blob: 942efa4ff6dcae0dd42b1573bca3bd2840aa55ba [file] [log] [blame]
Jamie Madill5f562732014-02-14 16:41:24 -05001//
2// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
7//
8
Geoff Lang2b5420c2014-11-19 14:20:15 -05009#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Jamie Madill9e0478f2015-01-13 11:13:54 -050010
11#include "common/utilities.h"
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 Madill80a6fc02015-08-21 16:53:16 -040016#include "libANGLE/renderer/d3d/RendererD3D.h"
17#include "libANGLE/renderer/d3d/ShaderD3D.h"
Geoff Lang0b7eef72014-06-12 14:10:47 -040018
Jamie Madill53cb14d2014-07-08 15:02:35 -040019// For use with ArrayString, see angleutils.h
Geoff Langd4475812015-03-18 10:53:05 -040020static_assert(GL_INVALID_INDEX == UINT_MAX, "GL_INVALID_INDEX must be equal to the max unsigned int.");
Jamie Madill5f562732014-02-14 16:41:24 -050021
Brandon Jonesd8d72432014-08-22 15:11:23 -070022using namespace gl;
23
Jamie Madill30d6c252014-11-13 10:03:33 -050024namespace rx
25{
26
Jamie Madill3f2e61d2014-09-05 10:38:05 -040027namespace
Jamie Madill5f562732014-02-14 16:41:24 -050028{
Jamie Madill8664b062014-02-14 16:41:29 -050029
30std::string HLSLComponentTypeString(GLenum componentType)
31{
32 switch (componentType)
33 {
34 case GL_UNSIGNED_INT: return "uint";
35 case GL_INT: return "int";
36 case GL_UNSIGNED_NORMALIZED:
37 case GL_SIGNED_NORMALIZED:
38 case GL_FLOAT: return "float";
39 default: UNREACHABLE(); return "not-component-type";
40 }
Jamie Madill5f562732014-02-14 16:41:24 -050041}
42
Jamie Madill8664b062014-02-14 16:41:29 -050043std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
44{
45 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
46}
47
48std::string HLSLMatrixTypeString(GLenum type)
49{
50 switch (type)
51 {
52 case GL_FLOAT_MAT2: return "float2x2";
53 case GL_FLOAT_MAT3: return "float3x3";
54 case GL_FLOAT_MAT4: return "float4x4";
55 case GL_FLOAT_MAT2x3: return "float2x3";
56 case GL_FLOAT_MAT3x2: return "float3x2";
57 case GL_FLOAT_MAT2x4: return "float2x4";
58 case GL_FLOAT_MAT4x2: return "float4x2";
59 case GL_FLOAT_MAT3x4: return "float3x4";
60 case GL_FLOAT_MAT4x3: return "float4x3";
61 default: UNREACHABLE(); return "not-matrix-type";
62 }
63}
64
65std::string HLSLTypeString(GLenum type)
66{
67 if (gl::IsMatrixType(type))
68 {
69 return HLSLMatrixTypeString(type);
70 }
71
Jamie Madillf2575982014-06-25 16:04:54 -040072 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
Jamie Madill8664b062014-02-14 16:41:29 -050073}
74
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000075const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
Jamie Madill3f2e61d2014-09-05 10:38:05 -040076 unsigned int location)
77{
78 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
79 {
80 if (outputVariables[variableIndex].outputIndex == location)
81 {
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000082 return &outputVariables[variableIndex];
Jamie Madill3f2e61d2014-09-05 10:38:05 -040083 }
84 }
85
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000086 return NULL;
Jamie Madill3f2e61d2014-09-05 10:38:05 -040087}
88
Jamie Madill4cff2472015-08-21 16:53:18 -040089typedef const PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
Jamie Madillc5ede1a2014-02-14 16:41:27 -050090
Jamie Madill4cff2472015-08-21 16:53:18 -040091bool PackVarying(PackedVarying *packedVarying, const int maxVaryingVectors, VaryingPacking &packing)
Jamie Madill5f562732014-02-14 16:41:24 -050092{
Jamie Madillf4780c12015-02-11 16:33:11 -050093 // Make sure we use transposed matrix types to count registers correctly.
94 int registers = 0;
95 int elements = 0;
Jamie Madill5f562732014-02-14 16:41:24 -050096
Jamie Madill4cff2472015-08-21 16:53:18 -040097 const sh::Varying &varying = *packedVarying->varying;
98
99 if (varying.isStruct())
Jamie Madillf4780c12015-02-11 16:33:11 -0500100 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400101 registers = HLSLVariableRegisterCount(varying, true) * varying.elementCount();
Jamie Madillf4780c12015-02-11 16:33:11 -0500102 elements = 4;
103 }
104 else
105 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400106 GLenum transposedType = TransposeMatrixType(varying.type);
107 registers = VariableRowCount(transposedType) * varying.elementCount();
Jamie Madillf4780c12015-02-11 16:33:11 -0500108 elements = VariableColumnCount(transposedType);
109 }
Jamie Madill5f562732014-02-14 16:41:24 -0500110
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400111 if (elements >= 2 && elements <= 4)
Jamie Madill5f562732014-02-14 16:41:24 -0500112 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400113 for (int r = 0; r <= maxVaryingVectors - registers; r++)
Jamie Madill5f562732014-02-14 16:41:24 -0500114 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500115 bool available = true;
116
117 for (int y = 0; y < registers && available; y++)
118 {
119 for (int x = 0; x < elements && available; x++)
120 {
121 if (packing[r + y][x])
122 {
123 available = false;
124 }
125 }
126 }
127
128 if (available)
129 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400130 packedVarying->registerIndex = r;
131 packedVarying->columnIndex = 0;
Geoff Lang48dcae72014-02-05 16:28:24 -0500132
133 for (int y = 0; y < registers; y++)
134 {
135 for (int x = 0; x < elements; x++)
136 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400137 packing[r + y][x] = packedVarying;
Geoff Lang48dcae72014-02-05 16:28:24 -0500138 }
139 }
140
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400141 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500142 }
143 }
144
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400145 if (elements == 2)
Geoff Lang48dcae72014-02-05 16:28:24 -0500146 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400147 for (int r = maxVaryingVectors - registers; r >= 0; r--)
Jamie Madill5f562732014-02-14 16:41:24 -0500148 {
149 bool available = true;
150
151 for (int y = 0; y < registers && available; y++)
152 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500153 for (int x = 2; x < 4 && available; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500154 {
155 if (packing[r + y][x])
156 {
157 available = false;
158 }
159 }
160 }
161
162 if (available)
163 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400164 packedVarying->registerIndex = r;
165 packedVarying->columnIndex = 2;
