blob: e4c6dd8b5455734964130c74b12485c5b51ed032 [file] [log] [blame]
Jamie Madill5f562732014-02-14 16:41:24 -05001//
2// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
7//
8
Geoff Lang2b5420c2014-11-19 14:20:15 -05009#include "libANGLE/renderer/d3d/DynamicHLSL.h"
Jamie Madill9e0478f2015-01-13 11:13:54 -050010
11#include "common/utilities.h"
12#include "compiler/translator/blocklayout.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050013#include "libANGLE/renderer/d3d/ShaderD3D.h"
14#include "libANGLE/renderer/d3d/RendererD3D.h"
15#include "libANGLE/Program.h"
Geoff Lang2b5420c2014-11-19 14:20:15 -050016#include "libANGLE/Shader.h"
17#include "libANGLE/formatutils.h"
Geoff Lang0b7eef72014-06-12 14:10:47 -040018
Jamie Madill53cb14d2014-07-08 15:02:35 -040019// For use with ArrayString, see angleutils.h
20META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
Jamie Madill5f562732014-02-14 16:41:24 -050021
Brandon Jonesd8d72432014-08-22 15:11:23 -070022using namespace gl;
23
Jamie Madill30d6c252014-11-13 10:03:33 -050024namespace rx
25{
26
Jamie Madill3f2e61d2014-09-05 10:38:05 -040027namespace
Jamie Madill5f562732014-02-14 16:41:24 -050028{
Jamie Madill8664b062014-02-14 16:41:29 -050029
30std::string HLSLComponentTypeString(GLenum componentType)
31{
32 switch (componentType)
33 {
34 case GL_UNSIGNED_INT: return "uint";
35 case GL_INT: return "int";
36 case GL_UNSIGNED_NORMALIZED:
37 case GL_SIGNED_NORMALIZED:
38 case GL_FLOAT: return "float";
39 default: UNREACHABLE(); return "not-component-type";
40 }
Jamie Madill5f562732014-02-14 16:41:24 -050041}
42
Jamie Madill8664b062014-02-14 16:41:29 -050043std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
44{
45 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
46}
47
48std::string HLSLMatrixTypeString(GLenum type)
49{
50 switch (type)
51 {
52 case GL_FLOAT_MAT2: return "float2x2";
53 case GL_FLOAT_MAT3: return "float3x3";
54 case GL_FLOAT_MAT4: return "float4x4";
55 case GL_FLOAT_MAT2x3: return "float2x3";
56 case GL_FLOAT_MAT3x2: return "float3x2";
57 case GL_FLOAT_MAT2x4: return "float2x4";
58 case GL_FLOAT_MAT4x2: return "float4x2";
59 case GL_FLOAT_MAT3x4: return "float3x4";
60 case GL_FLOAT_MAT4x3: return "float4x3";
61 default: UNREACHABLE(); return "not-matrix-type";
62 }
63}
64
65std::string HLSLTypeString(GLenum type)
66{
67 if (gl::IsMatrixType(type))
68 {
69 return HLSLMatrixTypeString(type);
70 }
71
Jamie Madillf2575982014-06-25 16:04:54 -040072 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
Jamie Madill8664b062014-02-14 16:41:29 -050073}
74
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000075const PixelShaderOutputVariable *FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
Jamie Madill3f2e61d2014-09-05 10:38:05 -040076 unsigned int location)
77{
78 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
79 {
80 if (outputVariables[variableIndex].outputIndex == location)
81 {
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000082 return &outputVariables[variableIndex];
Jamie Madill3f2e61d2014-09-05 10:38:05 -040083 }
84 }
85
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +000086 return NULL;
Jamie Madill3f2e61d2014-09-05 10:38:05 -040087}
88
Geoff Lang04fb89a2014-06-09 15:05:36 -040089const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
90const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
Jamie Madillc5ede1a2014-02-14 16:41:27 -050091
Jamie Madill30d6c252014-11-13 10:03:33 -050092}
93
Jamie Madill93e13fb2014-11-06 15:27:25 -050094DynamicHLSL::DynamicHLSL(RendererD3D *const renderer)
Jamie Madill5f562732014-02-14 16:41:24 -050095 : mRenderer(renderer)
96{
97}
98
Jamie Madillff0d2ba2014-05-14 13:49:10 -040099static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
Jamie Madill5f562732014-02-14 16:41:24 -0500100{
Jamie Madillf4780c12015-02-11 16:33:11 -0500101 // Make sure we use transposed matrix types to count registers correctly.
