blob: cf8566d07cf1a2c50544df30a58253eb1cd13f69 [file] [log] [blame]
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.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
8
9#include "libGLESv2/renderer/d3d/ProgramD3D.h"
10
11#include "common/utilities.h"
Brandon Joneseb994362014-09-24 10:27:28 -070012#include "libGLESv2/Framebuffer.h"
13#include "libGLESv2/FramebufferAttachment.h"
Brandon Jones18bd4102014-09-22 14:21:44 -070014#include "libGLESv2/Program.h"
Brandon Jonesc9610c52014-08-25 17:02:59 -070015#include "libGLESv2/ProgramBinary.h"
16#include "libGLESv2/renderer/Renderer.h"
17#include "libGLESv2/renderer/ShaderExecutable.h"
18#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
Brandon Jones22502d52014-08-29 16:58:36 -070019#include "libGLESv2/renderer/d3d/ShaderD3D.h"
Brandon Jonesc9610c52014-08-25 17:02:59 -070020#include "libGLESv2/main.h"
21
22namespace rx
23{
24
Brandon Joneseb994362014-09-24 10:27:28 -070025namespace
26{
27
Brandon Jones1a8a7e32014-10-01 12:49:30 -070028GLenum GetTextureType(GLenum samplerType)
29{
30 switch (samplerType)
31 {
32 case GL_SAMPLER_2D:
33 case GL_INT_SAMPLER_2D:
34 case GL_UNSIGNED_INT_SAMPLER_2D:
35 case GL_SAMPLER_2D_SHADOW:
36 return GL_TEXTURE_2D;
37 case GL_SAMPLER_3D:
38 case GL_INT_SAMPLER_3D:
39 case GL_UNSIGNED_INT_SAMPLER_3D:
40 return GL_TEXTURE_3D;
41 case GL_SAMPLER_CUBE:
42 case GL_SAMPLER_CUBE_SHADOW:
43 return GL_TEXTURE_CUBE_MAP;
44 case GL_INT_SAMPLER_CUBE:
45 case GL_UNSIGNED_INT_SAMPLER_CUBE:
46 return GL_TEXTURE_CUBE_MAP;
47 case GL_SAMPLER_2D_ARRAY:
48 case GL_INT_SAMPLER_2D_ARRAY:
49 case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
50 case GL_SAMPLER_2D_ARRAY_SHADOW:
51 return GL_TEXTURE_2D_ARRAY;
52 default: UNREACHABLE();
53 }
54
55 return GL_TEXTURE_2D;
56}
57
Brandon Joneseb994362014-09-24 10:27:28 -070058void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS])
59{
60 size_t layoutIndex = 0;
61 for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
62 {
63 ASSERT(layoutIndex < gl::MAX_VERTEX_ATTRIBS);
64
65 const sh::Attribute &shaderAttr = shaderAttributes[attributeIndex];
66
67 if (shaderAttr.type != GL_NONE)
68 {
69 GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
70
71 for (size_t rowIndex = 0; static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); rowIndex++, layoutIndex++)
72 {
73 gl::VertexFormat *defaultFormat = &inputLayout[layoutIndex];
74
75 defaultFormat->mType = gl::VariableComponentType(transposedType);
76 defaultFormat->mNormalized = false;
77 defaultFormat->mPureInteger = (defaultFormat->mType != GL_FLOAT); // note: inputs can not be bool
78 defaultFormat->mComponents = gl::VariableColumnCount(transposedType);
79 }
80 }
81 }
82}
83
84std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<PixelShaderOutputVariable> &shaderOutputVars)
85{
86 std::vector<GLenum> defaultPixelOutput(1);
87
88 ASSERT(!shaderOutputVars.empty());
89 defaultPixelOutput[0] = GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex;
90
91 return defaultPixelOutput;
92}
93
Brandon Jones1a8a7e32014-10-01 12:49:30 -070094bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
95{
96 return var.isRowMajorLayout;
97}
98
99bool IsRowMajorLayout(const sh::ShaderVariable &var)
100{
101 return false;
102}
103
Brandon Joneseb994362014-09-24 10:27:28 -0700104}
105
106ProgramD3D::VertexExecutable::VertexExecutable(const gl::VertexFormat inputLayout[],
107 const GLenum signature[],
108 ShaderExecutable *shaderExecutable)
109 : mShaderExecutable(shaderExecutable)
110{
111 for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
112 {
113 mInputs[attributeIndex] = inputLayout[attributeIndex];
114 mSignature[attributeIndex] = signature[attributeIndex];
115 }
116}
117
118ProgramD3D::VertexExecutable::~VertexExecutable()
119{
120 SafeDelete(mShaderExecutable);
121}
122
123bool ProgramD3D::VertexExecutable::matchesSignature(const GLenum signature[]) const
124{
125 for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++)
126 {
127 if (mSignature[attributeIndex] != signature[attributeIndex])
128 {
129 return false;
130 }
131 }
132
133 return true;
134}
135
136ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutable *shaderExecutable)
137 : mOutputSignature(outputSignature),
138 mShaderExecutable(shaderExecutable)
139{
140}
141
142ProgramD3D::PixelExecutable::~PixelExecutable()
143{
144 SafeDelete(mShaderExecutable);
145}
146
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700147ProgramD3D::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D)
148{
149}
150
Brandon Joneseb994362014-09-24 10:27:28 -0700151ProgramD3D::ProgramD3D(Renderer *renderer)
Brandon Jonesc9610c52014-08-25 17:02:59 -0700152 : ProgramImpl(),
153 mRenderer(renderer),
154 mDynamicHLSL(NULL),
Brandon Joneseb994362014-09-24 10:27:28 -0700155 mGeometryExecutable(NULL),
156 mVertexWorkarounds(ANGLE_D3D_WORKAROUND_NONE),
157 mPixelWorkarounds(ANGLE_D3D_WORKAROUND_NONE),
Brandon Jones44151a92014-09-10 11:32:25 -0700158 mUsesPointSize(false),
Brandon Jonesc9610c52014-08-25 17:02:59 -0700159 mVertexUniformStorage(NULL),
Brandon Jones44151a92014-09-10 11:32:25 -0700160 mFragmentUniformStorage(NULL),
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700161 mUsedVertexSamplerRange(0),
162 mUsedPixelSamplerRange(0),
163 mDirtySamplerMapping(true),
Brandon Jones44151a92014-09-10 11:32:25 -0700164 mShaderVersion(100)
Brandon Jonesc9610c52014-08-25 17:02:59 -0700165{
Brandon Joneseb994362014-09-24 10:27:28 -0700166 mDynamicHLSL = new DynamicHLSL(renderer);
Brandon Jonesc9610c52014-08-25 17:02:59 -0700167}
168
169ProgramD3D::~ProgramD3D()
170{
171 reset();
172 SafeDelete(mDynamicHLSL);
173}
174
175ProgramD3D *ProgramD3D::makeProgramD3D(ProgramImpl *impl)
176{
177 ASSERT(HAS_DYNAMIC_TYPE(ProgramD3D*, impl));
178 return static_cast<ProgramD3D*>(impl);
179}
180
181const ProgramD3D *ProgramD3D::makeProgramD3D(const ProgramImpl *impl)
182{
183 ASSERT(HAS_DYNAMIC_TYPE(const ProgramD3D*, impl));
184 return static_cast<const ProgramD3D*>(impl);
185}
186
Brandon Jones44151a92014-09-10 11:32:25 -0700187bool ProgramD3D::usesPointSpriteEmulation() const
188{
189 return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
190}
191
192bool ProgramD3D::usesGeometryShader() const
193{
194 return usesPointSpriteEmulation();
195}
196
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700197GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
198{
199 GLint logicalTextureUnit = -1;
200
201 switch (type)
202 {
203 case gl::SAMPLER_PIXEL:
204 ASSERT(samplerIndex < caps.maxTextureImageUnits);
205 if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
206 {
207 logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
208 }
209 break;
210 case gl::SAMPLER_VERTEX:
211 ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
212 if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
213 {
214 logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
215 }
216 break;
217 default: UNREACHABLE();
218 }
219
220 if (logicalTextureUnit >= 0 && logicalTextureUnit < static_cast<GLint>(caps.maxCombinedTextureImageUnits))
221 {
222 return logicalTextureUnit;
223 }
224
225 return -1;
226}
227
228// Returns the texture type for a given Direct3D 9 sampler type and
229// index (0-15 for the pixel shader and 0-3 for the vertex shader).
230GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
231{
232 switch (type)
233 {
234 case gl::SAMPLER_PIXEL:
235 ASSERT(samplerIndex < mSamplersPS.size());
236 ASSERT(mSamplersPS[samplerIndex].active);
237 return mSamplersPS[samplerIndex].textureType;
238 case gl::SAMPLER_VERTEX:
239 ASSERT(samplerIndex < mSamplersVS.size());
240 ASSERT(mSamplersVS[samplerIndex].active);
241 return mSamplersVS[samplerIndex].textureType;
242 default: UNREACHABLE();
243 }
244
245 return GL_TEXTURE_2D;
246}
247
248GLint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
249{
250 switch (type)
251 {
252 case gl::SAMPLER_PIXEL:
253 return mUsedPixelSamplerRange;
254 case gl::SAMPLER_VERTEX:
255 return mUsedVertexSamplerRange;
256 default:
257 UNREACHABLE();
258 return 0;
259 }
260}
261
262void ProgramD3D::updateSamplerMapping()
263{
264 if (!mDirtySamplerMapping)
265 {
266 return;
267 }
268
269 mDirtySamplerMapping = false;
270
271 // Retrieve sampler uniform values
272 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
273 {
274 gl::LinkedUniform *targetUniform = mUniforms[uniformIndex];
275
276 if (targetUniform->dirty)
277 {
278 if (gl::IsSampler(targetUniform->type))
279 {
280 int count = targetUniform->elementCount();
281 GLint (*v)[4] = reinterpret_cast<GLint(*)[4]>(targetUniform->data);
282
283 if (targetUniform->isReferencedByFragmentShader())
284 {
285 unsigned int firstIndex = targetUniform->psRegisterIndex;
286
287 for (int i = 0; i < count; i++)
288 {
289 unsigned int samplerIndex = firstIndex + i;
290
291 if (samplerIndex < mSamplersPS.size())
292 {
293 ASSERT(mSamplersPS[samplerIndex].active);
294 mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
295 }
296 }
297 }
298
299 if (targetUniform->isReferencedByVertexShader())
300 {
301 unsigned int firstIndex = targetUniform->vsRegisterIndex;
302
303 for (int i = 0; i < count; i++)
304 {
305 unsigned int samplerIndex = firstIndex + i;
306
307 if (samplerIndex < mSamplersVS.size())
308 {
309 ASSERT(mSamplersVS[samplerIndex].active);
310 mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
311 }
312 }
313 }
314 }
315 }
316 }
317}
318
319bool ProgramD3D::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
320{
321 // if any two active samplers in a program are of different types, but refer to the same
322 // texture image unit, and this is the current program, then ValidateProgram will fail, and
323 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
324 updateSamplerMapping();
325
326 std::vector<GLenum> textureUnitTypes(caps.maxCombinedTextureImageUnits, GL_NONE);
327
328 for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
329 {
330 if (mSamplersPS[i].active)
331 {
332 unsigned int unit = mSamplersPS[i].logicalTextureUnit;
333
334 if (unit >= textureUnitTypes.size())
335 {
336 if (infoLog)
337 {
338 infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
339 }
340
341 return false;
342 }
343
344 if (textureUnitTypes[unit] != GL_NONE)
345 {
346 if (mSamplersPS[i].textureType != textureUnitTypes[unit])
347 {
348 if (infoLog)
349 {
350 infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
351 }
352
353 return false;
354 }
355 }
356 else
357 {
358 textureUnitTypes[unit] = mSamplersPS[i].textureType;
359 }
360 }
361 }
362
363 for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
364 {
365 if (mSamplersVS[i].active)
366 {
367 unsigned int unit = mSamplersVS[i].logicalTextureUnit;
368
369 if (unit >= textureUnitTypes.size())
370 {
371 if (infoLog)
372 {
373 infoLog->append("Sampler uniform (%d) exceeds GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, textureUnitTypes.size());
374 }
375
376 return false;
377 }
378
379 if (textureUnitTypes[unit] != GL_NONE)
380 {
381 if (mSamplersVS[i].textureType != textureUnitTypes[unit])
382 {
383 if (infoLog)
384 {
385 infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
386 }
387
388 return false;
389 }
390 }
391 else
392 {
393 textureUnitTypes[unit] = mSamplersVS[i].textureType;
394 }
395 }
396 }
397
398 return true;
399}
400
Geoff Langb543aff2014-09-30 14:52:54 -0400401gl::LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
Brandon Jones22502d52014-08-29 16:58:36 -0700402{
Brandon Jones44151a92014-09-10 11:32:25 -0700403 stream->readInt(&mShaderVersion);
404
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700405 const unsigned int psSamplerCount = stream->readInt<unsigned int>();
406 for (unsigned int i = 0; i < psSamplerCount; ++i)
407 {
408 Sampler sampler;
409 stream->readBool(&sampler.active);
410 stream->readInt(&sampler.logicalTextureUnit);
411 stream->readInt(&sampler.textureType);
412 mSamplersPS.push_back(sampler);
413 }
414 const unsigned int vsSamplerCount = stream->readInt<unsigned int>();
415 for (unsigned int i = 0; i < vsSamplerCount; ++i)
416 {
417 Sampler sampler;
418 stream->readBool(&sampler.active);
419 stream->readInt(&sampler.logicalTextureUnit);
420 stream->readInt(&sampler.textureType);
421 mSamplersVS.push_back(sampler);
422 }
423
424 stream->readInt(&mUsedVertexSamplerRange);
425 stream->readInt(&mUsedPixelSamplerRange);
426
427 const unsigned int uniformCount = stream->readInt<unsigned int>();
428 if (stream->error())
429 {
430 infoLog.append("Invalid program binary.");
431 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
432 }
433
434 mUniforms.resize(uniformCount);
435 for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
436 {
437 GLenum type = stream->readInt<GLenum>();
438 GLenum precision = stream->readInt<GLenum>();
439 std::string name = stream->readString();
440 unsigned int arraySize = stream->readInt<unsigned int>();
441 int blockIndex = stream->readInt<int>();
442
443 int offset = stream->readInt<int>();
444 int arrayStride = stream->readInt<int>();
445 int matrixStride = stream->readInt<int>();
446 bool isRowMajorMatrix = stream->readBool();
447
448 const sh::BlockMemberInfo blockInfo(offset, arrayStride, matrixStride, isRowMajorMatrix);
449
450 gl::LinkedUniform *uniform = new gl::LinkedUniform(type, precision, name, arraySize, blockIndex, blockInfo);
451
452 stream->readInt(&uniform->psRegisterIndex);
453 stream->readInt(&uniform->vsRegisterIndex);
454 stream->readInt(&uniform->registerCount);
455 stream->readInt(&uniform->registerElement);
456
457 mUniforms[uniformIndex] = uniform;
458 }
459
460 const unsigned int uniformIndexCount = stream->readInt<unsigned int>();
461 if (stream->error())
462 {
463 infoLog.append("Invalid program binary.");
464 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
465 }
466
467 mUniformIndex.resize(uniformIndexCount);
468 for (unsigned int uniformIndexIndex = 0; uniformIndexIndex < uniformIndexCount; uniformIndexIndex++)
469 {
470 stream->readString(&mUniformIndex[uniformIndexIndex].name);
471 stream->readInt(&mUniformIndex[uniformIndexIndex].element);
472 stream->readInt(&mUniformIndex[uniformIndexIndex].index);
473 }
474
475 unsigned int uniformBlockCount = stream->readInt<unsigned int>();
476 if (stream->error())
477 {
478 infoLog.append("Invalid program binary.");
479 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
480 }
481
482 mUniformBlocks.resize(uniformBlockCount);
483 for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlockCount; ++uniformBlockIndex)
484 {
485 std::string name = stream->readString();
486 unsigned int elementIndex = stream->readInt<unsigned int>();
487 unsigned int dataSize = stream->readInt<unsigned int>();
488
489 gl::UniformBlock *uniformBlock = new gl::UniformBlock(name, elementIndex, dataSize);
490
491 stream->readInt(&uniformBlock->psRegisterIndex);
492 stream->readInt(&uniformBlock->vsRegisterIndex);
493
494 unsigned int numMembers = stream->readInt<unsigned int>();
495 uniformBlock->memberUniformIndexes.resize(numMembers);
496 for (unsigned int blockMemberIndex = 0; blockMemberIndex < numMembers; blockMemberIndex++)
497 {
498 stream->readInt(&uniformBlock->memberUniformIndexes[blockMemberIndex]);
499 }
500
501 mUniformBlocks[uniformBlockIndex] = uniformBlock;
502 }
503
Brandon Joneseb994362014-09-24 10:27:28 -0700504 stream->readInt(&mTransformFeedbackBufferMode);
505 const unsigned int transformFeedbackVaryingCount = stream->readInt<unsigned int>();
506 mTransformFeedbackLinkedVaryings.resize(transformFeedbackVaryingCount);
507 for (unsigned int varyingIndex = 0; varyingIndex < transformFeedbackVaryingCount; varyingIndex++)
508 {
509 gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[varyingIndex];
510
511 stream->readString(&varying.name);
512 stream->readInt(&varying.type);
513 stream->readInt(&varying.size);
514 stream->readString(&varying.semanticName);
515 stream->readInt(&varying.semanticIndex);
516 stream->readInt(&varying.semanticIndexCount);
517 }
518
Brandon Jones22502d52014-08-29 16:58:36 -0700519 stream->readString(&mVertexHLSL);
520 stream->readInt(&mVertexWorkarounds);
