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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 Madill437d2662014-12-05 14:23:35 -050012#include "libANGLE/Constants.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050013#include "libANGLE/renderer/ProgramImpl.h"
14#include "libANGLE/renderer/Workarounds.h"
Geoff Lang7dd2e102014-11-10 15:19:26 -050015#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Brandon Jonesc9610c52014-08-25 17:02:59 -070016
Brandon Jones22502d52014-08-29 16:58:36 -070017#include <string>
18#include <vector>
19
Brandon Jonesc9610c52014-08-25 17:02:59 -070020namespace gl
21{
22struct LinkedUniform;
Brandon Jones22502d52014-08-29 16:58:36 -070023struct VariableLocation;
Brandon Jonesc9610c52014-08-25 17:02:59 -070024struct VertexFormat;
25}
26
27namespace rx
28{
Jamie Madill93e13fb2014-11-06 15:27:25 -050029class RendererD3D;
Geoff Lang359ef262015-01-05 14:42:29 -050030class UniformStorageD3D;
31class ShaderExecutableD3D;
Brandon Jonesc9610c52014-08-25 17:02:59 -070032
Jamie Madill2db1fbb2014-12-03 10:58:55 -050033#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
34// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
35// It should only be used selectively to work around specific bugs.
36#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
37#endif
38
Brandon Jonesc9610c52014-08-25 17:02:59 -070039class ProgramD3D : public ProgramImpl
40{
41 public:
Jamie Madill30d6c252014-11-13 10:03:33 -050042 ProgramD3D(RendererD3D *renderer);
Brandon Jonesc9610c52014-08-25 17:02:59 -070043 virtual ~ProgramD3D();
44
45 static ProgramD3D *makeProgramD3D(ProgramImpl *impl);
46 static const ProgramD3D *makeProgramD3D(const ProgramImpl *impl);
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 Joneseb994362014-09-24 10:27:28 -070050 GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
Brandon Jones1a8a7e32014-10-01 12:49:30 -070051
52 GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
53 GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
54 GLint getUsedSamplerRange(gl::SamplerType type) const;
55 void updateSamplerMapping();
56 bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
Brandon Jones44151a92014-09-10 11:32:25 -070057
Brandon Joneseb994362014-09-24 10:27:28 -070058 bool usesPointSize() const { return mUsesPointSize; }
Brandon Jones44151a92014-09-10 11:32:25 -070059 bool usesPointSpriteEmulation() const;
60 bool usesGeometryShader() 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);
68 gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
69 ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -070070
Geoff Lang7dd2e102014-11-10 15:19:26 -050071 LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
72 int registers);
Brandon Jones22502d52014-08-29 16:58:36 -070073
Geoff Lang7dd2e102014-11-10 15:19:26 -050074 LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
75 gl::Shader *fragmentShader, gl::Shader *vertexShader,
76 const std::vector<std::string> &transformFeedbackVaryings,
77 GLenum transformFeedbackBufferMode,
78 int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
79 std::map<int, gl::VariableLocation> *outputVariables);
Brandon Jonesc9610c52014-08-25 17:02:59 -070080
Brandon Jones44151a92014-09-10 11:32:25 -070081 void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
82
Brandon Jones1a8a7e32014-10-01 12:49:30 -070083 void initializeUniformStorage();
84 gl::Error applyUniforms();
85 gl::Error applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps);
Brandon Jones18bd4102014-09-22 14:21:44 -070086 bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
87 unsigned int registerIndex, const gl::Caps &caps);
Brandon Jones1a8a7e32014-10-01 12:49:30 -070088 void dirtyAllUniforms();
89
90 void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
91 void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
92 void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
93 void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
94 void setUniform1iv(GLint location, GLsizei count, const GLint *v);
95 void setUniform2iv(GLint location, GLsizei count, const GLint *v);
96 void setUniform3iv(GLint location, GLsizei count, const GLint *v);
97 void setUniform4iv(GLint location, GLsizei count, const GLint *v);
98 void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
99 void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
100 void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
101 void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
102 void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
103 void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
104 void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
105 void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
106 void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
107 void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
108 void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109 void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110 void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
111
112 void getUniformfv(GLint location, GLfloat *params);
113 void getUniformiv(GLint location, GLint *params);
114 void getUniformuiv(GLint location, GLuint *params);
Brandon Jonesc9610c52014-08-25 17:02:59 -0700115
Geoff Lang359ef262015-01-05 14:42:29 -0500116 const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
117 const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
Brandon Jonesc9610c52014-08-25 17:02:59 -0700118