102 int registers = 0;
103 int elements = 0;
Jamie Madill5f562732014-02-14 16:41:24 -0500104
Jamie Madillf4780c12015-02-11 16:33:11 -0500105 if (varying->isStruct())
106 {
107 registers = HLSLVariableRegisterCount(*varying, true) * varying->elementCount();
108 elements = 4;
109 }
110 else
111 {
112 GLenum transposedType = TransposeMatrixType(varying->type);
113 registers = VariableRowCount(transposedType) * varying->elementCount();
114 elements = VariableColumnCount(transposedType);
115 }
Jamie Madill5f562732014-02-14 16:41:24 -0500116
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400117 if (elements >= 2 && elements <= 4)
Jamie Madill5f562732014-02-14 16:41:24 -0500118 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400119 for (int r = 0; r <= maxVaryingVectors - registers; r++)
Jamie Madill5f562732014-02-14 16:41:24 -0500120 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500121 bool available = true;
122
123 for (int y = 0; y < registers && available; y++)
124 {
125 for (int x = 0; x < elements && available; x++)
126 {
127 if (packing[r + y][x])
128 {
129 available = false;
130 }
131 }
132 }
133
134 if (available)
135 {
136 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700137 varying->columnIndex = 0;
Geoff Lang48dcae72014-02-05 16:28:24 -0500138
139 for (int y = 0; y < registers; y++)
140 {
141 for (int x = 0; x < elements; x++)
142 {
143 packing[r + y][x] = &*varying;
144 }
145 }
146
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400147 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500148 }
149 }
150
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400151 if (elements == 2)
Geoff Lang48dcae72014-02-05 16:28:24 -0500152 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400153 for (int r = maxVaryingVectors - registers; r >= 0; r--)
Jamie Madill5f562732014-02-14 16:41:24 -0500154 {
155 bool available = true;
156
157 for (int y = 0; y < registers && available; y++)
158 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500159 for (int x = 2; x < 4 && available; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500160 {
161 if (packing[r + y][x])
162 {
163 available = false;
164 }
165 }
166 }
167
168 if (available)
169 {
170 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700171 varying->columnIndex = 2;
Jamie Madill5f562732014-02-14 16:41:24 -0500172
173 for (int y = 0; y < registers; y++)
174 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500175 for (int x = 2; x < 4; x++)
Jamie Madill5f562732014-02-14 16:41:24 -0500176 {
177 packing[r + y][x] = &*varying;
178 }
179 }
180
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400181 return true;
Jamie Madill5f562732014-02-14 16:41:24 -0500182 }
183 }
Jamie Madill5f562732014-02-14 16:41:24 -0500184 }
Geoff Lang48dcae72014-02-05 16:28:24 -0500185 }
186 else if (elements == 1)
187 {
188 int space[4] = { 0 };
189
190 for (int y = 0; y < maxVaryingVectors; y++)
Jamie Madill5f562732014-02-14 16:41:24 -0500191 {
Jamie Madill5f562732014-02-14 16:41:24 -0500192 for (int x = 0; x < 4; x++)
193 {
Geoff Lang48dcae72014-02-05 16:28:24 -0500194 space[x] += packing[y][x] ? 0 : 1;
Jamie Madill5f562732014-02-14 16:41:24 -0500195 }
196 }
Jamie Madill5f562732014-02-14 16:41:24 -0500197
Geoff Lang48dcae72014-02-05 16:28:24 -0500198 int column = 0;
199
200 for (int x = 0; x < 4; x++)
201 {
Austin Kinrossaf875522014-08-25 21:06:07 -0700202 if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
Geoff Lang48dcae72014-02-05 16:28:24 -0500203 {
204 column = x;
205 }
206 }
207
208 if (space[column] >= registers)
209 {
210 for (int r = 0; r < maxVaryingVectors; r++)
211 {
212 if (!packing[r][column])
213 {
214 varying->registerIndex = r;
Austin Kinrossaf875522014-08-25 21:06:07 -0700215 varying->columnIndex = column;
Geoff Lang48dcae72014-02-05 16:28:24 -0500216
217 for (int y = r; y < r + registers; y++)
218 {
219 packing[y][column] = &*varying;
220 }
221
222 break;
223 }
224 }
225
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400226 return true;
Geoff Lang48dcae72014-02-05 16:28:24 -0500227 }
228 }
229 else UNREACHABLE();
230
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400231 return false;
Geoff Lang48dcae72014-02-05 16:28:24 -0500232}
233
234// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
235// Returns the number of used varying registers, or -1 if unsuccesful
Jamie Madill30d6c252014-11-13 10:03:33 -0500236int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
237 ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
Geoff Lang48dcae72014-02-05 16:28:24 -0500238{
Geoff Lang3a61c322014-07-10 13:01:54 -0400239 // TODO (geofflang): Use context's caps
240 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
Geoff Lang48dcae72014-02-05 16:28:24 -0500241
Brandon Jones71620962014-08-20 14:04:59 -0700242 vertexShader->resetVaryingsRegisterAssignment();
243 fragmentShader->resetVaryingsRegisterAssignment();
Geoff Lang48dcae72014-02-05 16:28:24 -0500244
245 std::set<std::string> packedVaryings;
246
Jamie Madilld15250e2014-09-03 09:40:44 -0400247 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
248 std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
249 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500250 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400251 PackedVarying *varying = &fragmentVaryings[varyingIndex];
Jamie Madill54ad4f82014-09-03 09:40:46 -0400252
253 // Do not assign registers to built-in or unreferenced varyings
254 if (varying->isBuiltIn() || !varying->staticUse)
255 {
256 continue;
257 }
258
Geoff Lang48dcae72014-02-05 16:28:24 -0500259 if (packVarying(varying, maxVaryingVectors, packing))
260 {
261 packedVaryings.insert(varying->name);
262 }
263 else
Jamie Madill5f562732014-02-14 16:41:24 -0500264 {
265 infoLog.append("Could not pack varying %s", varying->name.c_str());
Jamie Madill5f562732014-02-14 16:41:24 -0500266 return -1;
267 }
268 }
269
Geoff Lang48dcae72014-02-05 16:28:24 -0500270 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
271 {
272 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
Jamie Madill55d611e2014-10-24 16:28:14 -0400273
274 if (transformFeedbackVarying == "gl_Position" || transformFeedbackVarying == "gl_PointSize")
275 {
276 // do not pack builtin XFB varyings
277 continue;
278 }
279
Geoff Lang48dcae72014-02-05 16:28:24 -0500280 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
281 {
282 bool found = false;
Jamie Madilld15250e2014-09-03 09:40:44 -0400283 for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
Geoff Lang48dcae72014-02-05 16:28:24 -0500284 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400285 PackedVarying *varying = &vertexVaryings[varyingIndex];
Geoff Lang48dcae72014-02-05 16:28:24 -0500286 if (transformFeedbackVarying == varying->name)
287 {
288 if (!packVarying(varying, maxVaryingVectors, packing))
289 {
290 infoLog.append("Could not pack varying %s", varying->name.c_str());
291 return -1;
292 }
293
294 found = true;
295 break;
296 }
297 }
298
Jamie Madill55d611e2014-10-24 16:28:14 -0400299 if (!found)
Geoff Lang48dcae72014-02-05 16:28:24 -0500300 {
301 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
302 return -1;
303 }
304 }
305 }
306
Jamie Madill5f562732014-02-14 16:41:24 -0500307 // Return the number of used registers
308 int registers = 0;
309
310 for (int r = 0; r < maxVaryingVectors; r++)
311 {
312 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
313 {
314 registers++;
315 }
316 }
317
318 return registers;
319}
320
Jamie Madill54ad4f82014-09-03 09:40:46 -0400321std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
Jamie Madill5f562732014-02-14 16:41:24 -0500322{
Brandon Jones71620962014-08-20 14:04:59 -0700323 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -0500324 std::string varyingHLSL;
325
Jamie Madill54ad4f82014-09-03 09:40:46 -0400326 const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
327
Jamie Madilld15250e2014-09-03 09:40:44 -0400328 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500329 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400330 const PackedVarying &varying = varyings[varyingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400331 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500332 {
Jamie Madill54ad4f82014-09-03 09:40:46 -0400333 ASSERT(!varying.isBuiltIn());
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400334 GLenum transposedType = TransposeMatrixType(varying.type);
335 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
Geoff Lang48dcae72014-02-05 16:28:24 -0500336
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400337 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500338 {
Jamie Madill5f562732014-02-14 16:41:24 -0500339 for (int row = 0; row < variableRows; row++)
340 {
Austin Kinrossaf875522014-08-25 21:06:07 -0700341 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used.