Jamie Madill5f562732014-02-14 16:41:24 -0500166
167 for (int y = 0; y < registers; y++)
168 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500169 for (int x = 2; x < 4; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500170 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400171 packing[r + y][x] = packedVarying;
Jamie Madill5f562732014-02-14 16:41:24 -0500172 }
173 }
174
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400175 return true;
Jamie Madill5f562732014-02-14 16:41:24 -0500176 }
177 }
Jamie Madill5f562732014-02-14 16:41:24 -0500178 }
Geoff Lang48dcae72014-02-05 16:28:24 -0500179 }
180 else if (elements == 1)
181 {
182 int space[4] = { 0 };
183
184 for (int y = 0; y < maxVaryingVectors; y++)
Jamie Madill5f562732014-02-14 16:41:24 -0500185 {
Jamie Madill5f562732014-02-14 16:41:24 -0500186 for (int x = 0; x < 4; x++)
187 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500188 space[x] += packing[y][x] ? 0 : 1;
Jamie Madill5f562732014-02-14 16:41:24 -0500189 }
190 }
Jamie Madill5f562732014-02-14 16:41:24 -0500191
Geoff Lang48dcae72014-02-05 16:28:24 -0500192 int column = 0;
193
194 for (int x = 0; x < 4; x++)
195 {
Austin Kinrossaf875522014-08-25 21:06:07 -0700196 if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
Geoff Lang48dcae72014-02-05 16:28:24 -0500197 {
198 column = x;
199 }
200 }
201
202 if (space[column] >= registers)
203 {
204 for (int r = 0; r < maxVaryingVectors; r++)
205 {
206 if (!packing[r][column])
207 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400208 packedVarying->registerIndex = r;
209 packedVarying->columnIndex = column;
Geoff Lang48dcae72014-02-05 16:28:24 -0500210
211 for (int y = r; y < r + registers; y++)
212 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400213 packing[y][column] = packedVarying;
Geoff Lang48dcae72014-02-05 16:28:24 -0500214 }
215
216 break;
217 }
218 }
219
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400220 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500221 }
222 }
223 else UNREACHABLE();
224
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400225 return false;
Geoff Lang48dcae72014-02-05 16:28:24 -0500226}
227
Jamie Madill4cff2472015-08-21 16:53:18 -0400228const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
229const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
230}
231
232DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer)
233{
234}
235
Geoff Lang48dcae72014-02-05 16:28:24 -0500236// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
237// Returns the number of used varying registers, or -1 if unsuccesful
Jamie Madill4cff2472015-08-21 16:53:18 -0400238int DynamicHLSL::packVaryings(InfoLog &infoLog,
Jamie Madillc4370462015-09-01 17:27:40 +0000239 ShaderD3D *fragmentShader,
240 ShaderD3D *vertexShader,
Jamie Madill4cff2472015-08-21 16:53:18 -0400241 const std::vector<std::string> &transformFeedbackVaryings)
Geoff Lang48dcae72014-02-05 16:28:24 -0500242{
Geoff Lang3a61c322014-07-10 13:01:54 -0400243 // TODO (geofflang): Use context's caps
244 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
Geoff Lang48dcae72014-02-05 16:28:24 -0500245
Jamie Madill4cff2472015-08-21 16:53:18 -0400246 VaryingPacking packing = {};
247
Jamie Madillc4370462015-09-01 17:27:40 +0000248 vertexShader->resetVaryingsRegisterAssignment();
249 fragmentShader->resetVaryingsRegisterAssignment();
Geoff Lang48dcae72014-02-05 16:28:24 -0500250
Jamie Madillc4370462015-09-01 17:27:40 +0000251 std::set<std::string> packedVaryings;
252
253 std::vector<PackedVarying> &vertexVaryings = vertexShader->getPackedVaryings();
254 std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getPackedVaryings();
255 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500256 {
Jamie Madillc4370462015-09-01 17:27:40 +0000257 PackedVarying *packedVarying = &fragmentVaryings[varyingIndex];
258 const sh::Varying &varying = *packedVarying->varying;
Jamie Madill54ad4f82014-09-03 09:40:46 -0400259
260 // Do not assign registers to built-in or unreferenced varyings
Jamie Madill4cff2472015-08-21 16:53:18 -0400261 if (varying.isBuiltIn() || !varying.staticUse)
Jamie Madill54ad4f82014-09-03 09:40:46 -0400262 {
263 continue;
264 }
265
Jamie Madillc4370462015-09-01 17:27:40 +0000266 if (PackVarying(packedVarying, maxVaryingVectors, packing))
Geoff Lang48dcae72014-02-05 16:28:24 -0500267 {
Jamie Madillc4370462015-09-01 17:27:40 +0000268 packedVaryings.insert(varying.name);
Geoff Lang48dcae72014-02-05 16:28:24 -0500269 }
270 else
Jamie Madill5f562732014-02-14 16:41:24 -0500271 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400272 infoLog << "Could not pack varying " << varying.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500273 return -1;
274 }
275 }
276
Jamie Madillc4370462015-09-01 17:27:40 +0000277 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500278 {
Jamie Madillc4370462015-09-01 17:27:40 +0000279 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
280
281 if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
Jamie Madill55d611e2014-10-24 16:28:14 -0400282 {
283 // do not pack builtin XFB varyings
284 continue;
285 }
286
Jamie Madillc4370462015-09-01 17:27:40 +0000287 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
Geoff Lang48dcae72014-02-05 16:28:24 -0500288 {
289 bool found = false;
Jamie Madillc4370462015-09-01 17:27:40 +0000290 for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500291 {
Jamie Madillc4370462015-09-01 17:27:40 +0000292 PackedVarying *packedVarying = &vertexVaryings[varyingIndex];
293 const sh::Varying &varying = *packedVarying->varying;
294 if (transformFeedbackVarying == varying.name)
Geoff Lang48dcae72014-02-05 16:28:24 -0500295 {
Jamie Madillc4370462015-09-01 17:27:40 +0000296 if (!PackVarying(packedVarying, maxVaryingVectors, packing))
Geoff Lang48dcae72014-02-05 16:28:24 -0500297 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400298 infoLog << "Could not pack varying " << varying.name;
Geoff Lang48dcae72014-02-05 16:28:24 -0500299 return -1;
300 }
301
302 found = true;
303 break;
304 }
305 }
306
Jamie Madill55d611e2014-10-24 16:28:14 -0400307 if (!found)
Geoff Lang48dcae72014-02-05 16:28:24 -0500308 {
Jamie Madillc4370462015-09-01 17:27:40 +0000309 infoLog << "Transform feedback varying "
310 << transformFeedbackVarying
Jamie Madillf6113162015-05-07 11:49:21 -0400311 << " does not exist in the vertex shader.";