521 stream->readString(&mPixelHLSL);
522 stream->readInt(&mPixelWorkarounds);
523 stream->readBool(&mUsesFragDepth);
Brandon Jones44151a92014-09-10 11:32:25 -0700524 stream->readBool(&mUsesPointSize);
Brandon Jones22502d52014-08-29 16:58:36 -0700525
526 const size_t pixelShaderKeySize = stream->readInt<unsigned int>();
527 mPixelShaderKey.resize(pixelShaderKeySize);
528 for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; pixelShaderKeyIndex++)
529 {
530 stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
531 stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
532 stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
533 stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
534 }
535
Brandon Joneseb994362014-09-24 10:27:28 -0700536 const unsigned char* binary = reinterpret_cast<const unsigned char*>(stream->data());
537
538 const unsigned int vertexShaderCount = stream->readInt<unsigned int>();
539 for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
540 {
541 gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS];
542
543 for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
544 {
545 gl::VertexFormat *vertexInput = &inputLayout[inputIndex];
546 stream->readInt(&vertexInput->mType);
547 stream->readInt(&vertexInput->mNormalized);
548 stream->readInt(&vertexInput->mComponents);
549 stream->readBool(&vertexInput->mPureInteger);
550 }
551
552 unsigned int vertexShaderSize = stream->readInt<unsigned int>();
553 const unsigned char *vertexShaderFunction = binary + stream->offset();
Geoff Langb543aff2014-09-30 14:52:54 -0400554
555 ShaderExecutable *shaderExecutable = NULL;
556 gl::Error error = mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize,
557 SHADER_VERTEX,
558 mTransformFeedbackLinkedVaryings,
559 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
560 &shaderExecutable);
561 if (error.isError())
562 {
563 return gl::LinkResult(false, error);
564 }
565
Brandon Joneseb994362014-09-24 10:27:28 -0700566 if (!shaderExecutable)
567 {
568 infoLog.append("Could not create vertex shader.");
Geoff Langb543aff2014-09-30 14:52:54 -0400569 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Joneseb994362014-09-24 10:27:28 -0700570 }
571
572 // generated converted input layout
573 GLenum signature[gl::MAX_VERTEX_ATTRIBS];
574 getInputLayoutSignature(inputLayout, signature);
575
576 // add new binary
577 mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, shaderExecutable));
578
579 stream->skip(vertexShaderSize);
580 }
581
582 const size_t pixelShaderCount = stream->readInt<unsigned int>();
583 for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
584 {
585 const size_t outputCount = stream->readInt<unsigned int>();
586 std::vector<GLenum> outputs(outputCount);
587 for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
588 {
589 stream->readInt(&outputs[outputIndex]);
590 }
591
592 const size_t pixelShaderSize = stream->readInt<unsigned int>();
593 const unsigned char *pixelShaderFunction = binary + stream->offset();
Geoff Langb543aff2014-09-30 14:52:54 -0400594 ShaderExecutable *shaderExecutable = NULL;
595 gl::Error error = mRenderer->loadExecutable(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL,
596 mTransformFeedbackLinkedVaryings,
597 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
598 &shaderExecutable);
599 if (error.isError())
600 {
601 return gl::LinkResult(false, error);
602 }
Brandon Joneseb994362014-09-24 10:27:28 -0700603
604 if (!shaderExecutable)
605 {
606 infoLog.append("Could not create pixel shader.");
Geoff Langb543aff2014-09-30 14:52:54 -0400607 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Joneseb994362014-09-24 10:27:28 -0700608 }
609
610 // add new binary
611 mPixelExecutables.push_back(new PixelExecutable(outputs, shaderExecutable));
612
613 stream->skip(pixelShaderSize);
614 }
615
616 unsigned int geometryShaderSize = stream->readInt<unsigned int>();
617
618 if (geometryShaderSize > 0)
619 {
620 const unsigned char *geometryShaderFunction = binary + stream->offset();
Geoff Langb543aff2014-09-30 14:52:54 -0400621 gl::Error error = mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, SHADER_GEOMETRY,
622 mTransformFeedbackLinkedVaryings,
623 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
624 &mGeometryExecutable);
625 if (error.isError())
626 {
627 return gl::LinkResult(false, error);
628 }
Brandon Joneseb994362014-09-24 10:27:28 -0700629
630 if (!mGeometryExecutable)
631 {
632 infoLog.append("Could not create geometry shader.");
Geoff Langb543aff2014-09-30 14:52:54 -0400633 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Joneseb994362014-09-24 10:27:28 -0700634 }
635 stream->skip(geometryShaderSize);
636 }
637
Brandon Jones18bd4102014-09-22 14:21:44 -0700638 GUID binaryIdentifier = {0};
639 stream->readBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
640
641 GUID identifier = mRenderer->getAdapterIdentifier();
642 if (memcmp(&identifier, &binaryIdentifier, sizeof(GUID)) != 0)
643 {
644 infoLog.append("Invalid program binary.");
Geoff Langb543aff2014-09-30 14:52:54 -0400645 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Jones18bd4102014-09-22 14:21:44 -0700646 }
647
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700648 initializeUniformStorage();
649
Geoff Langb543aff2014-09-30 14:52:54 -0400650 return gl::LinkResult(true, gl::Error(GL_NO_ERROR));
Brandon Jones22502d52014-08-29 16:58:36 -0700651}
652
Geoff Langb543aff2014-09-30 14:52:54 -0400653gl::Error ProgramD3D::save(gl::BinaryOutputStream *stream)
Brandon Jones22502d52014-08-29 16:58:36 -0700654{
Brandon Jones44151a92014-09-10 11:32:25 -0700655 stream->writeInt(mShaderVersion);
656
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700657 stream->writeInt(mSamplersPS.size());
658 for (unsigned int i = 0; i < mSamplersPS.size(); ++i)
659 {
660 stream->writeInt(mSamplersPS[i].active);
661 stream->writeInt(mSamplersPS[i].logicalTextureUnit);
662 stream->writeInt(mSamplersPS[i].textureType);
663 }
664
665 stream->writeInt(mSamplersVS.size());
666 for (unsigned int i = 0; i < mSamplersVS.size(); ++i)
667 {
668 stream->writeInt(mSamplersVS[i].active);
669 stream->writeInt(mSamplersVS[i].logicalTextureUnit);
670 stream->writeInt(mSamplersVS[i].textureType);
671 }
672
673 stream->writeInt(mUsedVertexSamplerRange);
674 stream->writeInt(mUsedPixelSamplerRange);
675
676 stream->writeInt(mUniforms.size());
677 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); ++uniformIndex)
678 {
679 const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
680
681 stream->writeInt(uniform.type);
682 stream->writeInt(uniform.precision);
683 stream->writeString(uniform.name);
684 stream->writeInt(uniform.arraySize);
685 stream->writeInt(uniform.blockIndex);
686
687 stream->writeInt(uniform.blockInfo.offset);
688 stream->writeInt(uniform.blockInfo.arrayStride);
689 stream->writeInt(uniform.blockInfo.matrixStride);
690 stream->writeInt(uniform.blockInfo.isRowMajorMatrix);
691
692 stream->writeInt(uniform.psRegisterIndex);
693 stream->writeInt(uniform.vsRegisterIndex);
694 stream->writeInt(uniform.registerCount);
695 stream->writeInt(uniform.registerElement);
696 }
697
698 stream->writeInt(mUniformIndex.size());
699 for (size_t i = 0; i < mUniformIndex.size(); ++i)
700 {
701 stream->writeString(mUniformIndex[i].name);
702 stream->writeInt(mUniformIndex[i].element);
703 stream->writeInt(mUniformIndex[i].index);
704 }
705
706 stream->writeInt(mUniformBlocks.size());
707 for (size_t uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); ++uniformBlockIndex)
708 {
709 const gl::UniformBlock& uniformBlock = *mUniformBlocks[uniformBlockIndex];
710
711 stream->writeString(uniformBlock.name);
712 stream->writeInt(uniformBlock.elementIndex);
713 stream->writeInt(uniformBlock.dataSize);
714
715 stream->writeInt(uniformBlock.memberUniformIndexes.size());
716 for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
717 {
718 stream->writeInt(uniformBlock.memberUniformIndexes[blockMemberIndex]);
719 }
720
721 stream->writeInt(uniformBlock.psRegisterIndex);
722 stream->writeInt(uniformBlock.vsRegisterIndex);
723 }
724
Brandon Joneseb994362014-09-24 10:27:28 -0700725 stream->writeInt(mTransformFeedbackBufferMode);
726 stream->writeInt(mTransformFeedbackLinkedVaryings.size());
727 for (size_t i = 0; i < mTransformFeedbackLinkedVaryings.size(); i++)
728 {
729 const gl::LinkedVarying &varying = mTransformFeedbackLinkedVaryings[i];
730
731 stream->writeString(varying.name);
732 stream->writeInt(varying.type);
733 stream->writeInt(varying.size);
734 stream->writeString(varying.semanticName);
735 stream->writeInt(varying.semanticIndex);
736 stream->writeInt(varying.semanticIndexCount);
737 }
738
Brandon Jones22502d52014-08-29 16:58:36 -0700739 stream->writeString(mVertexHLSL);
740 stream->writeInt(mVertexWorkarounds);