342 // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers.
343 // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail.
344
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400345 switch (varying.interpolation)
Jamie Madill5f562732014-02-14 16:41:24 -0500346 {
Jamie Madillf2575982014-06-25 16:04:54 -0400347 case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
348 case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
349 case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
Jamie Madill5f562732014-02-14 16:41:24 -0500350 default: UNREACHABLE();
351 }
352
Jamie Madillf4780c12015-02-11 16:33:11 -0500353 unsigned int semanticIndex = elementIndex * variableRows +
354 varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors +
355 varying.registerIndex + row;
Geoff Lang48dcae72014-02-05 16:28:24 -0500356 std::string n = Str(semanticIndex);
Jamie Madill5f562732014-02-14 16:41:24 -0500357
Jamie Madilla53ab512014-03-17 09:47:44 -0400358 std::string typeString;
359
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400360 if (varying.isStruct())
Jamie Madilla53ab512014-03-17 09:47:44 -0400361 {
Jamie Madillf4780c12015-02-11 16:33:11 -0500362 // TODO(jmadill): pass back translated name from the shader translator
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400363 typeString = decorateVariable(varying.structName);
Jamie Madilla53ab512014-03-17 09:47:44 -0400364 }
365 else
366 {
Jamie Madillf2575982014-06-25 16:04:54 -0400367 GLenum componentType = VariableComponentType(transposedType);
Jamie Madill834e8b72014-04-11 13:33:58 -0400368 int columnCount = VariableColumnCount(transposedType);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400369 typeString = HLSLComponentTypeString(componentType, columnCount);
Jamie Madilla53ab512014-03-17 09:47:44 -0400370 }
Jamie Madill5f562732014-02-14 16:41:24 -0500371 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
372 }
373 }
374 }
Jamie Madill5f562732014-02-14 16:41:24 -0500375 }
376
377 return varyingHLSL;
378}
379
Jamie Madillf2575982014-06-25 16:04:54 -0400380std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
381 const VertexFormat inputLayout[],
382 const sh::Attribute shaderAttributes[]) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500383{
Jamie Madill3b7e2052014-03-17 09:47:43 -0400384 std::string structHLSL, initHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500385
386 int semanticIndex = 0;
Jamie Madill3b7e2052014-03-17 09:47:43 -0400387 unsigned int inputIndex = 0;
388
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500389 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
390 {
Jamie Madillf2575982014-06-25 16:04:54 -0400391 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
Jamie Madill8664b062014-02-14 16:41:29 -0500392 if (!shaderAttribute.name.empty())
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500393 {
Geoff Lang5ac5ae82014-09-09 10:14:17 -0400394 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
395 const VertexFormat &vertexFormat = inputLayout[inputIndex];
396
Jamie Madill3b7e2052014-03-17 09:47:43 -0400397 // HLSL code for input structure
Jamie Madill8664b062014-02-14 16:41:29 -0500398 if (IsMatrixType(shaderAttribute.type))
399 {
400 // Matrix types are always transposed
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400401 structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
Jamie Madill8664b062014-02-14 16:41:29 -0500402 }
403 else
404 {
405 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000406
407 if (shaderAttribute.name == "gl_InstanceID")
408 {
409 // The input type of the instance ID in HLSL (uint) differs from the one in ESSL (int).
410 structHLSL += " uint";
411 }
412 else
413 {
414 structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
415 }
Jamie Madill8664b062014-02-14 16:41:29 -0500416 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500417
Gregoire Payen de La Garanderieb3dced22015-01-12 14:54:55 +0000418 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : ";
419
420 if (shaderAttribute.name == "gl_InstanceID")
421 {
422 structHLSL += "SV_InstanceID";
423 }
424 else
425 {
426 structHLSL += "TEXCOORD" + Str(semanticIndex);
427 semanticIndex += VariableRegisterCount(shaderAttribute.type);
428 }
429
430 structHLSL += ";\n";
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500431
Jamie Madill3b7e2052014-03-17 09:47:43 -0400432 // HLSL code for initialization
Jamie Madilla53ab512014-03-17 09:47:44 -0400433 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
Jamie Madill8664b062014-02-14 16:41:29 -0500434
435 // Mismatched vertex attribute to vertex input may result in an undefined
436 // data reinterpretation (eg for pure integer->float, float->pure integer)
437 // TODO: issue warning with gl debug info extension, when supported
Jamie Madill3b7e2052014-03-17 09:47:43 -0400438 if (IsMatrixType(shaderAttribute.type) ||
Jamie Madill30d6c252014-11-13 10:03:33 -0500439 (mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0)
Jamie Madill8664b062014-02-14 16:41:29 -0500440 {
Jamie Madill3b7e2052014-03-17 09:47:43 -0400441 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
Jamie Madill8664b062014-02-14 16:41:29 -0500442 }
443 else
444 {
Jamie Madilla53ab512014-03-17 09:47:44 -0400445 initHLSL += "input." + decorateVariable(shaderAttribute.name);
Jamie Madill8664b062014-02-14 16:41:29 -0500446 }
447
Jamie Madill3b7e2052014-03-17 09:47:43 -0400448 initHLSL += ";\n";
Jamie Madill3b7e2052014-03-17 09:47:43 -0400449
Jamie Madillac0a2672014-04-11 13:33:56 -0400450 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
451 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500452 }
453
Cooper Partine6664f02015-01-09 16:22:24 -0800454 // If gl_PointSize is used in the shader then pointsprites rendering is expected.
