Jamie Madill | 5f56273 | 2014-02-14 16:41:24 -0500 | [diff] [blame] | 1 | // |
| 2 | // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. |
| 3 | // Use of this source code is governed by a BSD-style license that can be |
| 4 | // found in the LICENSE file. |
| 5 | // |
| 6 | // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation |
| 7 | // |
| 8 | |
| 9 | #include "precompiled.h" |
| 10 | |
| 11 | #include "libGLESv2/DynamicHLSL.h" |
| 12 | #include "libGLESv2/Shader.h" |
| 13 | #include "libGLESv2/Program.h" |
| 14 | #include "libGLESv2/renderer/Renderer.h" |
| 15 | #include "common/utilities.h" |
| 16 | #include "libGLESv2/ProgramBinary.h" |
| 17 | |
| 18 | #include "compiler/translator/HLSLLayoutEncoder.h" |
| 19 | |
| 20 | namespace gl_d3d |
| 21 | { |
| 22 | |
| 23 | std::string TypeString(GLenum type) |
| 24 | { |
| 25 | switch (type) |
| 26 | { |
| 27 | case GL_FLOAT: return "float"; |
| 28 | case GL_FLOAT_VEC2: return "float2"; |
| 29 | case GL_FLOAT_VEC3: return "float3"; |
| 30 | case GL_FLOAT_VEC4: return "float4"; |
| 31 | case GL_INT: return "int"; |
| 32 | case GL_INT_VEC2: return "int2"; |
| 33 | case GL_INT_VEC3: return "int3"; |
| 34 | case GL_INT_VEC4: return "int4"; |
| 35 | case GL_UNSIGNED_INT: return "uint"; |
| 36 | case GL_UNSIGNED_INT_VEC2: return "uint2"; |
| 37 | case GL_UNSIGNED_INT_VEC3: return "uint3"; |
| 38 | case GL_UNSIGNED_INT_VEC4: return "uint4"; |
| 39 | case GL_FLOAT_MAT2: return "float2x2"; |
| 40 | case GL_FLOAT_MAT3: return "float3x3"; |
| 41 | case GL_FLOAT_MAT4: return "float4x4"; |
| 42 | case GL_FLOAT_MAT2x3: return "float2x3"; |
| 43 | case GL_FLOAT_MAT3x2: return "float3x2"; |
| 44 | case GL_FLOAT_MAT2x4: return "float2x4"; |
| 45 | case GL_FLOAT_MAT4x2: return "float4x2"; |
| 46 | case GL_FLOAT_MAT3x4: return "float3x4"; |
| 47 | case GL_FLOAT_MAT4x3: return "float4x3"; |
| 48 | default: UNREACHABLE(); return "invalid-gl-type"; |
| 49 | } |
| 50 | } |
| 51 | |
| 52 | } |
| 53 | |
| 54 | namespace gl |
| 55 | { |
| 56 | |
| 57 | static std::string Str(int i) |
| 58 | { |
| 59 | char buffer[20]; |
| 60 | snprintf(buffer, sizeof(buffer), "%d", i); |
| 61 | return buffer; |
| 62 | } |
| 63 | |
| 64 | static std::string ArrayString(int i) |
| 65 | { |
| 66 | return "[" + Str(i) + "]"; |
| 67 | } |
| 68 | |
| 69 | std::string ArrayString(unsigned int i) |
| 70 | { |
| 71 | return (i == GL_INVALID_INDEX ? "" : "[" + Str(i) + "]"); |
| 72 | } |
| 73 | |
| 74 | DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer) |
| 75 | : mRenderer(renderer) |
| 76 | { |
| 77 | } |
| 78 | |
| 79 | // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 |
| 80 | // Returns the number of used varying registers, or -1 if unsuccesful |
| 81 | int DynamicHLSL::packVaryings(InfoLog &infoLog, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader) |
| 82 | { |
| 83 | const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| 84 | |
| 85 | fragmentShader->resetVaryingsRegisterAssignment(); |
| 86 | |
| 87 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 88 | { |
| 89 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 90 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 91 | |
| 92 | // matrices within varying structs are not transposed |
| 93 | int registers = (varying->isStruct() ? sh::HLSLVariableRegisterCount(*varying) : gl::VariableRowCount(transposedType)) * varying->elementCount(); |
| 94 | int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType)); |
| 95 | bool success = false; |
| 96 | |
| 97 | if (elements == 2 || elements == 3 || elements == 4) |
| 98 | { |