Geoff Lang48dcae72014-02-05 16:28:24 -0500312 return -1;
313 }
314 }
315 }
316
Jamie Madill5f562732014-02-14 16:41:24 -0500317 // Return the number of used registers
318 int registers = 0;
319
320 for (int r = 0; r < maxVaryingVectors; r++)
321 {
322 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
323 {
324 registers++;
325 }
326 }
327
328 return registers;
329}
330
Jamie Madillc4370462015-09-01 17:27:40 +0000331std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
Jamie Madill5f562732014-02-14 16:41:24 -0500332{
Jamie Madillc4370462015-09-01 17:27:40 +0000333 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -0500334 std::string varyingHLSL;
335
Jamie Madillc4370462015-09-01 17:27:40 +0000336 const std::vector<PackedVarying> &varyings = shader->getPackedVaryings();
337
Jamie Madill4cff2472015-08-21 16:53:18 -0400338 for (const PackedVarying &packedVarying : varyings)
Jamie Madill5f562732014-02-14 16:41:24 -0500339 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400340 if (!packedVarying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500341 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400342 continue;
343 }
Geoff Lang48dcae72014-02-05 16:28:24 -0500344
Jamie Madill4cff2472015-08-21 16:53:18 -0400345 const sh::Varying &varying = *packedVarying.varying;
346
347 ASSERT(!varying.isBuiltIn());
348 GLenum transposedType = TransposeMatrixType(varying.type);
349 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
350
351 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
352 {
353 for (int row = 0; row < variableRows; row++)
Jamie Madill5f562732014-02-14 16:41:24 -0500354 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400355 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many
356 // registers being used.
357 // For example, if there are N registers, and we have N vec3 varyings and 1 float
358 // varying, then D3D will pack them into N registers.
359 // If the float varying has the 'nointerpolation' modifier on it then we would need
360 // N + 1 registers, and D3D compilation will fail.
361
362 switch (varying.interpolation)
Jamie Madill5f562732014-02-14 16:41:24 -0500363 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400364 case sh::INTERPOLATION_SMOOTH:
365 varyingHLSL += " ";
366 break;
367 case sh::INTERPOLATION_FLAT:
368 varyingHLSL += " nointerpolation ";
369 break;
370 case sh::INTERPOLATION_CENTROID:
371 varyingHLSL += " centroid ";
372 break;
373 default:
374 UNREACHABLE();
Jamie Madill5f562732014-02-14 16:41:24 -0500375 }
Jamie Madill4cff2472015-08-21 16:53:18 -0400376
377 unsigned int semanticIndex =
378 elementIndex * variableRows +
379 packedVarying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors +
380 packedVarying.registerIndex + row;
381 std::string n = Str(semanticIndex);
382
383 std::string typeString;
384
385 if (varying.isStruct())
386 {
387 // TODO(jmadill): pass back translated name from the shader translator
388 typeString = decorateVariable(varying.structName);
389 }
390 else
391 {
392 GLenum componentType = VariableComponentType(transposedType);
393 int columnCount = VariableColumnCount(transposedType);
394 typeString = HLSLComponentTypeString(componentType, columnCount);
395 }
396 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500397 }
398 }
Jamie Madill5f562732014-02-14 16:41:24 -0500399 }
400
401 return varyingHLSL;
402}
403
Jamie Madillf2575982014-06-25 16:04:54 -0400404std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
Jamie Madilld3dfda22015-07-06 08:28:49 -0400405 const InputLayout &inputLayout,
Jamie Madill3da79b72015-04-27 11:09:17 -0400406 const std::vector<sh::Attribute> &shaderAttributes) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500407{
Jamie Madill3b7e2052014-03-17 09:47:43 -0400408 std::string structHLSL, initHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500409
410 int semanticIndex = 0;
Jamie Madill3b7e2052014-03-17 09:47:43 -0400411 unsigned int inputIndex = 0;
412
Cooper Partine6d14cc2015-02-20 12:32:58 -0800413 // If gl_PointSize is used in the shader then pointsprites rendering is expected.
414 // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
415 // must be used.
416 bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
417 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
418
419 // Instanced PointSprite emulation requires additional entries in the
420 // VS_INPUT structure to support the vertices that make up the quad vertices.
421 // These values must be in sync with the cooresponding values added during inputlayout creation
422 // in InputLayoutCache::applyVertexBuffers().
423 //
424 // The additional entries must appear first in the VS_INPUT layout because
425 // Windows Phone 8 era devices require per vertex data to physically come
426 // before per instance data in the shader.
427 if (useInstancedPointSpriteEmulation)
428 {
429 structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n";
430 structHLSL += " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
431 }
432
Jamie Madill3da79b72015-04-27 11:09:17 -0400433 for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500434 {
Jamie Madillf2575982014-06-25 16:04:54 -0400435 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
Jamie Madill8664b062014-02-14 16:41:29 -0500436 if (!shaderAttribute.name.empty())
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500437 {
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400438 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
Jamie Madillf8dd7b12015-08-05 13:50:08 -0400439 VertexFormatType vertexFormatType =
440 inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID;
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400441
Jamie Madill3b7e2052014-03-17 09:47:43 -0400442 // HLSL code for input structure
Jamie Madill8664b062014-02-14 16:41:29 -0500443 if (IsMatrixType(shaderAttribute.type))
444 {
445 // Matrix types are always transposed
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400446 structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
Jamie Madill8664b062014-02-14 16:41:29 -0500447 }
448 else
449 {
Jamie Madilld3dfda22015-07-06 08:28:49 -0400450 GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType);
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000451
452 if (shaderAttribute.name == "gl_InstanceID")
453 {
454 // The input type of the instance ID in HLSL (uint) differs from the one in ESSL (int).