455 // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
456 // may must be used.
457 bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
458 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
459
460 // Instanced PointSprite emulation requires additional entries in the
461 // VS_INPUT structure to support the vertices that make up the quad vertices.
462 // These values must be in sync with the cooresponding values added during inputlayout creation
463 // in InputLayoutCache::applyVertexBuffers().
464 if (useInstancedPointSpriteEmulation)
465 {
466 structHLSL += " float3 spriteVertexPos : SPRITEPOSITION0;\n";
467 structHLSL += " float2 spriteTexCoord : SPRITETEXCOORD0;\n";
468 }
469
Geoff Lang04fb89a2014-06-09 15:05:36 -0400470 std::string replacementHLSL = "struct VS_INPUT\n"
471 "{\n" +
472 structHLSL +
473 "};\n"
474 "\n"
475 "void initAttributes(VS_INPUT input)\n"
476 "{\n" +
477 initHLSL +
478 "}\n";
479
480 std::string vertexHLSL(sourceShader);
481
482 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
483 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
484
485 return vertexHLSL;
486}
487
Jamie Madillf6be8d72014-09-05 10:38:07 -0400488std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400489 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
490{
491 const int shaderModel = mRenderer->getMajorShaderModel();
492 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
493 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
494
495 std::string declarationHLSL;
496 std::string copyHLSL;
Geoff Lang4ace4232014-06-18 19:12:48 -0400497
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400498 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
499 {
500 GLenum binding = outputLayout[layoutIndex];
501
502 if (binding != GL_NONE)
Geoff Lang04fb89a2014-06-09 15:05:36 -0400503 {
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400504 unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
505
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000506 const PixelShaderOutputVariable *outputVariable = FindOutputAtLocation(outputVariables, location);
Jamie Madill3f2e61d2014-09-05 10:38:05 -0400507
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000508 // OpenGL ES 3.0 spec $4.2.1
509 // If [...] not all user-defined output variables are written, the values of fragment colors
510 // corresponding to unwritten variables are similarly undefined.
511 if (outputVariable)
512 {
513 declarationHLSL += " " + HLSLTypeString(outputVariable->type) + " " + outputVariable->name +
514 " : " + targetSemantic + Str(layoutIndex) + ";\n";
Geoff Lang04fb89a2014-06-09 15:05:36 -0400515
Gregoire Payen de La Garanderiee1728542015-01-07 11:31:54 +0000516 copyHLSL += " output." + outputVariable->name + " = " + outputVariable->source + ";\n";
517 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400518 }
519 }
520
521 if (usesFragDepth)
522 {
523 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
524 copyHLSL += " output.gl_Depth = gl_Depth; \n";
525 }
526
527 std::string replacementHLSL = "struct PS_OUTPUT\n"
528 "{\n" +
529 declarationHLSL +
530 "};\n"
531 "\n"
532 "PS_OUTPUT generateOutput()\n"
533 "{\n"
534 " PS_OUTPUT output;\n" +
535 copyHLSL +
536 " return output;\n"
537 "}\n";
538
539 std::string pixelHLSL(sourceShader);
540
541 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
542 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
543
544 return pixelHLSL;
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500545}
546
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400547std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
548{
549 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
550 // In D3D11 we manually compute gl_PointCoord in the GS.
551 int shaderModel = mRenderer->getMajorShaderModel();
552 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
553}
554
555struct DynamicHLSL::SemanticInfo
556{
557 struct BuiltinInfo
558 {
559 BuiltinInfo()
560 : enabled(false),
561 index(0),
562 systemValue(false)
563 {}
564
565 bool enabled;
566 std::string semantic;
567 unsigned int index;
568 bool systemValue;
569
570 std::string str() const
571 {
572 return (systemValue ? semantic : (semantic + Str(index)));
573 }
574
575 void enableSystem(const std::string &systemValueSemantic)
576 {
577 enabled = true;
578 semantic = systemValueSemantic;
579 systemValue = true;
580 }
581
582 void enable(const std::string &semanticVal, unsigned int indexVal)
583 {
584 enabled = true;
585 semantic = semanticVal;
586 index = indexVal;
587 }
588 };
589
590 BuiltinInfo dxPosition;
591 BuiltinInfo glPosition;
592 BuiltinInfo glFragCoord;
593 BuiltinInfo glPointCoord;
594 BuiltinInfo glPointSize;
595};
596
597DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
598 bool pointSize, bool pixelShader) const
599{
600 SemanticInfo info;
601 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
602 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
603
604 int reservedRegisterIndex = startRegisters;
605
606 if (hlsl4)
607 {
608 info.dxPosition.enableSystem("SV_Position");
609 }
610 else if (pixelShader)
611 {
612 info.dxPosition.enableSystem("VPOS");
613 }
614 else
615 {
616 info.dxPosition.enableSystem("POSITION");
617 }
618
619 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
620
621 if (fragCoord)
622 {
623 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
624 }
625
626 if (pointCoord)
627 {
628 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
629 // In D3D11 we manually compute gl_PointCoord in the GS.
