamie Madill4e31ad52015-10-29 10:32:57 -04001319 std::stringstream preambleStream;
1320
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001321 preambleStream << "struct GS_INPUT\n";
1322 generateVaryingLinkHLSL(*data.caps, usesPointSize, inSemantics, packedVaryings, preambleStream);
1323 preambleStream << "\n"
1324 << "struct GS_OUTPUT\n";
1325 generateVaryingLinkHLSL(*data.caps, usesPointSize, outSemantics, packedVaryings,
1326 preambleStream);
Jamie Madill3e14e2b2015-10-29 14:38:53 -04001327 preambleStream
1328 << "\n"
1329 << "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n"
1330 << "{\n"
1331 << " output.gl_Position = input.gl_Position;\n";
Jamie Madill4e31ad52015-10-29 10:32:57 -04001332
1333 if (usesPointSize)
1334 {
1335 preambleStream << " output.gl_PointSize = input.gl_PointSize;\n";
1336 }
1337
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001338 for (const PackedVaryingRegister &varyingRegister : PackedVaryingIterator(packedVaryings))
Jamie Madill4e31ad52015-10-29 10:32:57 -04001339 {
Jamie Madill3e14e2b2015-10-29 14:38:53 -04001340 const sh::Varying &varying = *packedVaryings[varyingRegister.varyingIndex].varying;
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001341 unsigned int registerIndex = varyingRegister.registerIndex(*data.caps, packedVaryings);
1342
1343 preambleStream << " output.v" << registerIndex << " = ";
Jamie Madill3e14e2b2015-10-29 14:38:53 -04001344 if (varying.interpolation == sh::INTERPOLATION_FLAT)
1345 {
1346 preambleStream << "flat";
1347 }
Jamie Madillf4b2c4f2015-10-29 14:38:54 -04001348 preambleStream << "input.v" << registerIndex << "; \n";
Jamie Madill4e31ad52015-10-29 10:32:57 -04001349 }
1350
1351 if (usesFragCoord)
1352 {
1353 preambleStream << " output.gl_FragCoord = input.gl_FragCoord;\n";
1354 }
1355
1356 // Only write the dx_Position if we aren't using point sprites
1357 preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n"
1358 << " output.dx_Position = input.dx_Position;\n"
1359 << "#endif // ANGLE_POINT_SPRITE_SHADER\n"
1360 << "}\n";
1361
1362 return preambleStream.str();
1363}
1364
1365std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
1366 const gl::Data &data,
1367 const gl::Program::Data &programData,
1368 const std::string &preambleString) const
1369{
1370 ASSERT(mRenderer->getMajorShaderModel() >= 4);
Jamie Madill5f562732014-02-14 16:41:24 -05001371
Jamie Madill334d6152015-10-22 14:00:28 -04001372 std::stringstream shaderStream;
1373
Jamie Madill4e31ad52015-10-29 10:32:57 -04001374 const bool pointSprites = (primitiveType == PRIMITIVE_POINTS);
1375 const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos;
Jamie Madill5f562732014-02-14 16:41:24 -05001376
Jamie Madill76f8fa62015-10-29 10:32:56 -04001377 const char *inputPT = nullptr;
1378 const char *outputPT = nullptr;
1379 int inputSize = 0;
1380 int maxVertexOutput = 0;
Jamie Madill5f562732014-02-14 16:41:24 -05001381
Jamie Madill76f8fa62015-10-29 10:32:56 -04001382 switch (primitiveType)
Jamie Madill5f562732014-02-14 16:41:24 -05001383 {
Jamie Madill76f8fa62015-10-29 10:32:56 -04001384 case PRIMITIVE_POINTS:
1385 inputPT = "point";
1386 outputPT = "Triangle";
1387 inputSize = 1;
1388 maxVertexOutput = 4;
1389 break;
1390
1391 case PRIMITIVE_LINES:
1392 case PRIMITIVE_LINE_STRIP:
1393 case PRIMITIVE_LINE_LOOP:
1394 inputPT = "line";
1395 outputPT = "Line";
1396 inputSize = 2;
1397 maxVertexOutput = 2;
1398 break;
1399
1400 case PRIMITIVE_TRIANGLES:
1401 case PRIMITIVE_TRIANGLE_STRIP:
1402 case PRIMITIVE_TRIANGLE_FAN:
1403 inputPT = "triangle";
1404 outputPT = "Triangle";
1405 inputSize = 3;
1406 maxVertexOutput = 3;
1407 break;
1408
1409 default:
1410 UNREACHABLE();
1411 break;
Jamie Madill5f562732014-02-14 16:41:24 -05001412 }
1413
Jamie Madill76f8fa62015-10-29 10:32:56 -04001414 if (pointSprites)
Jamie Madill5f562732014-02-14 16:41:24 -05001415 {
Jamie Madill4e31ad52015-10-29 10:32:57 -04001416 shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
1417 "\n"
1418 "uniform float4 dx_ViewCoords : register(c1);\n"
Jamie Madill76f8fa62015-10-29 10:32:56 -04001419 "\n"
1420 "static float2 pointSpriteCorners[] = \n"
1421 "{\n"
1422 " float2( 0.5f, -0.5f),\n"
1423 " float2( 0.5f, 0.5f),\n"
1424 " float2(-0.5f, -0.5f),\n"
1425 " float2(-0.5f, 0.5f)\n"
1426 "};\n"
1427 "\n"
1428 "static float2 pointSpriteTexcoords[] = \n"
1429 "{\n"
1430 " float2(1.0f, 1.0f),\n"
1431 " float2(1.0f, 0.0f),\n"
1432 " float2(0.0f, 1.0f),\n"
1433 " float2(0.0f, 0.0f)\n"
1434 "};\n"
1435 "\n"
1436 "static float minPointSize = "
1437 << static_cast<int>(data.caps->minAliasedPointSize)
1438 << ".0f;\n"
1439 "static float maxPointSize = "
1440 << static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n"
1441 << "\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001442 }
1443
Jamie Madill4e31ad52015-10-29 10:32:57 -04001444 shaderStream << preambleString << "\n"
Jamie Madill76f8fa62015-10-29 10:32:56 -04001445 << "[maxvertexcount(" << maxVertexOutput << ")]\n"