741 stream->writeString(mPixelHLSL);
742 stream->writeInt(mPixelWorkarounds);
743 stream->writeInt(mUsesFragDepth);
Brandon Jones44151a92014-09-10 11:32:25 -0700744 stream->writeInt(mUsesPointSize);
Brandon Jones22502d52014-08-29 16:58:36 -0700745
Brandon Joneseb994362014-09-24 10:27:28 -0700746 const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
Brandon Jones22502d52014-08-29 16:58:36 -0700747 stream->writeInt(pixelShaderKey.size());
748 for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); pixelShaderKeyIndex++)
749 {
Brandon Joneseb994362014-09-24 10:27:28 -0700750 const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
Brandon Jones22502d52014-08-29 16:58:36 -0700751 stream->writeInt(variable.type);
752 stream->writeString(variable.name);
753 stream->writeString(variable.source);
754 stream->writeInt(variable.outputIndex);
755 }
756
Brandon Joneseb994362014-09-24 10:27:28 -0700757 stream->writeInt(mVertexExecutables.size());
758 for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); vertexExecutableIndex++)
759 {
760 VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex];
761
762 for (size_t inputIndex = 0; inputIndex < gl::MAX_VERTEX_ATTRIBS; inputIndex++)
763 {
764 const gl::VertexFormat &vertexInput = vertexExecutable->inputs()[inputIndex];
765 stream->writeInt(vertexInput.mType);
766 stream->writeInt(vertexInput.mNormalized);
767 stream->writeInt(vertexInput.mComponents);
768 stream->writeInt(vertexInput.mPureInteger);
769 }
770
771 size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
772 stream->writeInt(vertexShaderSize);
773
774 const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
775 stream->writeBytes(vertexBlob, vertexShaderSize);
776 }
777
778 stream->writeInt(mPixelExecutables.size());
779 for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); pixelExecutableIndex++)
780 {
781 PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex];
782
783 const std::vector<GLenum> outputs = pixelExecutable->outputSignature();
784 stream->writeInt(outputs.size());
785 for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
786 {
787 stream->writeInt(outputs[outputIndex]);
788 }
789
790 size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
791 stream->writeInt(pixelShaderSize);
792
793 const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
794 stream->writeBytes(pixelBlob, pixelShaderSize);
795 }
796
797 size_t geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
798 stream->writeInt(geometryShaderSize);
799
800 if (mGeometryExecutable != NULL && geometryShaderSize > 0)
801 {
802 const uint8_t *geometryBlob = mGeometryExecutable->getFunction();
803 stream->writeBytes(geometryBlob, geometryShaderSize);
804 }
805
Brandon Jones18bd4102014-09-22 14:21:44 -0700806 GUID binaryIdentifier = mRenderer->getAdapterIdentifier();
Geoff Langb543aff2014-09-30 14:52:54 -0400807 stream->writeBytes(reinterpret_cast<unsigned char*>(&binaryIdentifier), sizeof(GUID));
Brandon Jones18bd4102014-09-22 14:21:44 -0700808
Geoff Langb543aff2014-09-30 14:52:54 -0400809 return gl::Error(GL_NO_ERROR);
Brandon Jones22502d52014-08-29 16:58:36 -0700810}
811
Geoff Langb543aff2014-09-30 14:52:54 -0400812gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutable **outExecutable)
Brandon Jones22502d52014-08-29 16:58:36 -0700813{
Brandon Joneseb994362014-09-24 10:27:28 -0700814 std::vector<GLenum> outputs;
815
816 const gl::ColorbufferInfo &colorbuffers = fbo->getColorbuffersForRender();
817
818 for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
819 {
820 const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
821
822 if (colorbuffer)
823 {
824 outputs.push_back(colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 : colorbuffer->getBinding());
825 }
826 else
827 {
828 outputs.push_back(GL_NONE);
829 }
830 }
831
Geoff Langb543aff2014-09-30 14:52:54 -0400832 return getPixelExecutableForOutputLayout(outputs, outExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700833}
834
Geoff Langb543aff2014-09-30 14:52:54 -0400835gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature, ShaderExecutable **outExectuable)
Brandon Joneseb994362014-09-24 10:27:28 -0700836{
837 for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
838 {
839 if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature))
840 {
Geoff Langb543aff2014-09-30 14:52:54 -0400841 *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable();
842 return gl::Error(GL_NO_ERROR);
Brandon Joneseb994362014-09-24 10:27:28 -0700843 }
844 }
845
Brandon Jones22502d52014-08-29 16:58:36 -0700846 std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(mPixelHLSL, mPixelShaderKey, mUsesFragDepth,
847 outputSignature);
848
849 // Generate new pixel executable
Brandon Joneseb994362014-09-24 10:27:28 -0700850 gl::InfoLog tempInfoLog;
Geoff Langb543aff2014-09-30 14:52:54 -0400851 ShaderExecutable *pixelExecutable = NULL;
852 gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalPixelHLSL, SHADER_PIXEL,
853 mTransformFeedbackLinkedVaryings,
854 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
855 mPixelWorkarounds, &pixelExecutable);
856 if (error.isError())
857 {
858 return error;
859 }
Brandon Joneseb994362014-09-24 10:27:28 -0700860
861 if (!pixelExecutable)
862 {
863 std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3);
864 tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
865 ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]);
866 }
867 else
868 {
869 mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable));
870 }
Brandon Jones22502d52014-08-29 16:58:36 -0700871
Geoff Langb543aff2014-09-30 14:52:54 -0400872 *outExectuable = pixelExecutable;
873 return gl::Error(GL_NO_ERROR);
Brandon Jones22502d52014-08-29 16:58:36 -0700874}
875
Geoff Langb543aff2014-09-30 14:52:54 -0400876gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutable **outExectuable)
Brandon Jones22502d52014-08-29 16:58:36 -0700877{
Brandon Joneseb994362014-09-24 10:27:28 -0700878 GLenum signature[gl::MAX_VERTEX_ATTRIBS];
879 getInputLayoutSignature(inputLayout, signature);
880
881 for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
882 {
883 if (mVertexExecutables[executableIndex]->matchesSignature(signature))
884 {
Geoff Langb543aff2014-09-30 14:52:54 -0400885 *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable();
886 return gl::Error(GL_NO_ERROR);
Brandon Joneseb994362014-09-24 10:27:28 -0700887 }
888 }
889
Brandon Jones22502d52014-08-29 16:58:36 -0700890 // Generate new dynamic layout with attribute conversions
Brandon Joneseb994362014-09-24 10:27:28 -0700891 std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, mShaderAttributes);
Brandon Jones22502d52014-08-29 16:58:36 -0700892
893 // Generate new vertex executable
Brandon Joneseb994362014-09-24 10:27:28 -0700894 gl::InfoLog tempInfoLog;
Geoff Langb543aff2014-09-30 14:52:54 -0400895 ShaderExecutable *vertexExecutable = NULL;
896 gl::Error error = mRenderer->compileToExecutable(tempInfoLog, finalVertexHLSL, SHADER_VERTEX,
897 mTransformFeedbackLinkedVaryings,
898 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
899 mVertexWorkarounds, &vertexExecutable);
900 if (error.isError())
901 {
902 return error;
903 }
904
Brandon Joneseb994362014-09-24 10:27:28 -0700905 if (!vertexExecutable)
906 {
907 std::vector<char> tempCharBuffer(tempInfoLog.getLength()+3);
908 tempInfoLog.getLog(tempInfoLog.getLength(), NULL, &tempCharBuffer[0]);
909 ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]);
910 }
911 else
912 {
913 mVertexExecutables.push_back(new VertexExecutable(inputLayout, signature, vertexExecutable));
914 }
Brandon Jones22502d52014-08-29 16:58:36 -0700915
Geoff Langb543aff2014-09-30 14:52:54 -0400916 *outExectuable = vertexExecutable;
917 return gl::Error(GL_NO_ERROR);
Brandon Jones22502d52014-08-29 16:58:36 -0700918}
919
Geoff Langb543aff2014-09-30 14:52:54 -0400920gl::LinkResult ProgramD3D::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
921 int registers)
Brandon Jones44151a92014-09-10 11:32:25 -0700922{
Brandon Jones18bd4102014-09-22 14:21:44 -0700923 ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
924 ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
Brandon Jones44151a92014-09-10 11:32:25 -0700925
Brandon Joneseb994362014-09-24 10:27:28 -0700926 gl::VertexFormat defaultInputLayout[gl::MAX_VERTEX_ATTRIBS];
927 GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
Geoff Langb543aff2014-09-30 14:52:54 -0400928 ShaderExecutable *defaultVertexExecutable = NULL;
929 gl::Error error = getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable);
930 if (error.isError())
931 {
932 return gl::LinkResult(false, error);
933 }
Brandon Jones44151a92014-09-10 11:32:25 -0700934
Brandon Joneseb994362014-09-24 10:27:28 -0700935 std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey());