630 if (hlsl4)
631 {
632 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
633 }
634 else
635 {
636 info.glPointCoord.enable("TEXCOORD", 0);
637 }
638 }
639
640 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
641 if (pointSize && (!pixelShader || hlsl4))
642 {
643 info.glPointSize.enableSystem("PSIZE");
644 }
645
646 return info;
647}
648
649std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
650{
651 std::string linkHLSL = "{\n";
652
653 ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
654
655 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
656 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
657
658 if (info.glFragCoord.enabled)
659 {
660 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
661 }
662
663 if (info.glPointCoord.enabled)
664 {
665 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
666 }
667
668 linkHLSL += varyingHLSL;
669
670 if (info.glPointSize.enabled)
671 {
672 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
673 }
674
675 linkHLSL += "};\n";
676
677 return linkHLSL;
678}
679
680void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
681 std::vector<LinkedVarying> *linkedVaryings) const
682{
683 ASSERT(info.glPosition.enabled);
684
685 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
686 info.glPosition.index, 1));
687
688 if (info.glFragCoord.enabled)
689 {
690 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
691 info.glFragCoord.index, 1));
692 }
693
694 if (info.glPointSize.enabled)
695 {
696 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
697 }
698}
699
Jamie Madill30d6c252014-11-13 10:03:33 -0500700void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400701 std::vector<LinkedVarying> *linkedVaryings) const
702{
Brandon Jones71620962014-08-20 14:04:59 -0700703 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
Jamie Madilld15250e2014-09-03 09:40:44 -0400704 const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400705
706 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
707 {
708 const PackedVarying &varying = varyings[varyingIndex];
Jamie Madill54ad4f82014-09-03 09:40:46 -0400709
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400710 if (varying.registerAssigned())
711 {
Jamie Madill54ad4f82014-09-03 09:40:46 -0400712 ASSERT(!varying.isBuiltIn());
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400713 GLenum transposedType = TransposeMatrixType(varying.type);
714 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
715
716 linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
717 varyingSemantic, varying.registerIndex,
718 variableRows * varying.elementCount()));
719 }
720 }
721}
722
Jamie Madillde8892b2014-11-11 13:00:22 -0500723bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, InfoLog &infoLog, int registers,
724 const VaryingPacking packing,
725 std::string &pixelHLSL, std::string &vertexHLSL,
Jamie Madill30d6c252014-11-13 10:03:33 -0500726 ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
Jamie Madillde8892b2014-11-11 13:00:22 -0500727 const std::vector<std::string> &transformFeedbackVaryings,
Geoff Lang48dcae72014-02-05 16:28:24 -0500728 std::vector<LinkedVarying> *linkedVaryings,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400729 std::map<int, VariableLocation> *programOutputVars,
Jamie Madillf6be8d72014-09-05 10:38:07 -0400730 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
Geoff Lang04fb89a2014-06-09 15:05:36 -0400731 bool *outUsesFragDepth) const
Jamie Madill5f562732014-02-14 16:41:24 -0500732{
733 if (pixelHLSL.empty() || vertexHLSL.empty())
734 {
735 return false;
736 }
737
Brandon Jones71620962014-08-20 14:04:59 -0700738 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
739 bool usesFragColor = fragmentShader->mUsesFragColor;
740 bool usesFragData = fragmentShader->mUsesFragData;
741 bool usesFragCoord = fragmentShader->mUsesFragCoord;
742 bool usesPointCoord = fragmentShader->mUsesPointCoord;
743 bool usesPointSize = vertexShader->mUsesPointSize;
Cooper Partine6664f02015-01-09 16:22:24 -0800744 bool useInstancedPointSpriteEmulation = usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400745
Jamie Madill5f562732014-02-14 16:41:24 -0500746 if (usesFragColor && usesFragData)
747 {
748 infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
749 return false;
750 }
751
752 // Write the HLSL input/output declarations
753 const int shaderModel = mRenderer->getMajorShaderModel();
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400754 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
Jamie Madill5f562732014-02-14 16:41:24 -0500755
756 // Two cases when writing to gl_FragColor and using ESSL 1.0:
757 // - with a 3.0 context, the output color is copied to channel 0
758 // - with a 2.0 context, the output color is broadcast to all channels
Jamie Madillde8892b2014-11-11 13:00:22 -0500759 const bool broadcast = (fragmentShader->mUsesFragColor && data.clientVersion < 3);
760 const unsigned int numRenderTargets = (broadcast || usesMRT ? data.caps->maxDrawBuffers : 1);
Jamie Madill5f562732014-02-14 16:41:24 -0500761
Brandon Jones71620962014-08-20 14:04:59 -0700762 int shaderVersion = vertexShader->getShaderVersion();
Jamie Madill5f562732014-02-14 16:41:24 -0500763
Jamie Madillde8892b2014-11-11 13:00:22 -0500764 if (static_cast<GLuint>(registersNeeded) > data.caps->maxVaryingVectors)
Jamie Madill5f562732014-02-14 16:41:24 -0500765 {
766 infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
Jamie Madill5f562732014-02-14 16:41:24 -0500767 return false;
768 }
769
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400770 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
Cooper Partine6664f02015-01-09 16:22:24 -0800771
772 // Instanced PointSprite emulation requires that gl_PointCoord is present in the vertex shader VS_OUTPUT
773 // structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
774 // GeometryShader PointSprite emulation does not require this additional entry because the
775 // GS_OUTPUT of the Geometry shader contains the pointCoord value and already matches the PS_INPUT of the
776 // generated pixel shader.
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400777 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
Cooper Partine6664f02015-01-09 16:22:24 -0800778 (useInstancedPointSpriteEmulation && usesPointCoord),
779 usesPointSize, false);
Jamie Madill5f562732014-02-14 16:41:24 -0500780
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400781 storeUserLinkedVaryings(vertexShader, linkedVaryings);
782 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
Jamie Madill5f562732014-02-14 16:41:24 -0500783
Cooper Partine6664f02015-01-09 16:22:24 -0800784 // Instanced PointSprite emulation requires additional entries originally generated in the
785 // GeometryShader HLSL. These include pointsize clamp values.
