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Brandon Jonesc9610c52014-08-25 17:02:59 -07001//
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
7// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
8
Geoff Lang0a73dd82014-11-19 16:18:08 -05009#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
10#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
Brandon Jonesc9610c52014-08-25 17:02:59 -070011
Jamie Madilld3dfda22015-07-06 08:28:49 -040012#include <string>
13#include <vector>
14
Jamie Madill13776892015-04-28 12:39:06 -040015#include "common/Optional.h"
Daniel Bratell73941de2015-02-25 14:34:49 +010016#include "compiler/translator/blocklayoutHLSL.h"
Jamie Madill437d2662014-12-05 14:23:35 -050017#include "libANGLE/Constants.h"
Jamie Madilld3dfda22015-07-06 08:28:49 -040018#include "libANGLE/formatutils.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050019#include "libANGLE/renderer/ProgramImpl.h"
Geoff Lang7dd2e102014-11-10 15:19:26 -050020#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Geoff Lang6941a552015-07-27 11:06:45 -040021#include "libANGLE/renderer/d3d/WorkaroundsD3D.h"
Brandon Jonesc9610c52014-08-25 17:02:59 -070022
23namespace gl
24{
25struct LinkedUniform;
Brandon Jones22502d52014-08-29 16:58:36 -070026struct VariableLocation;
Brandon Jonesc9610c52014-08-25 17:02:59 -070027struct VertexFormat;
28}
29
30namespace rx
31{
Jamie Madill93e13fb2014-11-06 15:27:25 -050032class RendererD3D;
Geoff Lang359ef262015-01-05 14:42:29 -050033class UniformStorageD3D;
34class ShaderExecutableD3D;
Brandon Jonesc9610c52014-08-25 17:02:59 -070035
Jamie Madill2db1fbb2014-12-03 10:58:55 -050036#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
37// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
38// It should only be used selectively to work around specific bugs.
39#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
40#endif
41
Brandon Jonesc9610c52014-08-25 17:02:59 -070042class ProgramD3D : public ProgramImpl
43{
44 public:
Jamie Madill5c6b7bf2015-08-17 12:53:35 -040045 ProgramD3D(const gl::Program::Data &data, RendererD3D *renderer);
Brandon Jonesc9610c52014-08-25 17:02:59 -070046 virtual ~ProgramD3D();
47
Jamie Madill30d6c252014-11-13 10:03:33 -050048 const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
Brandon Jones44151a92014-09-10 11:32:25 -070049 int getShaderVersion() const { return mShaderVersion; }
Brandon Jones1a8a7e32014-10-01 12:49:30 -070050
51 GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
52 GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
53 GLint getUsedSamplerRange(gl::SamplerType type) const;
54 void updateSamplerMapping();
55 bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
Brandon Jones44151a92014-09-10 11:32:25 -070056
Brandon Joneseb994362014-09-24 10:27:28 -070057 bool usesPointSize() const { return mUsesPointSize; }
Brandon Jones44151a92014-09-10 11:32:25 -070058 bool usesPointSpriteEmulation() const;
59 bool usesGeometryShader() const;
Cooper Partine6664f02015-01-09 16:22:24 -080060 bool usesInstancedPointSpriteEmulation() const;
Brandon Jones22502d52014-08-29 16:58:36 -070061
62 GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
Geoff Lang7dd2e102014-11-10 15:19:26 -050063 LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
Geoff Langb543aff2014-09-30 14:52:54 -040064 gl::Error save(gl::BinaryOutputStream *stream);
Brandon Jones22502d52014-08-29 16:58:36 -070065
Geoff Lang359ef262015-01-05 14:42:29 -050066 gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable);
67 gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
Jamie Madilld3dfda22015-07-06 08:28:49 -040068 gl::Error getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
Geoff Lang359ef262015-01-05 14:42:29 -050069 ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -070070
Jamie Madillccdf74b2015-08-18 10:46:12 -040071 LinkResult link(const gl::Data &data,
72 gl::InfoLog &infoLog,
73 gl::Shader *fragmentShader,
74 gl::Shader *vertexShader,
Geoff Lang7dd2e102014-11-10 15:19:26 -050075 std::map<int, gl::VariableLocation> *outputVariables);
Brandon Jonesc9610c52014-08-25 17:02:59 -070076
Geoff Lang0ca53782015-05-07 13:49:39 -040077 void bindAttributeLocation(GLuint index, const std::string &name) override;
78
Brandon Jones1a8a7e32014-10-01 12:49:30 -070079 void initializeUniformStorage();
80 gl::Error applyUniforms();
Jamie Madilld1fe1642015-08-21 16:26:04 -040081 gl::Error applyUniformBuffers(const gl::Data &data);
Jamie Madille473dee2015-08-18 14:49:01 -040082 void assignUniformBlockRegister(gl::UniformBlock *uniformBlock,
