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Brandon Jonesf05cdee2014-08-27 15:24:07 -07001#include "precompiled.h"
2//
3// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
4// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
9
10#include "libGLESv2/renderer/d3d/ShaderD3D.h"
11
12#include "common/utilities.h"
13#include "libGLESv2/Shader.h"
14#include "libGLESv2/renderer/Renderer.h"
15#include "libGLESv2/main.h"
16
17namespace rx
18{
19
20void *ShaderD3D::mFragmentCompiler = NULL;
21void *ShaderD3D::mVertexCompiler = NULL;
22
23template <typename VarT>
24const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
25{
26 // TODO: handle staticUse. for now, assume all returned variables are active.
27 ASSERT(variableList);
28 return variableList;
29}
30
31ShaderD3D::ShaderD3D(rx::Renderer *renderer)
32 : ShaderImpl(),
33 mRenderer(renderer),
34 mShaderVersion(100)
35{
36 uncompile();
37 initializeCompiler();
38}
39
40ShaderD3D::~ShaderD3D()
41{
42}
43
44ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
45{
46 ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
47 return static_cast<ShaderD3D*>(impl);
48}
49
50const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
51{
52 ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
53 return static_cast<const ShaderD3D*>(impl);
54}
55
56// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
57void ShaderD3D::initializeCompiler()
58{
59 if (!mFragmentCompiler)
60 {
61 int result = ShInitialize();
62
63 if (result)
64 {
65 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
66
67 ShBuiltInResources resources;
68 ShInitBuiltInResources(&resources);
69
70 // TODO(geofflang): use context's caps
71 const gl::Caps &caps = mRenderer->getRendererCaps();
72 const gl::Extensions &extensions = mRenderer->getRendererExtensions();
73
74 resources.MaxVertexAttribs = caps.maxVertexAttributes;
75 resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
76 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
77 resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
78 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
79 resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
80 resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
81 resources.MaxDrawBuffers = caps.maxDrawBuffers;
82 resources.OES_standard_derivatives = extensions.standardDerivatives;
83 resources.EXT_draw_buffers = extensions.drawBuffers;
84 resources.EXT_shader_texture_lod = 1;
85 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
86 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
87 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
88 // GLSL ES 3.0 constants
89 resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
90 resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
91 resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
92 resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
93
94 mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
95 mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
96 }
97 }
98}
99
100void ShaderD3D::releaseCompiler()
101{
102 ShDestruct(mFragmentCompiler);
103 ShDestruct(mVertexCompiler);
104
105 mFragmentCompiler = NULL;
106 mVertexCompiler = NULL;
107
108 ShFinalize();
109}
110
111void ShaderD3D::parseVaryings(void *compiler)
112{
113 if (!mHlsl.empty())
114 {
115 const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
116 ASSERT(activeVaryings);
117
118 for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
119 {
120 mVaryings.push_back(gl::PackedVarying((*activeVaryings)[varyingIndex]));
121 }
122
123 mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
124 mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
125 mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
126 mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
127 mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
128 mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
129 mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
130 mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
131 mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
132 mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
133 mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
134 }
135}
136
137void ShaderD3D::resetVaryingsRegisterAssignment()
138{
139 for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
140 {
141 mVaryings[varyingIndex].resetRegisterAssignment();
142 }
143}
144
145// initialize/clean up previous state
146void ShaderD3D::uncompile()
147{
148 // set by compileToHLSL
149 mHlsl.clear();
150 mInfoLog.clear();
151
152 // set by parseVaryings
153 mVaryings.clear();
154
155 mUsesMultipleRenderTargets = false;
156 mUsesFragColor = false;
157 mUsesFragData = false;
158 mUsesFragCoord = false;
159 mUsesFrontFacing = false;
160 mUsesPointSize = false;
161 mUsesPointCoord = false;
162 mUsesDepthRange = false;
163 mUsesFragDepth = false;
164 mShaderVersion = 100;
165 mUsesDiscardRewriting = false;
166 mUsesNestedBreak = false;
167
168 mActiveUniforms.clear();
169 mActiveInterfaceBlocks.clear();
170}
171
172void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
173{
174 // ensure the compiler is loaded
175 initializeCompiler();
176
177 int compileOptions = SH_OBJECT_CODE;
178 std::string sourcePath;
179 if (gl::perfActive())
180 {
181 sourcePath = getTempPath();
182 writeFile(sourcePath.c_str(), source.c_str(), source.length());
183 compileOptions |= SH_LINE_DIRECTIVES;
184 }
185
186 int result;
187 if (sourcePath.empty())
188 {
189 const char* sourceStrings[] =
190 {
191 source.c_str(),
192 };
193
194 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
195 }
196 else
197 {
198 const char* sourceStrings[] =
199 {
200 sourcePath.c_str(),
201 source.c_str(),
202 };
203
204 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
205 }
206
207 size_t shaderVersion = 100;
208 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
209
210 mShaderVersion = static_cast<int>(shaderVersion);
211
212 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
213 {
214 mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
215 TRACE("\n%s", mInfoLog.c_str());
216 }
217 else if (result)
218 {
219 size_t objCodeLen = 0;
220 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
221
222 char* outputHLSL = new char[objCodeLen];
223 ShGetObjectCode(compiler, outputHLSL);