786 if (useInstancedPointSpriteEmulation)
787 {
788 vertexHLSL += "static float minPointSize = " + Str((int)mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
789 "static float maxPointSize = " + Str((int)mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n";
790 }
791
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500792 // Add stub string to be replaced when shader is dynamically defined by its layout
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400793 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
794 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
Jamie Madill5f562732014-02-14 16:41:24 -0500795 "VS_OUTPUT main(VS_INPUT input)\n"
Jamie Madillc5ede1a2014-02-14 16:41:27 -0500796 "{\n"
797 " initAttributes(input);\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500798
Jamie Madill37997142015-01-28 10:06:34 -0500799 if (vertexShader->usesDeferredInit())
800 {
801 vertexHLSL += "\n"
802 " initializeDeferredGlobals();\n";
803 }
804
805 vertexHLSL += "\n"
806 " gl_main();\n"
807 "\n"
808 " VS_OUTPUT output;\n"
809 " output.gl_Position = gl_Position;\n";
810
Austin Kinross4fd18b12014-12-22 12:32:05 -0800811 // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
812 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -0500813 {
Jamie Madill37997142015-01-28 10:06:34 -0500814 vertexHLSL += " output.dx_Position.x = gl_Position.x;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400815 " output.dx_Position.y = -gl_Position.y;\n"
816 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
817 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500818 }
819 else
820 {
Jamie Madill37997142015-01-28 10:06:34 -0500821 vertexHLSL += " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
Jamie Madill2bf8b372014-06-16 17:18:51 -0400822 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
823 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
824 " output.dx_Position.w = gl_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500825 }
826
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400827 if (usesPointSize && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500828 {
829 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
830 }
831
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400832 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -0500833 {
834 vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
835 }
836
Jamie Madilld15250e2014-09-03 09:40:44 -0400837 const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
838 for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500839 {
Jamie Madilld15250e2014-09-03 09:40:44 -0400840 const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400841 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -0500842 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400843 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -0500844 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400845 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
Jamie Madill5f562732014-02-14 16:41:24 -0500846
847 for (int row = 0; row < variableRows; row++)
848 {
Jamie Madillde8892b2014-11-11 13:00:22 -0500849 int r = varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row;
Jamie Madill5f562732014-02-14 16:41:24 -0500850 vertexHLSL += " output.v" + Str(r);
851
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400852 vertexHLSL += " = _" + varying.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500853
Jamie Madillff0d2ba2014-05-14 13:49:10 -0400854 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -0500855 {
856 vertexHLSL += ArrayString(elementIndex);
857 }
858
859 if (variableRows > 1)
860 {
861 vertexHLSL += ArrayString(row);
862 }
863
864 vertexHLSL += ";\n";
865 }
866 }
867 }
868 }
869
Cooper Partine6664f02015-01-09 16:22:24 -0800870 // Instanced PointSprite emulation requires additional entries to calculate
871 // the final output vertex positions of the quad that represents each sprite.
872 if (useInstancedPointSpriteEmulation)
873 {
874 vertexHLSL += "\n"
875 " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"
876 " output.dx_Position.xyz += float3(input.spriteVertexPos.x * gl_PointSize / (dx_ViewCoords.x*2), input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2), input.spriteVertexPos.z) * output.dx_Position.w;\n"
877 " output.gl_PointSize = gl_PointSize;\n";
878
879 if (usesPointCoord)
880 {
881 vertexHLSL += "\n"
882 " output.gl_PointCoord = input.spriteTexCoord;\n";
883 }
884 }
885
Jamie Madill5f562732014-02-14 16:41:24 -0500886 vertexHLSL += "\n"
887 " return output;\n"
888 "}\n";
889
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400890 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
891 usesPointSize, true);
Jamie Madill5f562732014-02-14 16:41:24 -0500892
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400893 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500894
895 if (shaderVersion < 300)
896 {
897 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
898 {
Jamie Madillf6be8d72014-09-05 10:38:07 -0400899 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400900 outputKeyVariable.type = GL_FLOAT_VEC4;
901 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
902 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
903 outputKeyVariable.outputIndex = renderTargetIndex;
904
905 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500906 }
907
Brandon Jones71620962014-08-20 14:04:59 -0700908 *outUsesFragDepth = fragmentShader->mUsesFragDepth;
Jamie Madill5f562732014-02-14 16:41:24 -0500909 }
910 else
911 {
912 defineOutputVariables(fragmentShader, programOutputVars);
913
Jamie Madilld15250e2014-09-03 09:40:44 -0400914 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -0500915 for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
916 {
917 const VariableLocation &outputLocation = locationIt->second;
Jamie Madillf2575982014-06-25 16:04:54 -0400918 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
Geoff Lang04fb89a2014-06-09 15:05:36 -0400919 const std::string &variableName = "out_" + outputLocation.name;
Jamie Madill5f562732014-02-14 16:41:24 -0500920 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
921
Jamie Madill54ad4f82014-09-03 09:40:46 -0400922 ASSERT(outputVariable.staticUse);
923
Jamie Madillf6be8d72014-09-05 10:38:07 -0400924 PixelShaderOutputVariable outputKeyVariable;
Geoff Lang04fb89a2014-06-09 15:05:36 -0400925 outputKeyVariable.type = outputVariable.type;
926 outputKeyVariable.name = variableName + elementString;
927 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
928 outputKeyVariable.outputIndex = locationIt->first;
929
930 outPixelShaderKey->push_back(outputKeyVariable);
Jamie Madill5f562732014-02-14 16:41:24 -0500931 }
Geoff Lang04fb89a2014-06-09 15:05:36 -0400932
933 *outUsesFragDepth = false;
Jamie Madill5f562732014-02-14 16:41:24 -0500934 }
935
Geoff Lang04fb89a2014-06-09 15:05:36 -0400936 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500937
Brandon Jones71620962014-08-20 14:04:59 -0700938 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -0500939 {
940 if (shaderModel >= 4)
941 {
942 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
943 "{\n";
944 }
945 else
946 {
947 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
948 "{\n";
949 }
950 }
951 else
952 {
953 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
954 "{\n";
955 }
956
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400957 if (usesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -0500958 {
959 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
960
Austin Kinross588434c2014-12-10 10:41:45 -0800961 // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
962 // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using dx_ViewCoords.