| 99 | for (int r = 0; r <= maxVaryingVectors - registers && !success; r++) |
| 100 | { |
| 101 | bool available = true; |
| 102 | |
| 103 | for (int y = 0; y < registers && available; y++) |
| 104 | { |
| 105 | for (int x = 0; x < elements && available; x++) |
| 106 | { |
| 107 | if (packing[r + y][x]) |
| 108 | { |
| 109 | available = false; |
| 110 | } |
| 111 | } |
| 112 | } |
| 113 | |
| 114 | if (available) |
| 115 | { |
| 116 | varying->registerIndex = r; |
| 117 | varying->elementIndex = 0; |
| 118 | |
| 119 | for (int y = 0; y < registers; y++) |
| 120 | { |
| 121 | for (int x = 0; x < elements; x++) |
| 122 | { |
| 123 | packing[r + y][x] = &*varying; |
| 124 | } |
| 125 | } |
| 126 | |
| 127 | success = true; |
| 128 | } |
| 129 | } |
| 130 | |
| 131 | if (!success && elements == 2) |
| 132 | { |
| 133 | for (int r = maxVaryingVectors - registers; r >= 0 && !success; r--) |
| 134 | { |
| 135 | bool available = true; |
| 136 | |
| 137 | for (int y = 0; y < registers && available; y++) |
| 138 | { |
| 139 | for (int x = 2; x < 4 && available; x++) |
| 140 | { |
| 141 | if (packing[r + y][x]) |
| 142 | { |
| 143 | available = false; |
| 144 | } |
| 145 | } |
| 146 | } |
| 147 | |
| 148 | if (available) |
| 149 | { |
| 150 | varying->registerIndex = r; |
| 151 | varying->elementIndex = 2; |
| 152 | |
| 153 | for (int y = 0; y < registers; y++) |
| 154 | { |
| 155 | for (int x = 2; x < 4; x++) |
| 156 | { |
| 157 | packing[r + y][x] = &*varying; |
| 158 | } |
| 159 | } |
| 160 | |
| 161 | success = true; |
| 162 | } |
| 163 | } |
| 164 | } |
| 165 | } |
| 166 | else if (elements == 1) |
| 167 | { |
| 168 | int space[4] = {0}; |
| 169 | |
| 170 | for (int y = 0; y < maxVaryingVectors; y++) |
| 171 | { |
| 172 | for (int x = 0; x < 4; x++) |
| 173 | { |
| 174 | space[x] += packing[y][x] ? 0 : 1; |
| 175 | } |
| 176 | } |
| 177 | |
| 178 | int column = 0; |
| 179 | |
| 180 | for (int x = 0; x < 4; x++) |
| 181 | { |
| 182 | if (space[x] >= registers && space[x] < space[column]) |
| 183 | { |
| 184 | column = x; |
| 185 | } |
| 186 | } |
| 187 | |
| 188 | if (space[column] >= registers) |
| 189 | { |
| 190 | for (int r = 0; r < maxVaryingVectors; r++) |
| 191 | { |
| 192 | if (!packing[r][column]) |
| 193 | { |
| 194 | varying->registerIndex = r; |
| 195 | |
| 196 | for (int y = r; y < r + registers; y++) |
| 197 | { |
| 198 | packing[y][column] = &*varying; |
| 199 | } |
| 200 | |
| 201 | break; |
| 202 | } |
| 203 | } |
| 204 | |
| 205 | varying->elementIndex = column; |
| 206 | |
| 207 | success = true; |
| 208 | } |
| 209 | } |
| 210 | else UNREACHABLE(); |
| 211 | |
| 212 | if (!success) |
| 213 | { |
| 214 | infoLog.append("Could not pack varying %s", varying->name.c_str()); |
| 215 | |
| 216 | return -1; |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | // Return the number of used registers |
| 221 | int registers = 0; |
| 222 | |
| 223 | for (int r = 0; r < maxVaryingVectors; r++) |
| 224 | { |
| 225 | if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3]) |
| 226 | { |
| 227 | registers++; |
| 228 | } |
| 229 | } |
| 230 | |
| 231 | return registers; |
| 232 | } |
| 233 | |
| 234 | std::string DynamicHLSL::generateVaryingHLSL(FragmentShader *fragmentShader, const std::string &varyingSemantic) const |
| 235 | { |
| 236 | std::string varyingHLSL; |
| 237 | |
| 238 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 239 | { |
| 240 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 241 | if (varying->registerAssigned()) |
| 242 | { |
| 243 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 244 | { |