455 structHLSL += " uint";
456 }
457 else
458 {
459 structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
460 }
Jamie Madill8664b062014-02-14 16:41:29 -0500461 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500462
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000463 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : ";
464
465 if (shaderAttribute.name == "gl_InstanceID")
466 {
467 structHLSL += "SV_InstanceID";
468 }
469 else
470 {
471 structHLSL += "TEXCOORD" + Str(semanticIndex);
472 semanticIndex += VariableRegisterCount(shaderAttribute.type);
473 }
474
475 structHLSL += ";\n";
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500476
Jamie Madill3b7e2052014-03-17 09:47:43 -0400477 // HLSL code for initialization
Jamie Madilla53ab512014-03-17 09:47:44 -0400478 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
Jamie Madill8664b062014-02-14 16:41:29 -0500479
480 // Mismatched vertex attribute to vertex input may result in an undefined
481 // data reinterpretation (eg for pure integer->float, float->pure integer)
482 // TODO: issue warning with gl debug info extension, when supported
Jamie Madill3b7e2052014-03-17 09:47:43 -0400483 if (IsMatrixType(shaderAttribute.type) ||
Jamie Madilld3dfda22015-07-06 08:28:49 -0400484 (mRenderer->getVertexConversionType(vertexFormatType) & VERTEX_CONVERT_GPU) != 0)
Jamie Madill8664b062014-02-14 16:41:29 -0500485 {
Jamie Madilld3dfda22015-07-06 08:28:49 -0400486 initHLSL += generateAttributeConversionHLSL(vertexFormatType, shaderAttribute);
Jamie Madill8664b062014-02-14 16:41:29 -0500487 }
488 else
489 {
Jamie Madilla53ab512014-03-17 09:47:44 -0400490 initHLSL += "input." + decorateVariable(shaderAttribute.name);
Jamie Madill8664b062014-02-14 16:41:29 -0500491 }
492
Jamie Madill3b7e2052014-03-17 09:47:43 -0400493 initHLSL += ";\n";
Jamie Madill3b7e2052014-03-17 09:47:43 -0400494
Jamie Madillac0a2672014-04-11 13:33:56 -0400495 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
496 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500497 }
498
Geoff Lang04fb89a2014-06-09 15:05:36 -0400499 std::string replacementHLSL = "struct VS_INPUT\n"
500 "{\n" +
501 structHLSL +
502 "};\n"
503 "\n"
504 "void initAttributes(VS_INPUT input)\n"
505 "{\n" +
506 initHLSL +
507 "}\n";
508
509 std::string vertexHLSL(sourceShader);
510
511 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
512 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
513
514 return vertexHLSL;
515}
516
Jamie Madillf6be8d72014-09-05 10:38:07 -0400517std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400518 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
519{
520 const int shaderModel = mRenderer->getMajorShaderModel();
521 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
522 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
523
524 std::string declarationHLSL;
525 std::string copyHLSL;
Geoff Lang4ace4232014-06-18 19:12:48 -0400526
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400527 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
528 {
529 GLenum binding = outputLayout[layoutIndex];
530
531 if (binding != GL_NONE)
Geoff Lang04fb89a2014-06-09 15:05:36 -0400532 {
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400533 unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
534
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000535 const PixelShaderOutputVariable *outputVariable = FindOutputAtLocation(outputVariables, location);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400536
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000537 // OpenGL ES 3.0 spec $4.2.1
538 // If [...] not all user-defined output variables are written, the values of fragment colors
539 // corresponding to unwritten variables are similarly undefined.
540 if (outputVariable)
541 {
Cooper Partin4d61f7e2015-08-12 10:56:50 -0700542 declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " +
543 outputVariable->name + " : " + targetSemantic +
544 Str(static_cast<int>(layoutIndex)) + ";\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400545
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000546 copyHLSL += " output." + outputVariable->name + " = " + outputVariable->source + ";\n";
547 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400548 }
549 }
550
551 if (usesFragDepth)
552 {
553 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
554 copyHLSL += " output.gl_Depth = gl_Depth; \n";
555 }
556
557 std::string replacementHLSL = "struct PS_OUTPUT\n"
558 "{\n" +
559 declarationHLSL +
560 "};\n"
561 "\n"
562 "PS_OUTPUT generateOutput()\n"
563 "{\n"
564 " PS_OUTPUT output;\n" +
565 copyHLSL +
566 " return output;\n"
567 "}\n";
568
569 std::string pixelHLSL(sourceShader);
570
571 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
572 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
573
574 return pixelHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500575}
576
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400577std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
578{
579 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
580 // In D3D11 we manually compute gl_PointCoord in the GS.
581 int shaderModel = mRenderer->getMajorShaderModel();
582 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
583}
584
585struct DynamicHLSL::SemanticInfo
586{
587 struct BuiltinInfo
588 {
589 BuiltinInfo()
590 : enabled(false),
591 index(0),
592 systemValue(false)
593 {}
594
595 bool enabled;
596 std::string semantic;
597 unsigned int index;
598 bool systemValue;
599
600 std::string str() const
601 {
602 return (systemValue ? semantic : (semantic + Str(index)));
603 }
604
605 void enableSystem(const std::string &systemValueSemantic)
606 {
607 enabled = true;
608 semantic = systemValueSemantic;
609 systemValue = true;
610 }
611
612 void enable(const std::string &semanticVal, unsigned int indexVal)
613 {
614 enabled = true;
615 semantic = semanticVal;
616 index = indexVal;
617 }
618 };
619
620 BuiltinInfo dxPosition;
621 BuiltinInfo glPosition;
622 BuiltinInfo glFragCoord;
623 BuiltinInfo glPointCoord;
624 BuiltinInfo glPointSize;
625};
626
Austin Kinross8b695ee2015-03-12 13:12:20 -0700627DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool position, bool fragCoord,
628 bool pointCoord, bool pointSize, bool pixelShader) const
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400629{
630 SemanticInfo info;
631 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
632 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
633
634 int reservedRegisterIndex = startRegisters;
635
636 if (hlsl4)
637 {
638 info.dxPosition.enableSystem("SV_Position");
639 }
640 else if (pixelShader)
641 {
642 info.dxPosition.enableSystem("VPOS");
643 }
644 else
645 {
646 info.dxPosition.enableSystem("POSITION");
647 }
648
Austin Kinross8b695ee2015-03-12 13:12:20 -0700649 if (position)
650 {
651 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
652 }
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400653
654 if (fragCoord)
655 {
656 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
657 }
658
659 if (pointCoord)
660 {
661 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
662 // In D3D11 we manually compute gl_PointCoord in the GS.