963 if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
Jamie Madill5f562732014-02-14 16:41:24 -0500964 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400965 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
966 " gl_FragCoord.y = input.dx_Position.y;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500967 }
Austin Kinross588434c2014-12-10 10:41:45 -0800968 else if (shaderModel == 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500969 {
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400970 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
971 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
Jamie Madill5f562732014-02-14 16:41:24 -0500972 }
973 else
974 {
975 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
976 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
977 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
978 }
979
980 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
981 " gl_FragCoord.w = rhw;\n";
982 }
983
Jamie Madillfebb7ad2014-06-18 13:50:51 -0400984 if (usesPointCoord && shaderModel >= 3)
Jamie Madill5f562732014-02-14 16:41:24 -0500985 {
986 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
987 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
988 }
989
Brandon Jones71620962014-08-20 14:04:59 -0700990 if (fragmentShader->mUsesFrontFacing)
Jamie Madill5f562732014-02-14 16:41:24 -0500991 {
992 if (shaderModel <= 3)
993 {
994 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
995 }
996 else
997 {
998 pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
999 }
1000 }
1001
Jamie Madilld15250e2014-09-03 09:40:44 -04001002 const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
1003 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -05001004 {
Jamie Madilld15250e2014-09-03 09:40:44 -04001005 const PackedVarying &varying = fragmentVaryings[varyingIndex];
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001006 if (varying.registerAssigned())
Jamie Madill5f562732014-02-14 16:41:24 -05001007 {
Jamie Madill54ad4f82014-09-03 09:40:46 -04001008 ASSERT(!varying.isBuiltIn());
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001009 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
Jamie Madill5f562732014-02-14 16:41:24 -05001010 {
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001011 GLenum transposedType = TransposeMatrixType(varying.type);
1012 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
Jamie Madill5f562732014-02-14 16:41:24 -05001013 for (int row = 0; row < variableRows; row++)
1014 {
Jamie Madillde8892b2014-11-11 13:00:22 -05001015 std::string n = Str(varying.registerIndex + varying.columnIndex * data.caps->maxVaryingVectors + elementIndex * variableRows + row);
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001016 pixelHLSL += " _" + varying.name;
Jamie Madill5f562732014-02-14 16:41:24 -05001017
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001018 if (varying.isArray())
Jamie Madill5f562732014-02-14 16:41:24 -05001019 {
1020 pixelHLSL += ArrayString(elementIndex);
1021 }
1022
1023 if (variableRows > 1)
1024 {
1025 pixelHLSL += ArrayString(row);
1026 }
1027
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001028 if (varying.isStruct())
Jamie Madill5f562732014-02-14 16:41:24 -05001029 {
1030 pixelHLSL += " = input.v" + n + ";\n"; break;
1031 }
1032 else
1033 {
1034 switch (VariableColumnCount(transposedType))
1035 {
1036 case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
1037 case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
1038 case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
1039 case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
1040 default: UNREACHABLE();
1041 }
1042 }
1043 }
1044 }
1045 }
Jamie Madill54ad4f82014-09-03 09:40:46 -04001046 else
1047 {
1048 ASSERT(varying.isBuiltIn() || !varying.staticUse);
1049 }
Jamie Madill5f562732014-02-14 16:41:24 -05001050 }
1051
Jamie Madill37997142015-01-28 10:06:34 -05001052 if (fragmentShader->usesDeferredInit())
1053 {
1054 pixelHLSL += "\n"
1055 " initializeDeferredGlobals();\n";
1056 }
1057
Jamie Madill5f562732014-02-14 16:41:24 -05001058 pixelHLSL += "\n"
1059 " gl_main();\n"
1060 "\n"
Geoff Lang04fb89a2014-06-09 15:05:36 -04001061 " return generateOutput();\n"
Jamie Madill5f562732014-02-14 16:41:24 -05001062 "}\n";
1063
1064 return true;
1065}
1066
Jamie Madill30d6c252014-11-13 10:03:33 -05001067void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
Jamie Madill5f562732014-02-14 16:41:24 -05001068{
Jamie Madilld15250e2014-09-03 09:40:44 -04001069 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
Jamie Madill5f562732014-02-14 16:41:24 -05001070
1071 for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
1072 {
Jamie Madillf2575982014-06-25 16:04:54 -04001073 const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
Jamie Madill5f562732014-02-14 16:41:24 -05001074 const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
1075
Jamie Madill54ad4f82014-09-03 09:40:46 -04001076 ASSERT(outputVariable.staticUse);
1077
Jamie Madill5f562732014-02-14 16:41:24 -05001078 if (outputVariable.arraySize > 0)
1079 {
1080 for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
1081 {
1082 const int location = baseLocation + elementIndex;
1083 ASSERT(programOutputVars->count(location) == 0);
1084 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
1085 }
1086 }
1087 else
1088 {
1089 ASSERT(programOutputVars->count(baseLocation) == 0);
1090 (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
1091 }
1092 }
1093}
1094
Jamie Madill30d6c252014-11-13 10:03:33 -05001095std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001096{
1097 // for now we only handle point sprite emulation
Brandon Jones71620962014-08-20 14:04:59 -07001098 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
Jamie Madillff0d2ba2014-05-14 13:49:10 -04001099 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
Jamie Madill5f562732014-02-14 16:41:24 -05001100}
1101
Jamie Madill30d6c252014-11-13 10:03:33 -05001102std::string DynamicHLSL::generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