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700119 bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
120 const gl::Caps &caps);
121 bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
122
Brandon Jonesc9610c52014-08-25 17:02:59 -0700123 void reset();
124
Geoff Lang7dd2e102014-11-10 15:19:26 -0500125 unsigned int getSerial() const;
126
Jamie Madill437d2662014-12-05 14:23:35 -0500127 void initAttributesByLayout();
128 void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS],
129 int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]) const;
130
Brandon Jonesc9610c52014-08-25 17:02:59 -0700131 private:
132 DISALLOW_COPY_AND_ASSIGN(ProgramD3D);
133
Brandon Joneseb994362014-09-24 10:27:28 -0700134 class VertexExecutable
135 {
136 public:
137 VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
138 const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
Geoff Lang359ef262015-01-05 14:42:29 -0500139 ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700140 ~VertexExecutable();
141
142 bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
143
144 const gl::VertexFormat *inputs() const { return mInputs; }
145 const GLenum *signature() const { return mSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500146 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700147
148 private:
149 gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
150 GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
Geoff Lang359ef262015-01-05 14:42:29 -0500151 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700152 };
153
154 class PixelExecutable
155 {
156 public:
Geoff Lang359ef262015-01-05 14:42:29 -0500157 PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
Brandon Joneseb994362014-09-24 10:27:28 -0700158 ~PixelExecutable();
159
160 bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
161
162 const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
Geoff Lang359ef262015-01-05 14:42:29 -0500163 ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
Brandon Joneseb994362014-09-24 10:27:28 -0700164
165 private:
166 std::vector<GLenum> mOutputSignature;
Geoff Lang359ef262015-01-05 14:42:29 -0500167 ShaderExecutableD3D *mShaderExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700168 };
169
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700170 struct Sampler
171 {
172 Sampler();
173
174 bool active;
175 GLint logicalTextureUnit;
176 GLenum textureType;
177 };
178
Geoff Lang492a7e42014-11-05 13:27:06 -0500179 void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
180 void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700181 sh::HLSLBlockEncoder *encoder);
182 bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
183 bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
184 static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
185 std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
186
187 template <typename T>
188 void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
189
190 template <int cols, int rows>
191 void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
192
193 template <typename T>
194 void getUniformv(GLint location, T *params, GLenum uniformType);
195
196 template <typename VarT>
197 void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
198 sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
199 bool inRowMajorLayout);
200
Jamie Madill93e13fb2014-11-06 15:27:25 -0500201 RendererD3D *mRenderer;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700202 DynamicHLSL *mDynamicHLSL;
203
Brandon Joneseb994362014-09-24 10:27:28 -0700204 std::vector<VertexExecutable *> mVertexExecutables;
205 std::vector<PixelExecutable *> mPixelExecutables;
Geoff Lang359ef262015-01-05 14:42:29 -0500206 ShaderExecutableD3D *mGeometryExecutable;
Brandon Joneseb994362014-09-24 10:27:28 -0700207
Brandon Jones22502d52014-08-29 16:58:36 -0700208 std::string mVertexHLSL;
Jamie Madill30d6c252014-11-13 10:03:33 -0500209 D3DWorkaroundType mVertexWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700210
211 std::string mPixelHLSL;
Jamie Madill30d6c252014-11-13 10:03:33 -0500212 D3DWorkaroundType mPixelWorkarounds;
Brandon Jones22502d52014-08-29 16:58:36 -0700213 bool mUsesFragDepth;
Jamie Madill30d6c252014-11-13 10:03:33 -0500214 std::vector<PixelShaderOutputVariable> mPixelShaderKey;
Brandon Jones22502d52014-08-29 16:58:36 -0700215
Brandon Jones44151a92014-09-10 11:32:25 -0700216 bool mUsesPointSize;
217
Geoff Lang359ef262015-01-05 14:42:29 -0500218 UniformStorageD3D *mVertexUniformStorage;
219 UniformStorageD3D *mFragmentUniformStorage;
Brandon Jones44151a92014-09-10 11:32:25 -0700220
Brandon Joneseb994362014-09-24 10:27:28 -0700221 GLenum mTransformFeedbackBufferMode;
Brandon Joneseb994362014-09-24 10:27:28 -0700222
Brandon Jones1a8a7e32014-10-01 12:49:30 -0700223 std::vector<Sampler> mSamplersPS;
224 std::vector<Sampler> mSamplersVS;
225 GLuint mUsedVertexSamplerRange;
226 GLuint mUsedPixelSamplerRange;
227 bool mDirtySamplerMapping;
Brandon Joneseb994362014-09-24 10:27:28 -0700228
Brandon Jones44151a92014-09-10 11:32:25 -0700229 int mShaderVersion;
Geoff Lang7dd2e102014-11-10 15:19:26 -0500230
Jamie Madill437d2662014-12-05 14:23:35 -0500231 int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
232
Geoff Lang7dd2e102014-11-10 15:19:26 -0500233 unsigned int mSerial;
234
235 static unsigned int issueSerial();
236 static unsigned int mCurrentSerial;
Brandon Jonesc9610c52014-08-25 17:02:59 -0700237};
238
239}
240
Geoff Lang0a73dd82014-11-19 16:18:08 -0500241#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_