| 245 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 246 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); |
| 247 | for (int row = 0; row < variableRows; row++) |
| 248 | { |
| 249 | switch (varying->interpolation) |
| 250 | { |
| 251 | case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break; |
| 252 | case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break; |
| 253 | case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break; |
| 254 | default: UNREACHABLE(); |
| 255 | } |
| 256 | |
| 257 | std::string n = Str(varying->registerIndex + elementIndex * variableRows + row); |
| 258 | |
| 259 | // matrices within structs are not transposed, hence we do not use the special struct prefix "rm" |
| 260 | std::string typeString = varying->isStruct() ? "_" + varying->structName : |
| 261 | gl_d3d::TypeString(UniformComponentType(transposedType)) + Str(VariableColumnCount(transposedType)); |
| 262 | |
| 263 | varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; |
| 264 | } |
| 265 | } |
| 266 | } |
| 267 | else UNREACHABLE(); |
| 268 | } |
| 269 | |
| 270 | return varyingHLSL; |
| 271 | } |
| 272 | |
| 273 | bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const sh::ShaderVariable *packing[][4], |
| 274 | std::string& pixelHLSL, std::string& vertexHLSL, |
| 275 | FragmentShader *fragmentShader, VertexShader *vertexShader, |
| 276 | std::map<int, VariableLocation> *programOutputVars) const |
| 277 | { |
| 278 | if (pixelHLSL.empty() || vertexHLSL.empty()) |
| 279 | { |
| 280 | return false; |
| 281 | } |
| 282 | |
| 283 | bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; |
| 284 | bool usesFragColor = fragmentShader->mUsesFragColor; |
| 285 | bool usesFragData = fragmentShader->mUsesFragData; |
| 286 | if (usesFragColor && usesFragData) |
| 287 | { |
| 288 | infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); |
| 289 | return false; |
| 290 | } |
| 291 | |
| 292 | // Write the HLSL input/output declarations |
| 293 | const int shaderModel = mRenderer->getMajorShaderModel(); |
| 294 | const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
| 295 | |
| 296 | const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0); |
| 297 | |
| 298 | // Two cases when writing to gl_FragColor and using ESSL 1.0: |
| 299 | // - with a 3.0 context, the output color is copied to channel 0 |
| 300 | // - with a 2.0 context, the output color is broadcast to all channels |
| 301 | const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3); |
| 302 | const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1); |
| 303 | |
| 304 | int shaderVersion = vertexShader->getShaderVersion(); |
| 305 | |
| 306 | if (registersNeeded > maxVaryingVectors) |
| 307 | { |
| 308 | infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); |
| 309 | |
| 310 | return false; |
| 311 | } |
| 312 | |
| 313 | std::string varyingSemantic = (vertexShader->mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD"; |
| 314 | std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR"; |
| 315 | std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION"; |
| 316 | std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; |
| 317 | |
| 318 | std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| 319 | |
| 320 | // special varyings that use reserved registers |
| 321 | int reservedRegisterIndex = registers; |
| 322 | std::string fragCoordSemantic; |
| 323 | std::string pointCoordSemantic; |
| 324 | |
| 325 | if (fragmentShader->mUsesFragCoord) |
| 326 | { |
| 327 | fragCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 328 | } |