663 if (hlsl4)
664 {
665 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
666 }
667 else
668 {
669 info.glPointCoord.enable("TEXCOORD", 0);
670 }
671 }
672
673 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
674 if (pointSize && (!pixelShader || hlsl4))
675 {
676 info.glPointSize.enableSystem("PSIZE");
677 }
678
679 return info;
680}
681
682std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
683{
684 std::string linkHLSL = "{\n";
685
Austin Kinross8b695ee2015-03-12 13:12:20 -0700686 ASSERT(info.dxPosition.enabled);
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400687 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
Austin Kinross8b695ee2015-03-12 13:12:20 -0700688
689 if (info.glPosition.enabled)
690 {
691 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
692 }
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400693
694 if (info.glFragCoord.enabled)
695 {
696 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
697 }
698
699 if (info.glPointCoord.enabled)
700 {
701 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
702 }
703
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400704 if (info.glPointSize.enabled)
705 {
706 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
707 }
708
Austin Kinross8b695ee2015-03-12 13:12:20 -0700709 // Do this after glPointSize, to potentially combine gl_PointCoord and gl_PointSize into the same register.
710 linkHLSL += varyingHLSL;
711
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400712 linkHLSL += "};\n";
713
714 return linkHLSL;
715}
716
717void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
718 std::vector<LinkedVarying> *linkedVaryings) const
719{
Austin Kinross8b695ee2015-03-12 13:12:20 -0700720 if (info.glPosition.enabled)
721 {
722 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
723 info.glPosition.index, 1));
724 }
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400725
726 if (info.glFragCoord.enabled)
727 {
728 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
729 info.glFragCoord.index, 1));
730 }
731
732 if (info.glPointSize.enabled)
733 {
734 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
735 }
736}
737
Jamie Madillc4370462015-09-01 17:27:40 +0000738void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400739 std::vector<LinkedVarying> *linkedVaryings) const
740{
Jamie Madillc4370462015-09-01 17:27:40 +0000741 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400742
Jamie Madillc4370462015-09-01 17:27:40 +0000743 for (const PackedVarying &packedVarying : vertexShader->getPackedVaryings())
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400744 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400745 if (packedVarying.registerAssigned())
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400746 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400747 const sh::Varying &varying = *packedVarying.varying;
748
Jamie Madill54ad4f82014-09-03 09:40:46 -0400749 ASSERT(!varying.isBuiltIn());
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400750 GLenum transposedType = TransposeMatrixType(varying.type);
751 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
752
Jamie Madill4cff2472015-08-21 16:53:18 -0400753 linkedVaryings->push_back(
754 LinkedVarying(varying.name, varying.type, varying.elementCount(), varyingSemantic,
755 packedVarying.registerIndex, variableRows * varying.elementCount()));
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400756 }
757 }
758}
759
Jamie Madillada9ecc2015-08-17 12:53:37 -0400760bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data,
Jamie Madill80a6fc02015-08-21 16:53:16 -0400761 const gl::Program::Data &programData,
Jamie Madillada9ecc2015-08-17 12:53:37 -0400762 InfoLog &infoLog,
763 int registers,
Jamie Madillada9ecc2015-08-17 12:53:37 -0400764 std::string &pixelHLSL,
765 std::string &vertexHLSL,
Geoff Lang48dcae72014-02-05 16:28:24 -0500766 std::vector<LinkedVarying> *linkedVaryings,
Jamie Madillf6be8d72014-09-05 10:38:07 -0400767 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400768 bool *outUsesFragDepth) const
Jamie Madill5f562732014-02-14 16:41:24 -0500769{
770 if (pixelHLSL.empty() || vertexHLSL.empty())
771 {
772 return false;
773 }
774
Jamie Madill80a6fc02015-08-21 16:53:16 -0400775 const ShaderD3D *vertexShader = GetImplAs<ShaderD3D>(programData.getAttachedVertexShader());
776 const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(programData.getAttachedFragmentShader());
777
Brandon Jones71620962014-08-20 14:04:59 -0700778 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
Brandon Jones71620962014-08-20 14:04:59 -0700779 bool usesFragCoord = fragmentShader->mUsesFragCoord;
780 bool usesPointCoord = fragmentShader->mUsesPointCoord;
781 bool usesPointSize = vertexShader->mUsesPointSize;
Cooper Partine6664f02015-01-09 16:22:24 -0800782 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400783
Jamie Madill14e95b32015-05-07 10:10:41 -0400784 // Validation done in the compiler
785 ASSERT(!fragmentShader->mUsesFragColor || !fragmentShader->mUsesFragData);
Jamie Madill5f562732014-02-14 16:41:24 -0500786
787 // Write the HLSL input/output declarations
788 const int shaderModel = mRenderer->getMajorShaderModel();
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400789 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
Jamie Madill5f562732014-02-14 16:41:24 -0500790
791 // Two cases when writing to gl_FragColor and using ESSL 1.0:
792 // - with a 3.0 context, the output color is copied to channel 0
793 // - with a 2.0 context, the output color is broadcast to all channels
Jamie Madillde8892b2014-11-11 13:00:22 -0500794 const bool broadcast = (fragmentShader->mUsesFragColor && data.clientVersion < 3);
795 const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
Jamie Madill5f562732014-02-14 16:41:24 -0500796
Austin Kinross8b695ee2015-03-12 13:12:20 -0700797 // gl_Position only needs to be outputted from the vertex shader if transform feedback is active.
798 // This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from the vertex shader in this case.
799 // This saves us 1 output vector.
800 bool outputPositionFromVS = !(shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "");
801
Brandon Jones71620962014-08-20 14:04:59 -0700802 int shaderVersion = vertexShader->getShaderVersion();
Jamie Madill5f562732014-02-14 16:41:24 -0500803
Jamie Madillde8892b2014-11-11 13:00:22 -0500804 if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
Jamie Madill5f562732014-02-14 16:41:24 -0500805 {
Jamie Madillf6113162015-05-07 11:49:21 -0400806 infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord";
Jamie Madill5f562732014-02-14 16:41:24 -0500807 return false;
808 }
809
Jamie Madillc4370462015-09-01 17:27:40 +0000810 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
Cooper Partine6664f02015-01-09 16:22:24 -0800811
812 // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
813 // structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
814 // GeometryShader PointSprite emulation does not require this additional entry because the
815 // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the PS_INPUT of the
816 // generated pixel shader.