Geoff Langb543aff2014-09-30 14:52:54 -0400936 ShaderExecutable *defaultPixelExecutable = NULL;
937 error = getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable);
938 if (error.isError())
939 {
940 return gl::LinkResult(false, error);
941 }
Brandon Jones44151a92014-09-10 11:32:25 -0700942
Brandon Joneseb994362014-09-24 10:27:28 -0700943 if (usesGeometryShader())
944 {
945 std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShaderD3D, vertexShaderD3D);
Brandon Jones44151a92014-09-10 11:32:25 -0700946
Geoff Langb543aff2014-09-30 14:52:54 -0400947
948 error = mRenderer->compileToExecutable(infoLog, geometryHLSL, SHADER_GEOMETRY, mTransformFeedbackLinkedVaryings,
949 (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),
950 ANGLE_D3D_WORKAROUND_NONE, &mGeometryExecutable);
951 if (error.isError())
952 {
953 return gl::LinkResult(false, error);
954 }
Brandon Joneseb994362014-09-24 10:27:28 -0700955 }
956
Tibor den Ouden97049c62014-10-06 21:39:16 +0200957#ifdef ANGLE_GENERATE_SHADER_DEBUG_INFO
958 if (usesGeometryShader() && mGeometryExecutable)
959 {
960 // Geometry shaders are currently only used internally, so there is no corresponding shader object at the interface level
961 // For now the geometry shader debug info is pre-pended to the vertex shader, this is a bit of a clutch
962 vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
963 vertexShaderD3D->appendDebugInfo(mGeometryExecutable->getDebugInfo());
964 vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
965 }
966
967 if (defaultVertexExecutable)
968 {
969 vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
970 }
971
972 if (defaultPixelExecutable)
973 {
974 fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
975 }
976#endif
977
Geoff Langb543aff2014-09-30 14:52:54 -0400978 bool linkSuccess = (defaultVertexExecutable && defaultPixelExecutable && (!usesGeometryShader() || mGeometryExecutable));
979 return gl::LinkResult(linkSuccess, gl::Error(GL_NO_ERROR));
Brandon Jones18bd4102014-09-22 14:21:44 -0700980}
981
Geoff Langb543aff2014-09-30 14:52:54 -0400982gl::LinkResult ProgramD3D::link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
983 const std::vector<std::string> &transformFeedbackVaryings, GLenum transformFeedbackBufferMode,
984 int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
985 std::map<int, gl::VariableLocation> *outputVariables, const gl::Caps &caps)
Brandon Jones22502d52014-08-29 16:58:36 -0700986{
Brandon Joneseb994362014-09-24 10:27:28 -0700987 ShaderD3D *vertexShaderD3D = ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
988 ShaderD3D *fragmentShaderD3D = ShaderD3D::makeShaderD3D(fragmentShader->getImplementation());
989
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700990 mSamplersPS.resize(caps.maxTextureImageUnits);
991 mSamplersVS.resize(caps.maxVertexTextureImageUnits);
992
Brandon Joneseb994362014-09-24 10:27:28 -0700993 mTransformFeedbackBufferMode = transformFeedbackBufferMode;
Brandon Jones22502d52014-08-29 16:58:36 -0700994
995 mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
996 mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds();
997
998 mVertexHLSL = vertexShaderD3D->getTranslatedSource();
999 mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds();
Brandon Jones44151a92014-09-10 11:32:25 -07001000 mShaderVersion = vertexShaderD3D->getShaderVersion();
Brandon Jones22502d52014-08-29 16:58:36 -07001001
1002 // Map the varyings to the register file
Brandon Joneseb994362014-09-24 10:27:28 -07001003 VaryingPacking packing = { NULL };
Brandon Jones22502d52014-08-29 16:58:36 -07001004 *registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
1005
Geoff Langbdee2d52014-09-17 11:02:51 -04001006 if (*registers < 0)
Brandon Jones22502d52014-08-29 16:58:36 -07001007 {
Geoff Langb543aff2014-09-30 14:52:54 -04001008 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Jones22502d52014-08-29 16:58:36 -07001009 }
1010
1011 if (!gl::ProgramBinary::linkVaryings(infoLog, fragmentShader, vertexShader))
1012 {
Geoff Langb543aff2014-09-30 14:52:54 -04001013 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Jones22502d52014-08-29 16:58:36 -07001014 }
1015
1016 if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, *registers, packing, mPixelHLSL, mVertexHLSL,
1017 fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings,
1018 linkedVaryings, outputVariables, &mPixelShaderKey, &mUsesFragDepth))
1019 {
Geoff Langb543aff2014-09-30 14:52:54 -04001020 return gl::LinkResult(false, gl::Error(GL_NO_ERROR));
Brandon Jones22502d52014-08-29 16:58:36 -07001021 }
1022
Brandon Jones44151a92014-09-10 11:32:25 -07001023 mUsesPointSize = vertexShaderD3D->usesPointSize();
1024
Geoff Langb543aff2014-09-30 14:52:54 -04001025 return gl::LinkResult(true, gl::Error(GL_NO_ERROR));
Brandon Jones22502d52014-08-29 16:58:36 -07001026}
1027
Brandon Jones44151a92014-09-10 11:32:25 -07001028void ProgramD3D::getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const
1029{
1030 mDynamicHLSL->getInputLayoutSignature(inputLayout, signature);
1031}
1032
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001033void ProgramD3D::initializeUniformStorage()
Brandon Jonesc9610c52014-08-25 17:02:59 -07001034{
1035 // Compute total default block size
1036 unsigned int vertexRegisters = 0;
1037 unsigned int fragmentRegisters = 0;
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001038 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
Brandon Jonesc9610c52014-08-25 17:02:59 -07001039 {
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001040 const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
Brandon Jonesc9610c52014-08-25 17:02:59 -07001041
1042 if (!gl::IsSampler(uniform.type))
1043 {
1044 if (uniform.isReferencedByVertexShader())
1045 {
1046 vertexRegisters = std::max(vertexRegisters, uniform.vsRegisterIndex + uniform.registerCount);
1047 }
1048 if (uniform.isReferencedByFragmentShader())
1049 {
1050 fragmentRegisters = std::max(fragmentRegisters, uniform.psRegisterIndex + uniform.registerCount);
1051 }
1052 }
1053 }
1054
1055 mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u);
1056 mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u);
1057}
1058
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001059gl::Error ProgramD3D::applyUniforms()
Brandon Jones18bd4102014-09-22 14:21:44 -07001060{
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001061 updateSamplerMapping();
1062
1063 gl::Error error = mRenderer->applyUniforms(*this, mUniforms);
1064 if (error.isError())
1065 {
1066 return error;
1067 }
1068
1069 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
1070 {
1071 mUniforms[uniformIndex]->dirty = false;
1072 }
1073
1074 return gl::Error(GL_NO_ERROR);
Brandon Jones18bd4102014-09-22 14:21:44 -07001075}
1076
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001077gl::Error ProgramD3D::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps)
Brandon Jones18bd4102014-09-22 14:21:44 -07001078{
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001079 ASSERT(boundBuffers.size() == mUniformBlocks.size());
1080
Brandon Jones18bd4102014-09-22 14:21:44 -07001081 const gl::Buffer *vertexUniformBuffers[gl::IMPLEMENTATION_MAX_VERTEX_SHADER_UNIFORM_BUFFERS] = {NULL};
1082 const gl::Buffer *fragmentUniformBuffers[gl::IMPLEMENTATION_MAX_FRAGMENT_SHADER_UNIFORM_BUFFERS] = {NULL};
1083
1084 const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers();
1085 const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers();
1086
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001087 for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mUniformBlocks.size(); uniformBlockIndex++)
Brandon Jones18bd4102014-09-22 14:21:44 -07001088 {
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001089 gl::UniformBlock *uniformBlock = mUniformBlocks[uniformBlockIndex];
Brandon Jones18bd4102014-09-22 14:21:44 -07001090 gl::Buffer *uniformBuffer = boundBuffers[uniformBlockIndex];
1091
1092 ASSERT(uniformBlock && uniformBuffer);
1093
1094 if (uniformBuffer->getSize() < uniformBlock->dataSize)
1095 {
1096 // undefined behaviour
1097 return gl::Error(GL_INVALID_OPERATION, "It is undefined behaviour to use a uniform buffer that is too small.");
1098 }
1099
1100 // Unnecessary to apply an unreferenced standard or shared UBO
1101 if (!uniformBlock->isReferencedByVertexShader() && !uniformBlock->isReferencedByFragmentShader())
1102 {
1103 continue;
1104 }
1105
1106 if (uniformBlock->isReferencedByVertexShader())
1107 {
1108 unsigned int registerIndex = uniformBlock->vsRegisterIndex - reservedBuffersInVS;
1109 ASSERT(vertexUniformBuffers[registerIndex] == NULL);
1110 ASSERT(registerIndex < caps.maxVertexUniformBlocks);
1111 vertexUniformBuffers[registerIndex] = uniformBuffer;
1112 }
1113
1114 if (uniformBlock->isReferencedByFragmentShader())