| 329 | |
| 330 | if (fragmentShader->mUsesPointCoord) |
| 331 | { |
| 332 | // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords. |
| 333 | // In DX11 we compute this in the GS. |
| 334 | if (shaderModel == 3) |
| 335 | { |
| 336 | pointCoordSemantic = "TEXCOORD0"; |
| 337 | } |
| 338 | else if (shaderModel >= 4) |
| 339 | { |
| 340 | pointCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 341 | } |
| 342 | } |
| 343 | |
| 344 | vertexHLSL += "struct VS_INPUT\n" |
| 345 | "{\n"; |
| 346 | |
| 347 | int semanticIndex = 0; |
| 348 | const std::vector<sh::Attribute> &activeAttributes = vertexShader->mActiveAttributes; |
| 349 | for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| 350 | { |
| 351 | const sh::Attribute &attribute = activeAttributes[attributeIndex]; |
| 352 | vertexHLSL += " " + gl_d3d::TypeString(TransposeMatrixType(attribute.type)) + " "; |
| 353 | vertexHLSL += decorateAttribute(attribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n"; |
| 354 | |
| 355 | semanticIndex += AttributeRegisterCount(attribute.type); |
| 356 | } |
| 357 | |
| 358 | vertexHLSL += "};\n" |
| 359 | "\n" |
| 360 | "struct VS_OUTPUT\n" |
| 361 | "{\n"; |
| 362 | |
| 363 | if (shaderModel < 4) |
| 364 | { |
| 365 | vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| 366 | } |
| 367 | |
| 368 | vertexHLSL += varyingHLSL; |
| 369 | |
| 370 | if (fragmentShader->mUsesFragCoord) |
| 371 | { |
| 372 | vertexHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 373 | } |
| 374 | |
| 375 | if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| 376 | { |
| 377 | vertexHLSL += " float gl_PointSize : PSIZE;\n"; |
| 378 | } |
| 379 | |
| 380 | if (shaderModel >= 4) |
| 381 | { |
| 382 | vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; |
| 383 | } |
| 384 | |
| 385 | vertexHLSL += "};\n" |
| 386 | "\n" |
| 387 | "VS_OUTPUT main(VS_INPUT input)\n" |
| 388 | "{\n"; |
| 389 | |
| 390 | for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) |
| 391 | { |
| 392 | const sh::ShaderVariable &attribute = activeAttributes[attributeIndex]; |
| 393 | vertexHLSL += " " + decorateAttribute(attribute.name) + " = "; |
| 394 | |
| 395 | if (IsMatrixType(attribute.type)) // Matrix |
| 396 | { |
| 397 | vertexHLSL += "transpose"; |
| 398 | } |
| 399 | |
| 400 | vertexHLSL += "(input." + decorateAttribute(attribute.name) + ");\n"; |
| 401 | } |
| 402 | |
| 403 | if (shaderModel >= 4) |
| 404 | { |
| 405 | vertexHLSL += "\n" |
| 406 | " gl_main();\n" |
| 407 | "\n" |
| 408 | " VS_OUTPUT output;\n" |
| 409 | " output.gl_Position.x = gl_Position.x;\n" |
| 410 | " output.gl_Position.y = -gl_Position.y;\n" |
| 411 | " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| 412 | " output.gl_Position.w = gl_Position.w;\n"; |
| 413 | } |
| 414 | else |
| 415 | { |
| 416 | vertexHLSL += "\n" |
| 417 | " gl_main();\n" |
| 418 | "\n" |
| 419 | " VS_OUTPUT output;\n" |
| 420 | " output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" |
| 421 | " output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" |
| 422 | " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| 423 | " output.gl_Position.w = gl_Position.w;\n"; |
| 424 | } |
| 425 | |
| 426 | if (vertexShader->mUsesPointSize && shaderModel >= 3) |
| 427 | { |
| 428 | vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; |
| 429 | } |
| 430 | |
| 431 | if (fragmentShader->mUsesFragCoord) |
| 432 | { |
| 433 | vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; |
| 434 | } |
| 435 | |
| 436 | for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++) |