Austin Kinross8b695ee2015-03-12 13:12:20 -0700817 // The Geometry Shader point sprite implementation needs gl_PointSize to be in VS_OUTPUT and GS_INPUT.
818 // Instanced point sprites doesn't need gl_PointSize in VS_OUTPUT.
819 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, outputPositionFromVS,
820 usesFragCoord, (useInstancedPointSpriteEmulation && usesPointCoord),
821 (!useInstancedPointSpriteEmulation && usesPointSize), false);
Jamie Madill5f562732014-02-14 16:41:24 -0500822
Jamie Madillc4370462015-09-01 17:27:40 +0000823 storeUserLinkedVaryings(vertexShader, linkedVaryings);
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400824 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
Jamie Madill5f562732014-02-14 16:41:24 -0500825
Cooper Partine6664f02015-01-09 16:22:24 -0800826 // Instanced PointSprite emulation requires additional entries originally generated in the
827 // GeometryShader HLSL. These include pointsize clamp values.
828 if (useInstancedPointSpriteEmulation)
829 {
830 vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
831 "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n";
832 }
833
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500834 // Add stub string to be replaced when shader is dynamically defined by its layout
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400835 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
836 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
Jamie Madill5f562732014-02-14 16:41:24 -0500837 "VS_OUTPUT main(VS_INPUT input)\n"
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500838 "{\n"
839 " initAttributes(input);\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500840
Jamie Madill37997142015-01-28 10:06:34 -0500841 if (vertexShader->usesDeferredInit())
842 {
843 vertexHLSL += "\n"
844 " initializeDeferredGlobals();\n";
845 }
846
847 vertexHLSL += "\n"
848 " gl_main();\n"
849 "\n"
Austin Kinross8b695ee2015-03-12 13:12:20 -0700850 " VS_OUTPUT output;\n";
851
852 if (outputPositionFromVS)
853 {
854 vertexHLSL += " output.gl_Position = gl_Position;\n";
855 }
Jamie Madill37997142015-01-28 10:06:34 -0500856
Austin Kinross4fd18b12014-12-22 12:32:05 -0800857 // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
858 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -0500859 {
Jamie Madill37997142015-01-28 10:06:34 -0500860 vertexHLSL += " output.dx_Position.x = gl_Position.x;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400861 " output.dx_Position.y = -gl_Position.y;\n"
862 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
863 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500864 }
865 else
866 {
Jamie Madill37997142015-01-28 10:06:34 -0500867 vertexHLSL += " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400868 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
869 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
870 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500871 }
872
Austin Kinross8b695ee2015-03-12 13:12:20 -0700873 // We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
874 if (usesPointSize && shaderModel >= 3 && !useInstancedPointSpriteEmulation)
Jamie Madill5f562732014-02-14 16:41:24 -0500875 {
876 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
877 }
878
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400879 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -0500880 {
881 vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
882 }
883
Jamie Madillc4370462015-09-01 17:27:40 +0000884 const std::vector<PackedVarying> &vertexVaryings = vertexShader->getPackedVaryings();
885 for (const PackedVarying &packedVarying : vertexVaryings)
Jamie Madill5f562732014-02-14 16:41:24 -0500886 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400887 if (!packedVarying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500888 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400889 continue;
890 }
891
892 const sh::Varying &varying = *packedVarying.varying;
893
894 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
895 {
896 int variableRows =
897 (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
898
899 for (int row = 0; row < variableRows; row++)
Jamie Madill5f562732014-02-14 16:41:24 -0500900 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400901 int r = packedVarying.registerIndex +
902 packedVarying.columnIndex * data.caps->maxVaryingVectors +
903 elementIndex * variableRows + row;
904 vertexHLSL += " output.v" + Str(r);
Jamie Madill5f562732014-02-14 16:41:24 -0500905
Jamie Madill4cff2472015-08-21 16:53:18 -0400906 vertexHLSL += " = _" + varying.name;
907
908 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -0500909 {
Jamie Madill4cff2472015-08-21 16:53:18 -0400910 vertexHLSL += ArrayString(elementIndex);
Jamie Madill5f562732014-02-14 16:41:24 -0500911 }
Jamie Madill4cff2472015-08-21 16:53:18 -0400912
913 if (variableRows > 1)
914 {
915 vertexHLSL += ArrayString(row);
916 }
917
918 vertexHLSL += ";\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500919 }
920 }
921 }
922
Cooper Partine6664f02015-01-09 16:22:24 -0800923 // Instanced PointSprite emulation requires additional entries to calculate
924 // the final output vertex positions of the quad that represents each sprite.