83 GLenum shader,
84 unsigned int registerIndex,
85 const gl::Caps &caps);
Brandon Jones1a8a7e32014-10-01 12:49:30 -070086 void dirtyAllUniforms();
87
88 void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
89 void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
90 void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
91 void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
92 void setUniform1iv(GLint location, GLsizei count, const GLint *v);
93 void setUniform2iv(GLint location, GLsizei count, const GLint *v);
94 void setUniform3iv(GLint location, GLsizei count, const GLint *v);
95 void setUniform4iv(GLint location, GLsizei count, const GLint *v);
96 void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
97 void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
98 void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
99 void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
100 void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
101 void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
102 void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
103 void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
104 void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
105 void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
106 void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
107 void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
108 void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109
110 void getUniformfv(GLint location, GLfloat *params);
111 void getUniformiv(GLint location, GLint *params);
112 void getUniformuiv(GLint location, GLuint *params);
Brandon Jonesc9610c52014-08-25 17:02:59 -0700113
Geoff Lang359ef262015-01-05 14:42:29 -0500114 const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
115 const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
Brandon Jonesc9610c52014-08-25 17:02:59 -0700116
117 void reset();
118
Geoff Lang7dd2e102014-11-10 15:19:26 -0500119 unsigned int getSerial() const;
120
Jamie Madill437d2662014-12-05 14:23:35 -0500121 void initAttributesByLayout();
Jamie Madill476682e2015-06-30 10:04:29 -0400122 void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
Jamie Madillf9327d32015-06-22 13:57:16 -0400123 int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
124 const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const;
Jamie Madill437d2662014-12-05 14:23:35 -0500125
Jamie Madilld3dfda22015-07-06 08:28:49 -0400126 void updateCachedInputLayout(const gl::Program *program, const gl::State &state);
127 const gl::InputLayout &getCachedInputLayout() const { return mCachedInputLayout; }
128
Brandon Jonesc9610c52014-08-25 17:02:59 -0700129 private:
Brandon Joneseb994362014-09-24 10:27:28 -0700130 class VertexExecutable
131 {
132 public:
Jamie Madillf8dd7b12015-08-05 13:50:08 -0400133 typedef std::vector<bool> Signature;
Jamie Madilld3dfda22015-07-06 08:28:49 -0400134
135 VertexExecutable(const gl::InputLayout &inputLayout,
136 const Signature &signature,
Geoff Lang359ef262015-01-05 14:42:29 -0500137 ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700138 ~VertexExecutable();
139
Jamie Madilld3dfda22015-07-06 08:28:49 -0400140 bool matchesSignature(const Signature &signature) const;
141 static void getSignature(RendererD3D *renderer,
142 const gl::InputLayout &inputLayout,
143 Signature *signatureOut);
Brandon Joneseb994362014-09-24 10:27:28 -0700144
Jamie Madilld3dfda22015-07-06 08:28:49 -0400145 const gl::InputLayout &inputs() const { return mInputs; }
146 const Signature &signature() const { return mSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500147 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700148
149 private:
Jamie Madilld3dfda22015-07-06 08:28:49 -0400150 gl::InputLayout mInputs;
151 Signature mSignature;
Geoff Lang359ef262015-01-05 14:42:29 -0500152 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700153 };
154
155 class PixelExecutable
156 {
157 public:
Geoff Lang359ef262015-01-05 14:42:29 -0500158 PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700159 ~PixelExecutable();
160
161 bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
162
163 const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500164 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700165
166 private:
167 std::vector<GLenum> mOutputSignature;
Geoff Lang359ef262015-01-05 14:42:29 -0500168 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700169 };
170
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700171 struct Sampler
172 {
173 Sampler();
174