| 437 | { |
| 438 | sh::Varying *varying = &vertexShader->mVaryings[vertVaryingIndex]; |
| 439 | if (varying->registerAssigned()) |
| 440 | { |
| 441 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 442 | { |
| 443 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying->type))); |
| 444 | |
| 445 | for (int row = 0; row < variableRows; row++) |
| 446 | { |
| 447 | int r = varying->registerIndex + elementIndex * variableRows + row; |
| 448 | vertexHLSL += " output.v" + Str(r); |
| 449 | |
| 450 | bool sharedRegister = false; // Register used by multiple varyings |
| 451 | |
| 452 | for (int x = 0; x < 4; x++) |
| 453 | { |
| 454 | if (packing[r][x] && packing[r][x] != packing[r][0]) |
| 455 | { |
| 456 | sharedRegister = true; |
| 457 | break; |
| 458 | } |
| 459 | } |
| 460 | |
| 461 | if(sharedRegister) |
| 462 | { |
| 463 | vertexHLSL += "."; |
| 464 | |
| 465 | for (int x = 0; x < 4; x++) |
| 466 | { |
| 467 | if (packing[r][x] == &*varying) |
| 468 | { |
| 469 | switch(x) |
| 470 | { |
| 471 | case 0: vertexHLSL += "x"; break; |
| 472 | case 1: vertexHLSL += "y"; break; |
| 473 | case 2: vertexHLSL += "z"; break; |
| 474 | case 3: vertexHLSL += "w"; break; |
| 475 | } |
| 476 | } |
| 477 | } |
| 478 | } |
| 479 | |
| 480 | vertexHLSL += " = _" + varying->name; |
| 481 | |
| 482 | if (varying->isArray()) |
| 483 | { |
| 484 | vertexHLSL += ArrayString(elementIndex); |
| 485 | } |
| 486 | |
| 487 | if (variableRows > 1) |
| 488 | { |
| 489 | vertexHLSL += ArrayString(row); |
| 490 | } |
| 491 | |
| 492 | vertexHLSL += ";\n"; |
| 493 | } |
| 494 | } |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | vertexHLSL += "\n" |
| 499 | " return output;\n" |
| 500 | "}\n"; |
| 501 | |
| 502 | pixelHLSL += "struct PS_INPUT\n" |
| 503 | "{\n"; |
| 504 | |
| 505 | pixelHLSL += varyingHLSL; |
| 506 | |
| 507 | if (fragmentShader->mUsesFragCoord) |
| 508 | { |
| 509 | pixelHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 510 | } |
| 511 | |
| 512 | if (fragmentShader->mUsesPointCoord && shaderModel >= 3) |
| 513 | { |
| 514 | pixelHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| 515 | } |
| 516 | |
| 517 | // Must consume the PSIZE element if the geometry shader is not active |
| 518 | // We won't know if we use a GS until we draw |
| 519 | if (vertexShader->mUsesPointSize && shaderModel >= 4) |
| 520 | { |
| 521 | pixelHLSL += " float gl_PointSize : PSIZE;\n"; |
| 522 | } |
| 523 | |
| 524 | if (fragmentShader->mUsesFragCoord) |
| 525 | { |
| 526 | if (shaderModel >= 4) |
| 527 | { |
| 528 | pixelHLSL += " float4 dx_VPos : SV_Position;\n"; |
| 529 | } |
| 530 | else if (shaderModel >= 3) |
| 531 | { |
| 532 | pixelHLSL += " float2 dx_VPos : VPOS;\n"; |
| 533 | } |
| 534 | } |
| 535 | |
| 536 | pixelHLSL += "};\n" |
| 537 | "\n" |
| 538 | "struct PS_OUTPUT\n" |
| 539 | "{\n"; |
| 540 | |
| 541 | if (shaderVersion < 300) |
| 542 | { |
| 543 | for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| 544 | { |
| 545 | pixelHLSL += " float4 gl_Color" + Str(renderTargetIndex) + " : " + targetSemantic + Str(renderTargetIndex) + ";\n"; |
| 546 | } |
| 547 | |
| 548 | if (fragmentShader->mUsesFragDepth) |
| 549 | { |
| 550 | pixelHLSL += " float gl_Depth : " + depthSemantic + ";\n"; |
| 551 | } |
| 552 | } |
| 553 | else |
| 554 | { |
| 555 | defineOutputVariables(fragmentShader, programOutputVars); |
| 556 | |
| 557 | const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); |
| 558 | for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) |
| 559 | { |