224
225#ifdef _DEBUG
226 std::ostringstream hlslStream;
227 hlslStream << "// GLSL\n";
228 hlslStream << "//\n";
229
230 size_t curPos = 0;
231 while (curPos != std::string::npos)
232 {
233 size_t nextLine = source.find("\n", curPos);
234 size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
235
236 hlslStream << "// " << source.substr(curPos, len);
237
238 curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
239 }
240 hlslStream << "\n\n";
241 hlslStream << outputHLSL;
242 mHlsl = hlslStream.str();
243#else
244 mHlsl = outputHLSL;
245#endif
246
247 SafeDeleteArray(outputHLSL);
248
249 mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
250
251 for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
252 {
253 const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
254
255 unsigned int index = -1;
256 bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
257 UNUSED_ASSERTION_VARIABLE(result);
258 ASSERT(result);
259
260 mUniformRegisterMap[uniform.name] = index;
261 }
262
263 mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
264
265 for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
266 {
267 const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
268
269 unsigned int index = -1;
270 bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
271 UNUSED_ASSERTION_VARIABLE(result);
272 ASSERT(result);
273
274 mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
275 }
276 }
277 else
278 {
279 size_t infoLogLen = 0;
280 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
281
282 char* infoLog = new char[infoLogLen];
283 ShGetInfoLog(compiler, infoLog);
284 mInfoLog = infoLog;
285
286 TRACE("\n%s", mInfoLog.c_str());
287 }
288}
289
290rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
291{
292 if (mUsesDiscardRewriting)
293 {
294 // ANGLE issue 486:
295 // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
296 return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
297 }
298
299 if (mUsesNestedBreak)
300 {
301 // ANGLE issue 603:
302 // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
303 // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
304 return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
305 }
306
307 return rx::ANGLE_D3D_WORKAROUND_NONE;
308}
309
310// true if varying x has a higher priority in packing than y
311bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
312{
313 if (x.type == y.type)
314 {
315 return x.arraySize > y.arraySize;
316 }
317
318 // Special case for handling structs: we sort these to the end of the list
319 if (x.type == GL_STRUCT_ANGLEX)
320 {
321 return false;
322 }
323
324 if (y.type == GL_STRUCT_ANGLEX)
325 {
326 return true;
327 }
328
329 return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
330}
331
332unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
333{
334 ASSERT(mUniformRegisterMap.count(uniformName) > 0);
335 return mUniformRegisterMap.find(uniformName)->second;
336}
337
338unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
339{
340 ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
341 return mInterfaceBlockRegisterMap.find(blockName)->second;
342}
343
344ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
345{
346 void *compiler = NULL;
347
348 switch (shader)
349 {
350 case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
351 case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
352 default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
353 }
354
355 size_t outputType = 0;
356 ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
357
358 return static_cast<ShShaderOutput>(outputType);
359}
360
361VertexShaderD3D::VertexShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
362{
363}
364
365VertexShaderD3D::~VertexShaderD3D()
366{
367}
368
369VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(ShaderImpl *impl)
370{
371 ASSERT(HAS_DYNAMIC_TYPE(VertexShaderD3D*, impl));
372 return static_cast<VertexShaderD3D*>(impl);
373}
374
375const VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(const ShaderImpl *impl)
376{
377 ASSERT(HAS_DYNAMIC_TYPE(const VertexShaderD3D*, impl));
378 return static_cast<const VertexShaderD3D*>(impl);
379}
380
381bool VertexShaderD3D::compile(const std::string &source)
382{
383 uncompile();
384
385 compileToHLSL(mVertexCompiler, source);
386 parseAttributes();
387 parseVaryings(mVertexCompiler);
388
389 return !getTranslatedSource().empty();
390}
391
392void VertexShaderD3D::uncompile()
393{
394 ShaderD3D::uncompile();
395
396 // set by ParseAttributes
397 mActiveAttributes.clear();
398}
399
400void VertexShaderD3D::parseAttributes()
401{
402 const std::string &hlsl = getTranslatedSource();
403 if (!hlsl.empty())
404 {
405 mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
406 }
407}
408
409int VertexShaderD3D::getSemanticIndex(const std::string &attributeName)
410{
411 if (!attributeName.empty())
412 {
413 int semanticIndex = 0;
414 for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
415 {
416 const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
417
418 if (attribute.name == attributeName)
419 {
420 return semanticIndex;
421 }
422
423 semanticIndex += gl::VariableRegisterCount(attribute.type);
424 }
425 }
426
427 return -1;
428}
429
430FragmentShaderD3D::FragmentShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
431{
432}
433
434FragmentShaderD3D::~FragmentShaderD3D()
435{
436}
437
438FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(ShaderImpl *impl)
439{
440 ASSERT(HAS_DYNAMIC_TYPE(FragmentShaderD3D*, impl));
441 return static_cast<FragmentShaderD3D*>(impl);
442}
443
444const FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(const ShaderImpl *impl)
445{
446 ASSERT(HAS_DYNAMIC_TYPE(const FragmentShaderD3D*, impl));
447 return static_cast<const FragmentShaderD3D*>(impl);
448}
449
450bool FragmentShaderD3D::compile(const std::string &source)
451{
452 uncompile();
453
454 compileToHLSL(mFragmentCompiler, source);
455 parseVaryings(mFragmentCompiler);
456 std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
457
458 const std::string &hlsl = getTranslatedSource();
459 if (!hlsl.empty())
460 {
461 mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
462 return true;
463 }
464 return false;
465}
466
467void FragmentShaderD3D::uncompile()
468{
469 ShaderD3D::uncompile();
470
471 mActiveOutputVariables.clear();
472}
473
474}