1115 {
1116 unsigned int registerIndex = uniformBlock->psRegisterIndex - reservedBuffersInFS;
1117 ASSERT(fragmentUniformBuffers[registerIndex] == NULL);
1118 ASSERT(registerIndex < caps.maxFragmentUniformBlocks);
1119 fragmentUniformBuffers[registerIndex] = uniformBuffer;
1120 }
1121 }
1122
1123 return mRenderer->setUniformBuffers(vertexUniformBuffers, fragmentUniformBuffers);
1124}
1125
1126bool ProgramD3D::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
1127 unsigned int registerIndex, const gl::Caps &caps)
1128{
1129 if (shader == GL_VERTEX_SHADER)
1130 {
1131 uniformBlock->vsRegisterIndex = registerIndex;
1132 if (registerIndex - mRenderer->getReservedVertexUniformBuffers() >= caps.maxVertexUniformBlocks)
1133 {
1134 infoLog.append("Vertex shader uniform block count exceed GL_MAX_VERTEX_UNIFORM_BLOCKS (%u)", caps.maxVertexUniformBlocks);
1135 return false;
1136 }
1137 }
1138 else if (shader == GL_FRAGMENT_SHADER)
1139 {
1140 uniformBlock->psRegisterIndex = registerIndex;
1141 if (registerIndex - mRenderer->getReservedFragmentUniformBuffers() >= caps.maxFragmentUniformBlocks)
1142 {
1143 infoLog.append("Fragment shader uniform block count exceed GL_MAX_FRAGMENT_UNIFORM_BLOCKS (%u)", caps.maxFragmentUniformBlocks);
1144 return false;
1145 }
1146 }
1147 else UNREACHABLE();
1148
1149 return true;
1150}
1151
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001152void ProgramD3D::dirtyAllUniforms()
Brandon Jones18bd4102014-09-22 14:21:44 -07001153{
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001154 unsigned int numUniforms = mUniforms.size();
1155 for (unsigned int index = 0; index < numUniforms; index++)
Brandon Jones18bd4102014-09-22 14:21:44 -07001156 {
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001157 mUniforms[index]->dirty = true;
Brandon Jones18bd4102014-09-22 14:21:44 -07001158 }
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001159}
1160
1161void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
1162{
1163 setUniform(location, count, v, GL_FLOAT);
1164}
1165
1166void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1167{
1168 setUniform(location, count, v, GL_FLOAT_VEC2);
1169}
1170
1171void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
1172{
1173 setUniform(location, count, v, GL_FLOAT_VEC3);
1174}
1175
1176void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
1177{
1178 setUniform(location, count, v, GL_FLOAT_VEC4);
1179}
1180
1181void ProgramD3D::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1182{
1183 setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2);
1184}
1185
1186void ProgramD3D::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1187{
1188 setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3);
1189}
1190
1191void ProgramD3D::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1192{
1193 setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4);
1194}
1195
1196void ProgramD3D::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1197{
1198 setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3);
1199}
1200
1201void ProgramD3D::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1202{
1203 setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2);
1204}
1205
1206void ProgramD3D::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1207{
1208 setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4);
1209}
1210
1211void ProgramD3D::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1212{
1213 setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2);
1214}
1215
1216void ProgramD3D::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1217{
1218 setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4);
1219}
1220
1221void ProgramD3D::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
1222{
1223 setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3);
1224}
1225
1226void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
1227{
1228 setUniform(location, count, v, GL_INT);
1229}
1230
1231void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
1232{
1233 setUniform(location, count, v, GL_INT_VEC2);
1234}
1235
1236void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
1237{
1238 setUniform(location, count, v, GL_INT_VEC3);
1239}
1240
1241void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
1242{
1243 setUniform(location, count, v, GL_INT_VEC4);
1244}
1245
1246void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
1247{
1248 setUniform(location, count, v, GL_UNSIGNED_INT);
1249}
1250
1251void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
1252{
1253 setUniform(location, count, v, GL_UNSIGNED_INT_VEC2);
1254}
1255
1256void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
1257{
1258 setUniform(location, count, v, GL_UNSIGNED_INT_VEC3);
1259}
1260
1261void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
1262{
1263 setUniform(location, count, v, GL_UNSIGNED_INT_VEC4);
1264}
1265
1266void ProgramD3D::getUniformfv(GLint location, GLfloat *params)
1267{
1268 getUniformv(location, params, GL_FLOAT);
1269}
1270
1271void ProgramD3D::getUniformiv(GLint location, GLint *params)
1272{
1273 getUniformv(location, params, GL_INT);
1274}
1275
1276void ProgramD3D::getUniformuiv(GLint location, GLuint *params)
1277{
1278 getUniformv(location, params, GL_UNSIGNED_INT);
1279}
1280
1281bool ProgramD3D::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
1282 const gl::Caps &caps)
1283{
1284 const rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader.getImplementation());
1285 const rx::ShaderD3D *fragmentShaderD3D = rx::ShaderD3D::makeShaderD3D(fragmentShader.getImplementation());
1286
1287 const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
1288 const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
1289
1290 // Check that uniforms defined in the vertex and fragment shaders are identical
1291 typedef std::map<std::string, const sh::Uniform*> UniformMap;
1292 UniformMap linkedUniforms;
1293
1294 for (unsigned int vertexUniformIndex = 0; vertexUniformIndex < vertexUniforms.size(); vertexUniformIndex++)
Brandon Jones18bd4102014-09-22 14:21:44 -07001295 {
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001296 const sh::Uniform &vertexUniform = vertexUniforms[vertexUniformIndex];
1297 linkedUniforms[vertexUniform.name] = &vertexUniform;
1298 }
1299
1300 for (unsigned int fragmentUniformIndex = 0; fragmentUniformIndex < fragmentUniforms.size(); fragmentUniformIndex++)
1301 {
1302 const sh::Uniform &fragmentUniform = fragmentUniforms[fragmentUniformIndex];
1303 UniformMap::const_iterator entry = linkedUniforms.find(fragmentUniform.name);
1304 if (entry != linkedUniforms.end())
1305 {
1306 const sh::Uniform &vertexUniform = *entry->second;
1307 const std::string &uniformName = "uniform '" + vertexUniform.name + "'";
1308 if (!gl::ProgramBinary::linkValidateUniforms(infoLog, uniformName, vertexUniform, fragmentUniform))
1309 {
1310 return false;
1311 }
1312 }
1313 }
1314
1315 for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
1316 {
1317 const sh::Uniform &uniform = vertexUniforms[uniformIndex];
1318
1319 if (uniform.staticUse)
1320 {
1321 defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
1322 }
1323 }
1324
1325 for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
1326 {
1327 const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
1328
1329 if (uniform.staticUse)
1330 {
1331 defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
1332 }
1333 }
1334
1335 if (!indexUniforms(infoLog, caps))
1336 {
1337 return false;
1338 }
1339
1340 initializeUniformStorage();
1341
1342 // special case for gl_DepthRange, the only built-in uniform (also a struct)
1343 if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
1344 {
1345 const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
1346
1347 mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0, -1, defaultInfo));
1348 mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0, -1, defaultInfo));
1349 mUniforms.push_back(new gl::LinkedUniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0, -1, defaultInfo));
1350 }
1351
1352 return true;
1353}
1354
1355void ProgramD3D::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
1356{
1357 ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader);
1358 sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
1359 encoder.skipRegisters(uniformRegister);
1360
1361 defineUniform(shader, uniform, uniform.name, &encoder);
1362}
1363
1364void ProgramD3D::defineUniform(GLenum shader, const sh::ShaderVariable &uniform,
1365 const std::string &fullName, sh::HLSLBlockEncoder *encoder)
1366{
1367 if (uniform.isStruct())
1368 {
1369 for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++)
1370 {
1371 const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : "");
1372
1373 encoder->enterAggregateType();
1374