| 560 | const VariableLocation &outputLocation = locationIt->second; |
| 561 | const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; |
| 562 | const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); |
| 563 | |
| 564 | pixelHLSL += " " + gl_d3d::TypeString(outputVariable.type) + |
| 565 | " out_" + outputLocation.name + elementString + |
| 566 | " : " + targetSemantic + Str(locationIt->first) + ";\n"; |
| 567 | } |
| 568 | } |
| 569 | |
| 570 | pixelHLSL += "};\n" |
| 571 | "\n"; |
| 572 | |
| 573 | if (fragmentShader->mUsesFrontFacing) |
| 574 | { |
| 575 | if (shaderModel >= 4) |
| 576 | { |
| 577 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" |
| 578 | "{\n"; |
| 579 | } |
| 580 | else |
| 581 | { |
| 582 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" |
| 583 | "{\n"; |
| 584 | } |
| 585 | } |
| 586 | else |
| 587 | { |
| 588 | pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n" |
| 589 | "{\n"; |
| 590 | } |
| 591 | |
| 592 | if (fragmentShader->mUsesFragCoord) |
| 593 | { |
| 594 | pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; |
| 595 | |
| 596 | if (shaderModel >= 4) |
| 597 | { |
| 598 | pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n" |
| 599 | " gl_FragCoord.y = input.dx_VPos.y;\n"; |
| 600 | } |
| 601 | else if (shaderModel >= 3) |
| 602 | { |
| 603 | pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n" |
| 604 | " gl_FragCoord.y = input.dx_VPos.y + 0.5;\n"; |
| 605 | } |
| 606 | else |
| 607 | { |
| 608 | // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport() |
| 609 | pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n" |
| 610 | " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n"; |
| 611 | } |
| 612 | |
| 613 | pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n" |
| 614 | " gl_FragCoord.w = rhw;\n"; |
| 615 | } |
| 616 | |
| 617 | if (fragmentShader->mUsesPointCoord && shaderModel >= 3) |
| 618 | { |
| 619 | pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n"; |
| 620 | pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; |
| 621 | } |
| 622 | |
| 623 | if (fragmentShader->mUsesFrontFacing) |
| 624 | { |
| 625 | if (shaderModel <= 3) |
| 626 | { |
| 627 | pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; |
| 628 | } |
| 629 | else |
| 630 | { |
| 631 | pixelHLSL += " gl_FrontFacing = isFrontFace;\n"; |
| 632 | } |
| 633 | } |
| 634 | |
| 635 | for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) |
| 636 | { |
| 637 | sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex]; |
| 638 | if (varying->registerAssigned()) |
| 639 | { |
| 640 | for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) |
| 641 | { |
| 642 | GLenum transposedType = TransposeMatrixType(varying->type); |
| 643 | int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); |
| 644 | for (int row = 0; row < variableRows; row++) |
| 645 | { |
| 646 | std::string n = Str(varying->registerIndex + elementIndex * variableRows + row); |
| 647 | pixelHLSL += " _" + varying->name; |
| 648 | |
| 649 | if (varying->isArray()) |
| 650 | { |
| 651 | pixelHLSL += ArrayString(elementIndex); |
| 652 | } |
| 653 | |
| 654 | if (variableRows > 1) |
| 655 | { |
| 656 | pixelHLSL += ArrayString(row); |
| 657 | } |
| 658 | |
| 659 | if (varying->isStruct()) |
| 660 | { |
| 661 | pixelHLSL += " = input.v" + n + ";\n"; break; |
| 662 | } |
| 663 | else |
| 664 | { |
| 665 | switch (VariableColumnCount(transposedType)) |
| 666 | { |
| 667 | case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break; |
| 668 | case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break; |