175 bool active;
176 GLint logicalTextureUnit;
177 GLenum textureType;
178 };
179
Jamie Madillea918db2015-08-18 14:48:59 -0400180 bool defineUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
Geoff Lang492a7e42014-11-05 13:27:06 -0500181 void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
182 void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700183 sh::HLSLBlockEncoder *encoder);
184 bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
185 bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
186 static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
187 std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
188
Jamie Madille473dee2015-08-18 14:49:01 -0400189 void defineUniformBlocks(const gl::Caps &caps);
190 void defineUniformBlock(const gl::Shader &shader,
191 const sh::InterfaceBlock &interfaceBlock,
192 const gl::Caps &caps);
193
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700194 template <typename T>
195 void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
196
197 template <int cols, int rows>
198 void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
199
200 template <typename T>
201 void getUniformv(GLint location, T *params, GLenum uniformType);
202
203 template <typename VarT>
204 void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
205 sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
206 bool inRowMajorLayout);
207
Jamie Madill31c8c562015-08-19 14:08:03 -0400208 LinkResult compileProgramExecutables(gl::InfoLog &infoLog, int registers);
209
Jamie Madillccdf74b2015-08-18 10:46:12 -0400210 void gatherTransformFeedbackVaryings(const std::vector<gl::LinkedVarying> &varyings);
211
Jamie Madill93e13fb2014-11-06 15:27:25 -0500212 RendererD3D *mRenderer;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700213 DynamicHLSL *mDynamicHLSL;
214
Brandon Joneseb994362014-09-24 10:27:28 -0700215 std::vector<VertexExecutable *> mVertexExecutables;
216 std::vector<PixelExecutable *> mPixelExecutables;
Geoff Lang359ef262015-01-05 14:42:29 -0500217 ShaderExecutableD3D *mGeometryExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700218
Brandon Jones22502d52014-08-29 16:58:36 -0700219 std::string mVertexHLSL;
Arun Patole44efa0b2015-03-04 17:11:05 +0530220 D3DCompilerWorkarounds mVertexWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700221
222 std::string mPixelHLSL;
Arun Patole44efa0b2015-03-04 17:11:05 +0530223 D3DCompilerWorkarounds mPixelWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700224 bool mUsesFragDepth;
Jamie Madill30d6c252014-11-13 10:03:33 -0500225 std::vector<PixelShaderOutputVariable> mPixelShaderKey;
Brandon Jones22502d52014-08-29 16:58:36 -0700226
Brandon Jones44151a92014-09-10 11:32:25 -0700227 bool mUsesPointSize;
228
Geoff Lang359ef262015-01-05 14:42:29 -0500229 UniformStorageD3D *mVertexUniformStorage;
230 UniformStorageD3D *mFragmentUniformStorage;
Brandon Jones44151a92014-09-10 11:32:25 -0700231
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700232 std::vector<Sampler> mSamplersPS;
233 std::vector<Sampler> mSamplersVS;
234 GLuint mUsedVertexSamplerRange;
235 GLuint mUsedPixelSamplerRange;
236 bool mDirtySamplerMapping;
Brandon Joneseb994362014-09-24 10:27:28 -0700237
Geoff Lang7a26a1a2015-03-25 12:29:06 -0400238 // Cache for validateSamplers
239 std::vector<GLenum> mTextureUnitTypesCache;
240
241 // Cache for getPixelExecutableForFramebuffer
242 std::vector<GLenum> mPixelShaderOutputFormatCache;
243
Brandon Jones44151a92014-09-10 11:32:25 -0700244 int mShaderVersion;
Geoff Lang7dd2e102014-11-10 15:19:26 -0500245
Jamie Madill437d2662014-12-05 14:23:35 -0500246 int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
247
Geoff Lang7dd2e102014-11-10 15:19:26 -0500248 unsigned int mSerial;
249
Jamie Madill13776892015-04-28 12:39:06 -0400250 Optional<bool> mCachedValidateSamplersResult;
251
Jamie Madill03260fa2015-06-22 13:57:22 -0400252 std::vector<GLint> mVertexUBOCache;
253 std::vector<GLint> mFragmentUBOCache;
Jamie Madilld3dfda22015-07-06 08:28:49 -0400254 VertexExecutable::Signature mCachedVertexSignature;
255 gl::InputLayout mCachedInputLayout;
Jamie Madill03260fa2015-06-22 13:57:22 -0400256
Jamie Madillccdf74b2015-08-18 10:46:12 -0400257 std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
258
Geoff Lang7dd2e102014-11-10 15:19:26 -0500259 static unsigned int issueSerial();
260 static unsigned int mCurrentSerial;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700261};
262
263}
264
Geoff Lang0a73dd82014-11-19 16:18:08 -0500265#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_