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.
7 // ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
9 #include "libGLESv2/renderer/d3d/ShaderD3D.h"
10 #include "libGLESv2/renderer/Renderer.h"
11 #include "libGLESv2/Shader.h"
12 #include "libGLESv2/main.h"
14 #include "common/utilities.h"
19 template <typename VarT>
20 void FilterInactiveVariables(std::vector<VarT> *variableList)
24 for (size_t varIndex = 0; varIndex < variableList->size();)
26 if (!(*variableList)[varIndex].staticUse)
28 variableList->erase(variableList->begin() + varIndex);
37 void *ShaderD3D::mFragmentCompiler = NULL;
38 void *ShaderD3D::mVertexCompiler = NULL;
40 template <typename VarT>
41 const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
47 ShaderD3D::ShaderD3D(GLenum type, rx::Renderer *renderer)
56 ShaderD3D::~ShaderD3D()
60 ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
62 ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
63 return static_cast<ShaderD3D*>(impl);
66 const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
68 ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
69 return static_cast<const ShaderD3D*>(impl);
72 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
73 void ShaderD3D::initializeCompiler()
75 if (!mFragmentCompiler)
77 int result = ShInitialize();
81 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
83 ShBuiltInResources resources;
84 ShInitBuiltInResources(&resources);
86 // TODO(geofflang): use context's caps
87 const gl::Caps &caps = mRenderer->getRendererCaps();
88 const gl::Extensions &extensions = mRenderer->getRendererExtensions();
90 resources.MaxVertexAttribs = caps.maxVertexAttributes;
91 resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
92 resources.MaxVaryingVectors = caps.maxVaryingVectors;
93 resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
94 resources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
95 resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
96 resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
97 resources.MaxDrawBuffers = caps.maxDrawBuffers;
98 resources.OES_standard_derivatives = extensions.standardDerivatives;
99 resources.EXT_draw_buffers = extensions.drawBuffers;
100 resources.EXT_shader_texture_lod = 1;
101 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
102 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
103 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
104 // GLSL ES 3.0 constants
105 resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
106 resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
107 resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
108 resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
110 mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
111 mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
116 void ShaderD3D::releaseCompiler()
118 ShDestruct(mFragmentCompiler);
119 ShDestruct(mVertexCompiler);
121 mFragmentCompiler = NULL;
122 mVertexCompiler = NULL;
127 void ShaderD3D::parseVaryings(void *compiler)
131 const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
134 for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
136 mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
139 mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
140 mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
141 mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
142 mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
143 mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
144 mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
145 mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
146 mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
147 mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
148 mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
149 mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
153 void ShaderD3D::resetVaryingsRegisterAssignment()
155 for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
157 mVaryings[varyingIndex].resetRegisterAssignment();
161 // initialize/clean up previous state
162 void ShaderD3D::uncompile()
164 // set by compileToHLSL
168 mUsesMultipleRenderTargets = false;
169 mUsesFragColor = false;
170 mUsesFragData = false;
171 mUsesFragCoord = false;
172 mUsesFrontFacing = false;
173 mUsesPointSize = false;
174 mUsesPointCoord = false;
175 mUsesDepthRange = false;
176 mUsesFragDepth = false;
177 mShaderVersion = 100;
178 mUsesDiscardRewriting = false;
179 mUsesNestedBreak = false;
183 mInterfaceBlocks.clear();
184 mActiveAttributes.clear();
185 mActiveOutputVariables.clear();
188 void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
190 // ensure the compiler is loaded
191 initializeCompiler();
193 int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
194 std::string sourcePath;
195 if (gl::perfActive())
197 sourcePath = getTempPath();
198 writeFile(sourcePath.c_str(), source.c_str(), source.length());
199 compileOptions |= SH_LINE_DIRECTIVES;
203 if (sourcePath.empty())
205 const char* sourceStrings[] =