| 669 | case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break; |
| 670 | case 4: pixelHLSL += " = input.v" + n + ";\n"; break; |
| 671 | default: UNREACHABLE(); |
| 672 | } |
| 673 | } |
| 674 | } |
| 675 | } |
| 676 | } |
| 677 | else UNREACHABLE(); |
| 678 | } |
| 679 | |
| 680 | pixelHLSL += "\n" |
| 681 | " gl_main();\n" |
| 682 | "\n" |
| 683 | " PS_OUTPUT output;\n"; |
| 684 | |
| 685 | if (shaderVersion < 300) |
| 686 | { |
| 687 | for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) |
| 688 | { |
| 689 | unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex; |
| 690 | |
| 691 | pixelHLSL += " output.gl_Color" + Str(renderTargetIndex) + " = gl_Color[" + Str(sourceColorIndex) + "];\n"; |
| 692 | } |
| 693 | |
| 694 | if (fragmentShader->mUsesFragDepth) |
| 695 | { |
| 696 | pixelHLSL += " output.gl_Depth = gl_Depth;\n"; |
| 697 | } |
| 698 | } |
| 699 | else |
| 700 | { |
| 701 | for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) |
| 702 | { |
| 703 | const VariableLocation &outputLocation = locationIt->second; |
| 704 | const std::string &variableName = "out_" + outputLocation.name; |
| 705 | const std::string &outVariableName = variableName + (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); |
| 706 | const std::string &staticVariableName = variableName + ArrayString(outputLocation.element); |
| 707 | |
| 708 | pixelHLSL += " output." + outVariableName + " = " + staticVariableName + ";\n"; |
| 709 | } |
| 710 | } |
| 711 | |
| 712 | pixelHLSL += "\n" |
| 713 | " return output;\n" |
| 714 | "}\n"; |
| 715 | |
| 716 | return true; |
| 717 | } |
| 718 | |
| 719 | void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const |
| 720 | { |
| 721 | const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables(); |
| 722 | |
| 723 | for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++) |
| 724 | { |
| 725 | const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex]; |
| 726 | const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location; |
| 727 | |
| 728 | if (outputVariable.arraySize > 0) |
| 729 | { |
| 730 | for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++) |
| 731 | { |
| 732 | const int location = baseLocation + elementIndex; |
| 733 | ASSERT(programOutputVars->count(location) == 0); |
| 734 | (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex); |
| 735 | } |
| 736 | } |
| 737 | else |
| 738 | { |
| 739 | ASSERT(programOutputVars->count(baseLocation) == 0); |
| 740 | (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex); |
| 741 | } |
| 742 | } |
| 743 | } |
| 744 | |
| 745 | std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| 746 | { |
| 747 | // for now we only handle point sprite emulation |
| 748 | ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); |
| 749 | return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader); |
| 750 | } |
| 751 | |
| 752 | std::string DynamicHLSL::generatePointSpriteHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const |
| 753 | { |
| 754 | ASSERT(registers >= 0); |
| 755 | ASSERT(vertexShader->mUsesPointSize); |
| 756 | ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| 757 | |
| 758 | std::string geomHLSL; |
| 759 | |
| 760 | std::string varyingSemantic = "TEXCOORD"; |
| 761 | |
| 762 | std::string fragCoordSemantic; |
| 763 | std::string pointCoordSemantic; |
| 764 | |
| 765 | int reservedRegisterIndex = registers; |
| 766 | |
| 767 | if (fragmentShader->mUsesFragCoord) |
| 768 | { |
| 769 | fragCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 770 | } |
| 771 | |
| 772 | if (fragmentShader->mUsesPointCoord) |