1375 for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++)
1376 {
1377 const sh::ShaderVariable &field = uniform.fields[fieldIndex];
1378 const std::string &fieldFullName = (fullName + elementString + "." + field.name);
1379
1380 defineUniform(shader, field, fieldFullName, encoder);
1381 }
1382
1383 encoder->exitAggregateType();
1384 }
1385 }
1386 else // Not a struct
1387 {
1388 // Arrays are treated as aggregate types
1389 if (uniform.isArray())
1390 {
1391 encoder->enterAggregateType();
1392 }
1393
1394 gl::LinkedUniform *linkedUniform = getUniformByName(fullName);
1395
1396 if (!linkedUniform)
1397 {
1398 linkedUniform = new gl::LinkedUniform(uniform.type, uniform.precision, fullName, uniform.arraySize,
1399 -1, sh::BlockMemberInfo::getDefaultBlockInfo());
1400 ASSERT(linkedUniform);
1401 linkedUniform->registerElement = encoder->getCurrentElement();
1402 mUniforms.push_back(linkedUniform);
1403 }
1404
1405 ASSERT(linkedUniform->registerElement == encoder->getCurrentElement());
1406
1407 if (shader == GL_FRAGMENT_SHADER)
1408 {
1409 linkedUniform->psRegisterIndex = encoder->getCurrentRegister();
1410 }
1411 else if (shader == GL_VERTEX_SHADER)
1412 {
1413 linkedUniform->vsRegisterIndex = encoder->getCurrentRegister();
1414 }
1415 else UNREACHABLE();
1416
1417 // Advance the uniform offset, to track registers allocation for structs
1418 encoder->encodeType(uniform.type, uniform.arraySize, false);
1419
1420 // Arrays are treated as aggregate types
1421 if (uniform.isArray())
1422 {
1423 encoder->exitAggregateType();
1424 }
1425 }
1426}
1427
1428template <typename T>
1429static inline void SetIfDirty(T *dest, const T& source, bool *dirtyFlag)
1430{
1431 ASSERT(dest != NULL);
1432 ASSERT(dirtyFlag != NULL);
1433
1434 *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0);
1435 *dest = source;
1436}
1437
1438template <typename T>
1439void ProgramD3D::setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType)
1440{
1441 const int components = gl::VariableComponentCount(targetUniformType);
1442 const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType);
1443
1444 gl::LinkedUniform *targetUniform = getUniformByLocation(location);
1445
1446 int elementCount = targetUniform->elementCount();
1447
1448 count = std::min(elementCount - (int)mUniformIndex[location].element, count);
1449
1450 if (targetUniform->type == targetUniformType)
1451 {
1452 T *target = reinterpret_cast<T*>(targetUniform->data) + mUniformIndex[location].element * 4;
1453
1454 for (int i = 0; i < count; i++)
1455 {
1456 T *dest = target + (i * 4);
1457 const T *source = v + (i * components);
1458
1459 for (int c = 0; c < components; c++)
1460 {
1461 SetIfDirty(dest + c, source[c], &targetUniform->dirty);
1462 }
1463 for (int c = components; c < 4; c++)
1464 {
1465 SetIfDirty(dest + c, T(0), &targetUniform->dirty);
1466 }
1467 }
1468 }
1469 else if (targetUniform->type == targetBoolType)
1470 {
1471 GLint *boolParams = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
1472
1473 for (int i = 0; i < count; i++)
1474 {
1475 GLint *dest = boolParams + (i * 4);
1476 const T *source = v + (i * components);
1477
1478 for (int c = 0; c < components; c++)
1479 {
1480 SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, &targetUniform->dirty);
1481 }
1482 for (int c = components; c < 4; c++)
1483 {
1484 SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty);
1485 }
1486 }
1487 }
1488 else if (gl::IsSampler(targetUniform->type))
1489 {
1490 ASSERT(targetUniformType == GL_INT);
1491
1492 GLint *target = reinterpret_cast<GLint*>(targetUniform->data) + mUniformIndex[location].element * 4;
1493
1494 bool wasDirty = targetUniform->dirty;
1495
1496 for (int i = 0; i < count; i++)
1497 {
1498 GLint *dest = target + (i * 4);
1499 const GLint *source = reinterpret_cast<const GLint*>(v) + (i * components);
1500
1501 SetIfDirty(dest + 0, source[0], &targetUniform->dirty);
1502 SetIfDirty(dest + 1, 0, &targetUniform->dirty);
1503 SetIfDirty(dest + 2, 0, &targetUniform->dirty);
1504 SetIfDirty(dest + 3, 0, &targetUniform->dirty);
1505 }
1506
1507 if (!wasDirty && targetUniform->dirty)
1508 {
1509 mDirtySamplerMapping = true;
1510 }
Brandon Jones18bd4102014-09-22 14:21:44 -07001511 }
1512 else UNREACHABLE();
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001513}
Brandon Jones18bd4102014-09-22 14:21:44 -07001514
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001515template<typename T>
1516bool transposeMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
1517{
1518 bool dirty = false;
1519 int copyWidth = std::min(targetHeight, srcWidth);
1520 int copyHeight = std::min(targetWidth, srcHeight);
1521
1522 for (int x = 0; x < copyWidth; x++)
1523 {
1524 for (int y = 0; y < copyHeight; y++)
1525 {
1526 SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), &dirty);
1527 }
1528 }
1529 // clear unfilled right side
1530 for (int y = 0; y < copyWidth; y++)
1531 {
1532 for (int x = copyHeight; x < targetWidth; x++)
1533 {
1534 SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
1535 }
1536 }
1537 // clear unfilled bottom.
1538 for (int y = copyWidth; y < targetHeight; y++)
1539 {
1540 for (int x = 0; x < targetWidth; x++)
1541 {
1542 SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
1543 }
1544 }
1545
1546 return dirty;
1547}
1548
1549template<typename T>
1550bool expandMatrix(T *target, const GLfloat *value, int targetWidth, int targetHeight, int srcWidth, int srcHeight)
1551{
1552 bool dirty = false;
1553 int copyWidth = std::min(targetWidth, srcWidth);
1554 int copyHeight = std::min(targetHeight, srcHeight);
1555
1556 for (int y = 0; y < copyHeight; y++)
1557 {
1558 for (int x = 0; x < copyWidth; x++)
1559 {
1560 SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), &dirty);
1561 }
1562 }
1563 // clear unfilled right side
1564 for (int y = 0; y < copyHeight; y++)
1565 {
1566 for (int x = copyWidth; x < targetWidth; x++)
1567 {
1568 SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
1569 }
1570 }
1571 // clear unfilled bottom.
1572 for (int y = copyHeight; y < targetHeight; y++)
1573 {
1574 for (int x = 0; x < targetWidth; x++)
1575 {
1576 SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty);
1577 }
1578 }
1579
1580 return dirty;
1581}
1582
1583template <int cols, int rows>
1584void ProgramD3D::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType)
1585{
1586 gl::LinkedUniform *targetUniform = getUniformByLocation(location);
1587
1588 int elementCount = targetUniform->elementCount();
1589
1590 count = std::min(elementCount - (int)mUniformIndex[location].element, count);
1591 const unsigned int targetMatrixStride = (4 * rows);
1592 GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * targetMatrixStride);
1593
1594 for (int i = 0; i < count; i++)
1595 {
1596 // Internally store matrices as transposed versions to accomodate HLSL matrix indexing
1597 if (transpose == GL_FALSE)
1598 {
1599 targetUniform->dirty = transposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || targetUniform->dirty;
1600 }
1601 else
1602 {
1603 targetUniform->dirty = expandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || targetUniform->dirty;
1604 }
1605 target += targetMatrixStride;
1606 value += cols * rows;
1607 }
1608}
1609
1610template <typename T>
1611void ProgramD3D::getUniformv(GLint location, T *params, GLenum uniformType)
1612{
1613 gl::LinkedUniform *targetUniform = mUniforms[mUniformIndex[location].index];
1614
1615 if (gl::IsMatrixType(targetUniform->type))
1616 {
1617 const int rows = gl::VariableRowCount(targetUniform->type);
1618 const int cols = gl::VariableColumnCount(targetUniform->type);
1619 transposeMatrix(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4 * rows, rows, cols, 4, rows);
1620 }
1621 else if (uniformType == gl::VariableComponentType(targetUniform->type))
1622 {
1623 unsigned int size = gl::VariableComponentCount(targetUniform->type);
1624 memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(T),
1625 size * sizeof(T));
1626 }
1627 else
1628 {
1629 unsigned int size = gl::VariableComponentCount(targetUniform->type);
1630 switch (gl::VariableComponentType(targetUniform->type))
1631 {
1632 case GL_BOOL:
1633 {
1634 GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
1635
1636 for (unsigned int i = 0; i < size; i++)
1637 {
1638 params[i] = (boolParams[i] == GL_FALSE) ? static_cast<T>(0) : static_cast<T>(1);
1639 }
1640 }
1641 break;
1642
1643 case GL_FLOAT:
1644 {
1645 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
1646
1647 for (unsigned int i = 0; i < size; i++)
1648 {
1649 params[i] = static_cast<T>(floatParams[i]);
1650 }
1651 }
1652 break;
1653
1654 case GL_INT:
1655 {
1656 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
1657
1658 for (unsigned int i = 0; i < size; i++)
1659 {
1660 params[i] = static_cast<T>(intParams[i]);