210 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
214 const char* sourceStrings[] =
220 result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
223 size_t shaderVersion = 100;
224 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
226 mShaderVersion = static_cast<int>(shaderVersion);
228 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
230 mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
231 TRACE("\n%s", mInfoLog.c_str());
235 size_t objCodeLen = 0;
236 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
238 char* outputHLSL = new char[objCodeLen];
239 ShGetObjectCode(compiler, outputHLSL);
242 std::ostringstream hlslStream;
243 hlslStream << "// GLSL\n";
244 hlslStream << "//\n";
247 while (curPos != std::string::npos)
249 size_t nextLine = source.find("\n", curPos);
250 size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
252 hlslStream << "// " << source.substr(curPos, len);
254 curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
256 hlslStream << "\n\n";
257 hlslStream << outputHLSL;
258 mHlsl = hlslStream.str();
263 SafeDeleteArray(outputHLSL);
265 mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
267 for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
269 const sh::Uniform &uniform = mUniforms[uniformIndex];
271 if (uniform.staticUse)
273 unsigned int index = -1;
274 bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
275 UNUSED_ASSERTION_VARIABLE(result);
278 mUniformRegisterMap[uniform.name] = index;
282 mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
284 for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
286 const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
288 if (interfaceBlock.staticUse)
290 unsigned int index = -1;
291 bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
292 UNUSED_ASSERTION_VARIABLE(result);
295 mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
301 size_t infoLogLen = 0;
302 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
304 char* infoLog = new char[infoLogLen];
305 ShGetInfoLog(compiler, infoLog);
308 TRACE("\n%s", mInfoLog.c_str());
312 rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
314 if (mUsesDiscardRewriting)
317 // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
318 return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
321 if (mUsesNestedBreak)
324 // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
325 // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
326 return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
329 return rx::ANGLE_D3D_WORKAROUND_NONE;
332 // true if varying x has a higher priority in packing than y
333 bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
335 if (x.type == y.type)
337 return x.arraySize > y.arraySize;
340 // Special case for handling structs: we sort these to the end of the list
341 if (x.type == GL_STRUCT_ANGLEX)
346 if (y.type == GL_STRUCT_ANGLEX)
351 return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
354 unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
356 ASSERT(mUniformRegisterMap.count(uniformName) > 0);
357 return mUniformRegisterMap.find(uniformName)->second;
360 unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
362 ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
363 return mInterfaceBlockRegisterMap.find(blockName)->second;
366 void *ShaderD3D::getCompiler()
368 if (mType == GL_VERTEX_SHADER)
370 return mVertexCompiler;
374 ASSERT(mType == GL_FRAGMENT_SHADER);
375 return mFragmentCompiler;
379 ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
381 void *compiler = NULL;
385 case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
386 case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
387 default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
390 size_t outputType = 0;
391 ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
393 return static_cast<ShShaderOutput>(outputType);
396 bool ShaderD3D::compile(const std::string &source)
400 void *compiler = getCompiler();
402 compileToHLSL(compiler, source);
404 if (mType == GL_VERTEX_SHADER)
406 parseAttributes(compiler);
409 parseVaryings(compiler);
411 if (mType == GL_FRAGMENT_SHADER)
413 std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
415 const std::string &hlsl = getTranslatedSource();
418 mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compiler));
419 FilterInactiveVariables(&mActiveOutputVariables);
423 return !getTranslatedSource().empty();
426 void ShaderD3D::parseAttributes(void *compiler)
428 const std::string &hlsl = getTranslatedSource();
431 mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
432 FilterInactiveVariables(&mActiveAttributes);
436 int ShaderD3D::getSemanticIndex(const std::string &attributeName) const
438 if (!attributeName.empty())
440 int semanticIndex = 0;
441 for (size_t attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
443 const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
445 if (attribute.name == attributeName)
447 return semanticIndex;
450 semanticIndex += gl::VariableRegisterCount(attribute.type);