925 if (useInstancedPointSpriteEmulation)
926 {
927 vertexHLSL += "\n"
928 " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
Austin Kinross8b695ee2015-03-12 13:12:20 -0700929 " output.dx_Position.xyz += float3(input.spriteVertexPos.x * gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * output.dx_Position.w;\n";
Cooper Partine6664f02015-01-09 16:22:24 -0800930
931 if (usesPointCoord)
932 {
933 vertexHLSL += "\n"
934 " output.gl_PointCoord = input.spriteTexCoord;\n";
935 }
936 }
937
Jamie Madill5f562732014-02-14 16:41:24 -0500938 vertexHLSL += "\n"
939 " return output;\n"
940 "}\n";
941
Austin Kinross8b695ee2015-03-12 13:12:20 -0700942 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, outputPositionFromVS, usesFragCoord, usesPointCoord,
943 (!useInstancedPointSpriteEmulation && usesPointSize), true);
Jamie Madill5f562732014-02-14 16:41:24 -0500944
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400945 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500946
947 if (shaderVersion < 300)
948 {
949 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
950 {
Jamie Madillf6be8d72014-09-05 10:38:07 -0400951 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400952 outputKeyVariable.type = GL_FLOAT_VEC4;
953 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
954 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
955 outputKeyVariable.outputIndex = renderTargetIndex;
956
957 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500958 }
959
Brandon Jones71620962014-08-20 14:04:59 -0700960 *outUsesFragDepth = fragmentShader->mUsesFragDepth;
Jamie Madill5f562732014-02-14 16:41:24 -0500961 }
962 else
963 {
Jamie Madill80a6fc02015-08-21 16:53:16 -0400964 const auto &programOutputVars = programData.getOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -0500965
Jamie Madilld15250e2014-09-03 09:40:44 -0400966 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
Jamie Madill80a6fc02015-08-21 16:53:16 -0400967 for (auto outputPair : programOutputVars)
Jamie Madill5f562732014-02-14 16:41:24 -0500968 {
Jamie Madill80a6fc02015-08-21 16:53:16 -0400969 const VariableLocation &outputLocation = outputPair.second;
Jamie Madillf2575982014-06-25 16:04:54 -0400970 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
Geoff Lang04fb89a2014-06-09 15:05:36 -0400971 const std::string &variableName = "out_" + outputLocation.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500972 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
973
Jamie Madill54ad4f82014-09-03 09:40:46 -0400974 ASSERT(outputVariable.staticUse);
975
Jamie Madillf6be8d72014-09-05 10:38:07 -0400976 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400977 outputKeyVariable.type = outputVariable.type;
978 outputKeyVariable.name = variableName + elementString;
979 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
Jamie Madill80a6fc02015-08-21 16:53:16 -0400980 outputKeyVariable.outputIndex = outputPair.first;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400981
982 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500983 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400984
985 *outUsesFragDepth = false;
Jamie Madill5f562732014-02-14 16:41:24 -0500986 }
987
Geoff Lang04fb89a2014-06-09 15:05:36 -0400988 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500989
Brandon Jones71620962014-08-20 14:04:59 -0700990 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -0500991 {
992 if (shaderModel >= 4)
993 {
994 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
995 "{\n";
996 }
997 else
998 {
999 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
1000 "{\n";
1001 }
1002 }
1003 else
1004 {
1005 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
1006 "{\n";
1007 }
1008
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001009 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001010 {
1011 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1012
Austin Kinross588434c2014-12-10 10:41:45 -08001013 // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
1014 // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using dx_ViewCoords.
1015 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -05001016 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001017 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
1018 " gl_FragCoord.y = input.dx_Position.y;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001019 }
Austin Kinross588434c2014-12-10 10:41:45 -08001020 else if (shaderModel == 3)
Jamie Madill5f562732014-02-14 16:41:24 -05001021 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001022 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
1023 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001024 }
1025 else
1026 {
1027 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
1028 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
1029 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
1030 }
1031
1032 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
1033 " gl_FragCoord.w = rhw;\n";
1034 }
1035
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001036 if (usesPointCoord && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -05001037 {
1038 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
1039 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
1040 }
1041
Brandon Jones71620962014-08-20 14:04:59 -07001042 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -05001043 {
1044 if (shaderModel <= 3)
1045 {
1046 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
1047 }
1048 else
1049 {
1050 pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
1051 }
1052 }
1053
Jamie Madillc4370462015-09-01 17:27:40 +00001054 const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getPackedVaryings();
1055 for (const PackedVarying &packedVarying : fragmentVaryings)
Jamie Madill5f562732014-02-14 16:41:24 -05001056 {
Jamie Madill4cff2472015-08-21 16:53:18 -04001057 const sh::Varying &varying = *packedVarying.varying;
1058
1059 if (!packedVarying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -05001060 {
Jamie Madill4cff2472015-08-21 16:53:18 -04001061 ASSERT(varying.isBuiltIn() || !varying.staticUse);
1062 continue;
1063 }
1064
1065 ASSERT(!varying.isBuiltIn());
1066 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
1067 {
1068 GLenum transposedType = TransposeMatrixType(varying.type);
1069 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
1070 for (int row = 0; row < variableRows; row++)
Jamie Madill5f562732014-02-14 16:41:24 -05001071 {
Jamie Madill4cff2472015-08-21 16:53:18 -04001072 std::string n = Str(packedVarying.registerIndex +
1073 packedVarying.columnIndex * data.caps->maxVaryingVectors +
1074 elementIndex * variableRows + row);
1075 pixelHLSL += " _" + varying.name;
1076
1077 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -05001078 {
Jamie Madill4cff2472015-08-21 16:53:18 -04001079 pixelHLSL += ArrayString(elementIndex);
1080 }
Jamie Madill5f562732014-02-14 16:41:24 -05001081
Jamie Madill4cff2472015-08-21 16:53:18 -04001082 if (variableRows > 1)
1083 {
1084 pixelHLSL += ArrayString(row);
1085 }
Jamie Madill5f562732014-02-14 16:41:24 -05001086
Jamie Madill4cff2472015-08-21 16:53:18 -04001087 if (varying.isStruct())
1088 {
1089 pixelHLSL += " = input.v" + n + ";\n";
1090 break;
1091 }
1092 else
1093 {
1094 switch (VariableColumnCount(transposedType))
Jamie Madill5f562732014-02-14 16:41:24 -05001095 {
Jamie Madill4cff2472015-08-21 16:53:18 -04001096 case 1:
1097 pixelHLSL += " = input.v" + n + ".x;\n";
1098 break;
1099 case 2:
1100 pixelHLSL += " = input.v" + n + ".xy;\n";