1661 }
1662 }
1663 break;
1664
1665 case GL_UNSIGNED_INT:
1666 {
1667 GLuint *uintParams = (GLuint*)targetUniform->data + mUniformIndex[location].element * 4;
1668
1669 for (unsigned int i = 0; i < size; i++)
1670 {
1671 params[i] = static_cast<T>(uintParams[i]);
1672 }
1673 }
1674 break;
1675
1676 default: UNREACHABLE();
1677 }
1678 }
1679}
1680
1681template <typename VarT>
1682void ProgramD3D::defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
1683 sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
1684 bool inRowMajorLayout)
1685{
1686 for (unsigned int uniformIndex = 0; uniformIndex < fields.size(); uniformIndex++)
1687 {
1688 const VarT &field = fields[uniformIndex];
1689 const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name);
1690
1691 if (field.isStruct())
1692 {
1693 bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field));
1694
1695 for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++)
1696 {
1697 encoder->enterAggregateType();
1698
1699 const std::string uniformElementName = fieldName + (field.isArray() ? ArrayString(arrayElement) : "");
1700 defineUniformBlockMembers(field.fields, uniformElementName, blockIndex, encoder, blockUniformIndexes, rowMajorLayout);
1701
1702 encoder->exitAggregateType();
1703 }
1704 }
1705 else
1706 {
1707 bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout);
1708
1709 sh::BlockMemberInfo memberInfo = encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix);
1710
1711 gl::LinkedUniform *newUniform = new gl::LinkedUniform(field.type, field.precision, fieldName, field.arraySize,
1712 blockIndex, memberInfo);
1713
1714 // add to uniform list, but not index, since uniform block uniforms have no location
1715 blockUniformIndexes->push_back(mUniforms.size());
1716 mUniforms.push_back(newUniform);
1717 }
1718 }
1719}
1720
1721bool ProgramD3D::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
1722 const gl::Caps &caps)
1723{
1724 const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation());
1725
1726 // create uniform block entries if they do not exist
1727 if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
1728 {
1729 std::vector<unsigned int> blockUniformIndexes;
1730 const unsigned int blockIndex = mUniformBlocks.size();
1731
1732 // define member uniforms
1733 sh::BlockLayoutEncoder *encoder = NULL;
1734
1735 if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD)
1736 {
1737 encoder = new sh::Std140BlockEncoder;
1738 }
1739 else
1740 {
1741 encoder = new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED);
1742 }
1743 ASSERT(encoder);
1744
1745 defineUniformBlockMembers(interfaceBlock.fields, "", blockIndex, encoder, &blockUniformIndexes, interfaceBlock.isRowMajorLayout);
1746
1747 size_t dataSize = encoder->getBlockSize();
1748
1749 // create all the uniform blocks
1750 if (interfaceBlock.arraySize > 0)
1751 {
1752 for (unsigned int uniformBlockElement = 0; uniformBlockElement < interfaceBlock.arraySize; uniformBlockElement++)
1753 {
1754 gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, uniformBlockElement, dataSize);
1755 newUniformBlock->memberUniformIndexes = blockUniformIndexes;
1756 mUniformBlocks.push_back(newUniformBlock);
1757 }
1758 }
1759 else
1760 {
1761 gl::UniformBlock *newUniformBlock = new gl::UniformBlock(interfaceBlock.name, GL_INVALID_INDEX, dataSize);
1762 newUniformBlock->memberUniformIndexes = blockUniformIndexes;
1763 mUniformBlocks.push_back(newUniformBlock);
1764 }
1765 }
1766
1767 if (interfaceBlock.staticUse)
1768 {
1769 // Assign registers to the uniform blocks
1770 const GLuint blockIndex = getUniformBlockIndex(interfaceBlock.name);
1771 const unsigned int elementCount = std::max(1u, interfaceBlock.arraySize);
1772 ASSERT(blockIndex != GL_INVALID_INDEX);
1773 ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
1774
1775 unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
1776
1777 for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
1778 {
1779 gl::UniformBlock *uniformBlock = mUniformBlocks[blockIndex + uniformBlockElement];
1780 ASSERT(uniformBlock->name == interfaceBlock.name);
1781
1782 if (!assignUniformBlockRegister(infoLog, uniformBlock, shader.getType(),
1783 interfaceBlockRegister + uniformBlockElement, caps))
1784 {
1785 return false;
1786 }
1787 }
1788 }
1789
1790 return true;
1791}
1792
1793bool ProgramD3D::assignSamplers(unsigned int startSamplerIndex,
1794 GLenum samplerType,
1795 unsigned int samplerCount,
1796 std::vector<Sampler> &outSamplers,
1797 GLuint *outUsedRange)
1798{
1799 unsigned int samplerIndex = startSamplerIndex;
1800
1801 do
1802 {
1803 if (samplerIndex < outSamplers.size())
1804 {
1805 Sampler& sampler = outSamplers[samplerIndex];
1806 sampler.active = true;
1807 sampler.textureType = GetTextureType(samplerType);
1808 sampler.logicalTextureUnit = 0;
1809 *outUsedRange = std::max(samplerIndex + 1, *outUsedRange);
1810 }
1811 else
1812 {
1813 return false;
1814 }
1815
1816 samplerIndex++;
1817 } while (samplerIndex < startSamplerIndex + samplerCount);
1818
1819 return true;
1820}
1821
1822bool ProgramD3D::indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps)
1823{
1824 ASSERT(gl::IsSampler(uniform.type));
1825 ASSERT(uniform.vsRegisterIndex != GL_INVALID_INDEX || uniform.psRegisterIndex != GL_INVALID_INDEX);
1826
1827 if (uniform.vsRegisterIndex != GL_INVALID_INDEX)
1828 {
1829 if (!assignSamplers(uniform.vsRegisterIndex, uniform.type, uniform.arraySize, mSamplersVS,
1830 &mUsedVertexSamplerRange))
1831 {
1832 infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).",
1833 mSamplersVS.size());
1834 return false;
1835 }
1836
1837 unsigned int maxVertexVectors = mRenderer->getReservedVertexUniformVectors() + caps.maxVertexUniformVectors;
1838 if (uniform.vsRegisterIndex + uniform.registerCount > maxVertexVectors)
1839 {
1840 infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)",
1841 caps.maxVertexUniformVectors);
1842 return false;
1843 }
1844 }
1845
1846 if (uniform.psRegisterIndex != GL_INVALID_INDEX)
1847 {
1848 if (!assignSamplers(uniform.psRegisterIndex, uniform.type, uniform.arraySize, mSamplersPS,
1849 &mUsedPixelSamplerRange))
1850 {
1851 infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).",
1852 mSamplersPS.size());
1853 return false;
1854 }
1855
1856 unsigned int maxFragmentVectors = mRenderer->getReservedFragmentUniformVectors() + caps.maxFragmentUniformVectors;
1857 if (uniform.psRegisterIndex + uniform.registerCount > maxFragmentVectors)
1858 {
1859 infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)",
1860 caps.maxFragmentUniformVectors);
1861 return false;
1862 }
1863 }
1864
1865 return true;
1866}
1867
1868bool ProgramD3D::indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps)
1869{
1870 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
1871 {
1872 const gl::LinkedUniform &uniform = *mUniforms[uniformIndex];
1873
1874 if (gl::IsSampler(uniform.type))
1875 {
1876 if (!indexSamplerUniform(uniform, infoLog, caps))
1877 {
1878 return false;
1879 }
1880 }
1881
1882 for (unsigned int arrayElementIndex = 0; arrayElementIndex < uniform.elementCount(); arrayElementIndex++)
1883 {
1884 mUniformIndex.push_back(gl::VariableLocation(uniform.name, arrayElementIndex, uniformIndex));
1885 }
1886 }
1887
1888 return true;
Brandon Jones18bd4102014-09-22 14:21:44 -07001889}
1890
Brandon Jonesc9610c52014-08-25 17:02:59 -07001891void ProgramD3D::reset()
1892{
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001893 ProgramImpl::reset();
1894
Brandon Joneseb994362014-09-24 10:27:28 -07001895 SafeDeleteContainer(mVertexExecutables);
1896 SafeDeleteContainer(mPixelExecutables);
1897 SafeDelete(mGeometryExecutable);
1898
1899 mTransformFeedbackBufferMode = GL_NONE;
Brandon Joneseb994362014-09-24 10:27:28 -07001900
Brandon Jones22502d52014-08-29 16:58:36 -07001901 mVertexHLSL.clear();
Brandon Joneseb994362014-09-24 10:27:28 -07001902 mVertexWorkarounds = ANGLE_D3D_WORKAROUND_NONE;
Brandon Jones44151a92014-09-10 11:32:25 -07001903 mShaderVersion = 100;
Brandon Jones22502d52014-08-29 16:58:36 -07001904
1905 mPixelHLSL.clear();
Brandon Joneseb994362014-09-24 10:27:28 -07001906 mPixelWorkarounds = ANGLE_D3D_WORKAROUND_NONE;
Brandon Jones22502d52014-08-29 16:58:36 -07001907 mUsesFragDepth = false;
1908 mPixelShaderKey.clear();
Brandon Jones44151a92014-09-10 11:32:25 -07001909 mUsesPointSize = false;
Brandon Jones22502d52014-08-29 16:58:36 -07001910
Brandon Jonesc9610c52014-08-25 17:02:59 -07001911 SafeDelete(mVertexUniformStorage);
1912 SafeDelete(mFragmentUniformStorage);
Brandon Jones1a8a7e32014-10-01 12:49:30 -07001913
1914 mSamplersPS.clear();
1915 mSamplersVS.clear();
1916
1917 mUsedVertexSamplerRange = 0;
1918 mUsedPixelSamplerRange = 0;
1919 mDirtySamplerMapping = true;
Brandon Jonesc9610c52014-08-25 17:02:59 -07001920}
1921
1922}