Jamie Madill5f562732014-02-14 16:41:24 -05001103{
1104 ASSERT(registers >= 0);
Brandon Jones71620962014-08-20 14:04:59 -07001105 ASSERT(vertexShader->mUsesPointSize);
Jamie Madill5f562732014-02-14 16:41:24 -05001106 ASSERT(mRenderer->getMajorShaderModel() >= 4);
1107
1108 std::string geomHLSL;
1109
Brandon Jones71620962014-08-20 14:04:59 -07001110 const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001111 false, true, false);
Brandon Jones71620962014-08-20 14:04:59 -07001112 const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
1113 fragmentShader->mUsesPointCoord, true, false);
Jamie Madill5f562732014-02-14 16:41:24 -05001114
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001115 std::string varyingHLSL = generateVaryingHLSL(vertexShader);
1116 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
1117 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
Jamie Madill5f562732014-02-14 16:41:24 -05001118
Geoff Langc0b9ef42014-07-02 10:02:37 -04001119 // TODO(geofflang): use context's caps
Jamie Madill5f562732014-02-14 16:41:24 -05001120 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1121 "\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001122 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1123 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
Jamie Madill5f562732014-02-14 16:41:24 -05001124 "\n"
Jamie Madill37997142015-01-28 10:06:34 -05001125 "static float2 pointSpriteCorners[] = \n"
1126 "{\n"
1127 " float2( 0.5f, -0.5f),\n"
1128 " float2( 0.5f, 0.5f),\n"
1129 " float2(-0.5f, -0.5f),\n"
1130 " float2(-0.5f, 0.5f)\n"
1131 "};\n"
1132 "\n"
1133 "static float2 pointSpriteTexcoords[] = \n"
1134 "{\n"
1135 " float2(1.0f, 1.0f),\n"
1136 " float2(1.0f, 0.0f),\n"
1137 " float2(0.0f, 1.0f),\n"
1138 " float2(0.0f, 0.0f)\n"
1139 "};\n"
1140 "\n"
1141 "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
1142 "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
1143 "\n"
1144 "[maxvertexcount(4)]\n"
1145 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1146 "{\n"
1147 " GS_OUTPUT output = (GS_OUTPUT)0;\n"
1148 " output.gl_Position = input[0].gl_Position;\n"
1149 " output.gl_PointSize = input[0].gl_PointSize;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001150
1151 for (int r = 0; r < registers; r++)
1152 {
1153 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1154 }
1155
Brandon Jones71620962014-08-20 14:04:59 -07001156 if (fragmentShader->mUsesFragCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001157 {
1158 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
1159 }
1160
1161 geomHLSL += " \n"
1162 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001163 " float4 dx_Position = input[0].dx_Position;\n"
1164 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001165
1166 for (int corner = 0; corner < 4; corner++)
1167 {
1168 geomHLSL += " \n"
Jamie Madillfebb7ad2014-06-18 13:50:51 -04001169 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
Jamie Madill5f562732014-02-14 16:41:24 -05001170
Brandon Jones71620962014-08-20 14:04:59 -07001171 if (fragmentShader->mUsesPointCoord)
Jamie Madill5f562732014-02-14 16:41:24 -05001172 {
1173 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1174 }
1175
1176 geomHLSL += " outStream.Append(output);\n";
1177 }
1178
1179 geomHLSL += " \n"
1180 " outStream.RestartStrip();\n"
1181 "}\n";
1182
1183 return geomHLSL;
1184}
1185
1186// This method needs to match OutputHLSL::decorate
Jamie Madilla53ab512014-03-17 09:47:44 -04001187std::string DynamicHLSL::decorateVariable(const std::string &name)
Jamie Madill5f562732014-02-14 16:41:24 -05001188{
Jamie Madilld5512cd2014-07-10 17:50:08 -04001189 if (name.compare(0, 3, "gl_") != 0)
Jamie Madill5f562732014-02-14 16:41:24 -05001190 {
1191 return "_" + name;
1192 }
1193
1194 return name;
1195}
1196
Jamie Madillf2575982014-06-25 16:04:54 -04001197std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001198{
Jamie Madilla53ab512014-03-17 09:47:44 -04001199 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
Jamie Madill8664b062014-02-14 16:41:29 -05001200
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001201 // Matrix
1202 if (IsMatrixType(shaderAttrib.type))
1203 {
Jamie Madill8664b062014-02-14 16:41:29 -05001204 return "transpose(" + attribString + ")";
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001205 }
1206
Jamie Madillf2575982014-06-25 16:04:54 -04001207 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1208 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
Jamie Madill8664b062014-02-14 16:41:29 -05001209
Jamie Madill8664b062014-02-14 16:41:29 -05001210 // Perform integer to float conversion (if necessary)
1211 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
1212
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001213 if (requiresTypeConversion)
Jamie Madill8664b062014-02-14 16:41:29 -05001214 {
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001215 // TODO: normalization for 32-bit integer formats
1216 ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
1217 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
Jamie Madill8664b062014-02-14 16:41:29 -05001218 }
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001219
1220 // No conversion necessary
Jamie Madill8664b062014-02-14 16:41:29 -05001221 return attribString;
Jamie Madillc5ede1a2014-02-14 16:41:27 -05001222}
1223
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001224void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
1225{
1226 for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
1227 {
1228 const VertexFormat &vertexFormat = inputLayout[inputIndex];
1229
1230 if (vertexFormat.mType == GL_NONE)
1231 {
1232 signature[inputIndex] = GL_NONE;
1233 }
1234 else
1235 {
Jamie Madill30d6c252014-11-13 10:03:33 -05001236 bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0);
Jamie Madill7a29e4a2014-05-02 10:41:48 -04001237 signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
1238 }
1239 }
1240}
1241
Jamie Madill5f562732014-02-14 16:41:24 -05001242}