1101 break;
1102 case 3:
1103 pixelHLSL += " = input.v" + n + ".xyz;\n";
1104 break;
1105 case 4:
1106 pixelHLSL += " = input.v" + n + ";\n";
1107 break;
1108 default:
1109 UNREACHABLE();
Jamie Madill5f562732014-02-14 16:41:24 -05001110 }
1111 }
1112 }
1113 }
Jamie Madill5f562732014-02-14 16:41:24 -05001114 }
1115
Jamie Madill37997142015-01-28 10:06:34 -05001116 if (fragmentShader->usesDeferredInit())
1117 {
1118 pixelHLSL += "\n"
1119 " initializeDeferredGlobals();\n";
1120 }
1121
Jamie Madill5f562732014-02-14 16:41:24 -05001122 pixelHLSL += "\n"
1123 " gl_main();\n"
1124 "\n"
Geoff Lang04fb89a2014-06-09 15:05:36 -04001125 " return generateOutput();\n"
Jamie Madill5f562732014-02-14 16:41:24 -05001126 "}\n";
1127
1128 return true;
1129}
1130
Jamie Madillc4370462015-09-01 17:27:40 +00001131std::string DynamicHLSL::generateGeometryShaderHLSL(int registers,
1132 const ShaderD3D *fragmentShader,
1133 const ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001134{
1135 // for now we only handle point sprite emulation
Jamie Madillc4370462015-09-01 17:27:40 +00001136 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
1137 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
Jamie Madill5f562732014-02-14 16:41:24 -05001138}
1139
Jamie Madillc4370462015-09-01 17:27:40 +00001140std::string DynamicHLSL::generatePointSpriteHLSL(int registers,
1141 const ShaderD3D *fragmentShader,
1142 const ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001143{
1144 ASSERT(registers >= 0);
Jamie Madillc4370462015-09-01 17:27:40 +00001145 ASSERT(vertexShader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -05001146 ASSERT(mRenderer->getMajorShaderModel() >= 4);
1147
1148 std::string geomHLSL;
1149
Austin Kinross8b695ee2015-03-12 13:12:20 -07001150 const SemanticInfo &inSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001151 false, true, false);
Austin Kinross8b695ee2015-03-12 13:12:20 -07001152 const SemanticInfo &outSemantics = getSemanticInfo(registers, true, fragmentShader->mUsesFragCoord,
Brandon Jones71620962014-08-20 14:04:59 -07001153 fragmentShader->mUsesPointCoord, true, false);
Jamie Madill5f562732014-02-14 16:41:24 -05001154
Jamie Madillc4370462015-09-01 17:27:40 +00001155 std::string varyingHLSL = generateVaryingHLSL(vertexShader);
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001156 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
1157 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
Jamie Madill5f562732014-02-14 16:41:24 -05001158
Geoff Langc0b9ef42014-07-02 10:02:37 -04001159 // TODO(geofflang): use context's caps
Jamie Madill5f562732014-02-14 16:41:24 -05001160 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1161 "\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001162 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1163 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
Jamie Madill5f562732014-02-14 16:41:24 -05001164 "\n"
Jamie Madill37997142015-01-28 10:06:34 -05001165 "static float2 pointSpriteCorners[] = \n"
1166 "{\n"
1167 " float2( 0.5f, -0.5f),\n"
1168 " float2( 0.5f, 0.5f),\n"
1169 " float2(-0.5f, -0.5f),\n"
1170 " float2(-0.5f, 0.5f)\n"
1171 "};\n"
1172 "\n"
1173 "static float2 pointSpriteTexcoords[] = \n"
1174 "{\n"
1175 " float2(1.0f, 1.0f),\n"
1176 " float2(1.0f, 0.0f),\n"
1177 " float2(0.0f, 1.0f),\n"
1178 " float2(0.0f, 0.0f)\n"
1179 "};\n"
1180 "\n"
Minmin Gong794e0002015-04-07 18:31:54 -07001181 "static float minPointSize = " + Str(static_cast<int>(mRenderer->getRendererCaps().minAliasedPointSize)) + ".0f;\n"
1182 "static float maxPointSize = " + Str(static_cast<int>(mRenderer->getRendererCaps().maxAliasedPointSize)) + ".0f;\n"
Jamie Madill37997142015-01-28 10:06:34 -05001183 "\n"
1184 "[maxvertexcount(4)]\n"
1185 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1186 "{\n"
1187 " GS_OUTPUT output = (GS_OUTPUT)0;\n"
1188 " output.gl_Position = input[0].gl_Position;\n"
1189 " output.gl_PointSize = input[0].gl_PointSize;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001190
1191 for (int r = 0; r < registers; r++)
1192 {
1193 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1194 }
1195
Brandon Jones71620962014-08-20 14:04:59 -07001196 if (fragmentShader->mUsesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001197 {
1198 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
1199 }
1200
1201 geomHLSL += " \n"
1202 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001203 " float4 dx_Position = input[0].dx_Position;\n"
1204 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001205
1206 for (int corner = 0; corner < 4; corner++)
1207 {
1208 geomHLSL += " \n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001209 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001210
Brandon Jones71620962014-08-20 14:04:59 -07001211 if (fragmentShader->mUsesPointCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001212 {
1213 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1214 }
1215
1216 geomHLSL += " outStream.Append(output);\n";
1217 }
1218
1219 geomHLSL += " \n"
1220 " outStream.RestartStrip();\n"
1221 "}\n";
1222
1223 return geomHLSL;
1224}
1225
1226// This method needs to match OutputHLSL::decorate
Jamie Madilla53ab512014-03-17 09:47:44 -04001227std::string DynamicHLSL::decorateVariable(const std::string &name)
Jamie Madill5f562732014-02-14 16:41:24 -05001228{
Jamie Madilld5512cd2014-07-10 17:50:08 -04001229 if (name.compare(0, 3, "gl_") != 0)
Jamie Madill5f562732014-02-14 16:41:24 -05001230 {
1231 return "_" + name;
1232 }
1233
1234 return name;
1235}
1236
Jamie Madilld3dfda22015-07-06 08:28:49 -04001237std::string DynamicHLSL::generateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType,
1238 const sh::ShaderVariable &shaderAttrib) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001239{
Jamie Madilld3dfda22015-07-06 08:28:49 -04001240 const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
Jamie Madilla53ab512014-03-17 09:47:44 -04001241 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
Jamie Madill8664b062014-02-14 16:41:29 -05001242
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001243 // Matrix
1244 if (IsMatrixType(shaderAttrib.type))
1245 {
Jamie Madill8664b062014-02-14 16:41:29 -05001246 return "transpose(" + attribString + ")";
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001247 }
1248
Jamie Madillf2575982014-06-25 16:04:54 -04001249 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1250 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
Jamie Madill8664b062014-02-14 16:41:29 -05001251
Jamie Madill8664b062014-02-14 16:41:29 -05001252 // Perform integer to float conversion (if necessary)
Jamie Madilld3dfda22015-07-06 08:28:49 -04001253 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT);
Jamie Madill8664b062014-02-14 16:41:29 -05001254
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001255 if (requiresTypeConversion)
Jamie Madill8664b062014-02-14 16:41:29 -05001256 {
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001257 // TODO: normalization for 32-bit integer formats
Jamie Madilld3dfda22015-07-06 08:28:49 -04001258 ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001259 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
Jamie Madill8664b062014-02-14 16:41:29 -05001260 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001261
1262 // No conversion necessary
Jamie Madill8664b062014-02-14 16:41:29 -05001263 return attribString;
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001264}
1265
Jamie Madill5f562732014-02-14 16:41:24 -05001266}