Jamie Madillc7a92fd2015-10-29 10:08:09 -04001446 << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], ";
1447
1448 if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
1449 {
1450 shaderStream << "uint primitiveID : SV_PrimitiveID, ";
1451 }
1452
1453 shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n"
Jamie Madill76f8fa62015-10-29 10:32:56 -04001454 << "{\n"
1455 << " GS_OUTPUT output = (GS_OUTPUT)0;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001456
Jamie Madillc7a92fd2015-10-29 10:08:09 -04001457 if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
1458 {
1459 shaderStream << " uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n";
1460 }
1461 else
1462 {
1463 shaderStream << " uint lastVertexIndex = " << (inputSize - 1) << ";\n";
1464 }
1465
Jamie Madill4e31ad52015-10-29 10:32:57 -04001466 for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex)
Jamie Madill5f562732014-02-14 16:41:24 -05001467 {
Jamie Madillc7a92fd2015-10-29 10:08:09 -04001468 shaderStream << " copyVertex(output, input[" << vertexIndex
1469 << "], input[lastVertexIndex]);\n";
Jamie Madill76f8fa62015-10-29 10:32:56 -04001470
1471 if (!pointSprites)
1472 {
1473 ASSERT(inputSize == maxVertexOutput);
Jamie Madill4e31ad52015-10-29 10:32:57 -04001474 shaderStream << " outStream.Append(output);\n";
Jamie Madill76f8fa62015-10-29 10:32:56 -04001475 }
1476 }
1477
1478 if (pointSprites)
1479 {
Jamie Madill76f8fa62015-10-29 10:32:56 -04001480 shaderStream << "\n"
1481 " float4 dx_Position = input[0].dx_Position;\n"
1482 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, "
1483 "maxPointSize);\n"
1484 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / "
1485 "dx_ViewCoords.y) * dx_Position.w;\n";
1486
1487 for (int corner = 0; corner < 4; corner++)
1488 {
1489 shaderStream << "\n"
1490 " output.dx_Position = dx_Position + float4(pointSpriteCorners["
1491 << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1492
1493 if (usesPointCoord)
1494 {
1495 shaderStream << " output.gl_PointCoord = pointSpriteTexcoords[" << corner
1496 << "];\n";
1497 }
1498
1499 shaderStream << " outStream.Append(output);\n";
1500 }
Jamie Madill5f562732014-02-14 16:41:24 -05001501 }
1502
Jamie Madill334d6152015-10-22 14:00:28 -04001503 shaderStream << " \n"
Jamie Madill76f8fa62015-10-29 10:32:56 -04001504 " outStream.RestartStrip();\n"
1505 "}\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001506
Jamie Madill334d6152015-10-22 14:00:28 -04001507 return shaderStream.str();
Jamie Madill5f562732014-02-14 16:41:24 -05001508}
1509
1510// This method needs to match OutputHLSL::decorate
Jamie Madilla53ab512014-03-17 09:47:44 -04001511std::string DynamicHLSL::decorateVariable(const std::string &name)
Jamie Madill5f562732014-02-14 16:41:24 -05001512{
Jamie Madilld5512cd2014-07-10 17:50:08 -04001513 if (name.compare(0, 3, "gl_") != 0)
Jamie Madill5f562732014-02-14 16:41:24 -05001514 {
1515 return "_" + name;
1516 }
1517
1518 return name;
1519}
1520
Jamie Madill334d6152015-10-22 14:00:28 -04001521std::string DynamicHLSL::generateAttributeConversionHLSL(
1522 gl::VertexFormatType vertexFormatType,
1523 const sh::ShaderVariable &shaderAttrib) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001524{
Jamie Madilld3dfda22015-07-06 08:28:49 -04001525 const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
Jamie Madill334d6152015-10-22 14:00:28 -04001526 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
Jamie Madill8664b062014-02-14 16:41:29 -05001527
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001528 // Matrix
1529 if (IsMatrixType(shaderAttrib.type))
1530 {
Jamie Madill8664b062014-02-14 16:41:29 -05001531 return "transpose(" + attribString + ")";
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001532 }
1533
Jamie Madillf2575982014-06-25 16:04:54 -04001534 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
Jamie Madill334d6152015-10-22 14:00:28 -04001535 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
Jamie Madill8664b062014-02-14 16:41:29 -05001536
Jamie Madill8664b062014-02-14 16:41:29 -05001537 // Perform integer to float conversion (if necessary)
Jamie Madill334d6152015-10-22 14:00:28 -04001538 bool requiresTypeConversion =
1539 (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT);
Jamie Madill8664b062014-02-14 16:41:29 -05001540
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001541 if (requiresTypeConversion)
Jamie Madill8664b062014-02-14 16:41:29 -05001542 {
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001543 // TODO: normalization for 32-bit integer formats
Jamie Madilld3dfda22015-07-06 08:28:49 -04001544 ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001545 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
Jamie Madill8664b062014-02-14 16:41:29 -05001546 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001547
1548 // No conversion necessary
Jamie Madill8664b062014-02-14 16:41:29 -05001549 return attribString;
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001550}
Jamie Madill334d6152015-10-22 14:00:28 -04001551} // namespace rx