| 773 | { |
| 774 | pointCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++); |
| 775 | } |
| 776 | |
| 777 | geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" |
| 778 | "\n" |
| 779 | "struct GS_INPUT\n" |
| 780 | "{\n"; |
| 781 | |
| 782 | std::string varyingHLSL = generateVaryingHLSL(fragmentShader, varyingSemantic); |
| 783 | |
| 784 | geomHLSL += varyingHLSL; |
| 785 | |
| 786 | if (fragmentShader->mUsesFragCoord) |
| 787 | { |
| 788 | geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 789 | } |
| 790 | |
| 791 | geomHLSL += " float gl_PointSize : PSIZE;\n" |
| 792 | " float4 gl_Position : SV_Position;\n" |
| 793 | "};\n" |
| 794 | "\n" |
| 795 | "struct GS_OUTPUT\n" |
| 796 | "{\n"; |
| 797 | |
| 798 | geomHLSL += varyingHLSL; |
| 799 | |
| 800 | if (fragmentShader->mUsesFragCoord) |
| 801 | { |
| 802 | geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; |
| 803 | } |
| 804 | |
| 805 | if (fragmentShader->mUsesPointCoord) |
| 806 | { |
| 807 | geomHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; |
| 808 | } |
| 809 | |
| 810 | geomHLSL += " float gl_PointSize : PSIZE;\n" |
| 811 | " float4 gl_Position : SV_Position;\n" |
| 812 | "};\n" |
| 813 | "\n" |
| 814 | "static float2 pointSpriteCorners[] = \n" |
| 815 | "{\n" |
| 816 | " float2( 0.5f, -0.5f),\n" |
| 817 | " float2( 0.5f, 0.5f),\n" |
| 818 | " float2(-0.5f, -0.5f),\n" |
| 819 | " float2(-0.5f, 0.5f)\n" |
| 820 | "};\n" |
| 821 | "\n" |
| 822 | "static float2 pointSpriteTexcoords[] = \n" |
| 823 | "{\n" |
| 824 | " float2(1.0f, 1.0f),\n" |
| 825 | " float2(1.0f, 0.0f),\n" |
| 826 | " float2(0.0f, 1.0f),\n" |
| 827 | " float2(0.0f, 0.0f)\n" |
| 828 | "};\n" |
| 829 | "\n" |
| 830 | "static float minPointSize = " + Str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n" |
| 831 | "static float maxPointSize = " + Str(mRenderer->getMaxPointSize()) + ".0f;\n" |
| 832 | "\n" |
| 833 | "[maxvertexcount(4)]\n" |
| 834 | "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n" |
| 835 | "{\n" |
| 836 | " GS_OUTPUT output = (GS_OUTPUT)0;\n" |
| 837 | " output.gl_PointSize = input[0].gl_PointSize;\n"; |
| 838 | |
| 839 | for (int r = 0; r < registers; r++) |
| 840 | { |
| 841 | geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n"; |
| 842 | } |
| 843 | |
| 844 | if (fragmentShader->mUsesFragCoord) |
| 845 | { |
| 846 | geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; |
| 847 | } |
| 848 | |
| 849 | geomHLSL += " \n" |
| 850 | " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n" |
| 851 | " float4 gl_Position = input[0].gl_Position;\n" |
| 852 | " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n"; |
| 853 | |
| 854 | for (int corner = 0; corner < 4; corner++) |
| 855 | { |
| 856 | geomHLSL += " \n" |
| 857 | " output.gl_Position = gl_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; |
| 858 | |
| 859 | if (fragmentShader->mUsesPointCoord) |
| 860 | { |
| 861 | geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n"; |
| 862 | } |
| 863 | |
| 864 | geomHLSL += " outStream.Append(output);\n"; |
| 865 | } |
| 866 | |
| 867 | geomHLSL += " \n" |
| 868 | " outStream.RestartStrip();\n" |
| 869 | "}\n"; |
| 870 | |
| 871 | return geomHLSL; |
| 872 | } |
| 873 | |
| 874 | // This method needs to match OutputHLSL::decorate |
| 875 | std::string DynamicHLSL::decorateAttribute(const std::string &name) |
| 876 | { |
| 877 | if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0) |
| 878 | { |
| 879 | return "_" + name; |
| 880 | } |
| 881 | |
| 882 | return name; |
| 883 | } |
| 884 | |
| 885 | } |