-#include "precompiled.h"
//
-// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "libGLESv2/BinaryStream.h"
#include "libGLESv2/ProgramBinary.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/FramebufferAttachment.h"
+#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/renderer/ShaderExecutable.h"
#include "common/debug.h"
#include "common/version.h"
-#include "utilities.h"
+#include "common/utilities.h"
+#include "common/platform.h"
#include "libGLESv2/main.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h"
-#include "libGLESv2/renderer/Renderer.h"
-#include "libGLESv2/renderer/VertexDataManager.h"
-
-#undef near
-#undef far
+#include "libGLESv2/renderer/ProgramImpl.h"
+#include "libGLESv2/renderer/d3d/ShaderD3D.h"
+#include "libGLESv2/Context.h"
+#include "libGLESv2/Buffer.h"
+#include "common/blocklayout.h"
+#include "common/features.h"
namespace gl
{
-std::string str(int i)
+
+namespace
{
- char buffer[20];
- snprintf(buffer, sizeof(buffer), "%d", i);
- return buffer;
-}
-static rx::D3DWorkaroundType DiscardWorkaround(bool usesDiscard, bool nestedBreak)
+unsigned int ParseAndStripArrayIndex(std::string* name)
{
- if (usesDiscard)
- {
- // ANGLE issue 486:
- // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
- return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
- }
+ unsigned int subscript = GL_INVALID_INDEX;
- if (nestedBreak)
+ // Strip any trailing array operator and retrieve the subscript
+ size_t open = name->find_last_of('[');
+ size_t close = name->find_last_of(']');
+ if (open != std::string::npos && close == name->length() - 1)
{
- // ANGLE issue 603:
- // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
- // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
- return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
+ subscript = atoi(name->substr(open + 1).c_str());
+ name->erase(open);
}
- return rx::ANGLE_D3D_WORKAROUND_NONE;
+ return subscript;
+}
+
}
-UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
+VariableLocation::VariableLocation(const std::string &name, unsigned int element, unsigned int index)
: name(name), element(element), index(index)
{
}
-unsigned int ProgramBinary::mCurrentSerial = 1;
+LinkedVarying::LinkedVarying()
+{
+}
-ProgramBinary::ProgramBinary(rx::Renderer *renderer) : mRenderer(renderer), RefCountObject(0), mSerial(issueSerial())
+LinkedVarying::LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
+ unsigned int semanticIndex, unsigned int semanticIndexCount)
+ : name(name), type(type), size(size), semanticName(semanticName), semanticIndex(semanticIndex), semanticIndexCount(semanticIndexCount)
{
- mPixelExecutable = NULL;
- mVertexExecutable = NULL;
- mGeometryExecutable = NULL;
+}
- mValidated = false;
+LinkResult::LinkResult(bool linkSuccess, const Error &error)
+ : linkSuccess(linkSuccess),
+ error(error)
+{
+}
- for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
- {
- mSemanticIndex[index] = -1;
- }
+unsigned int ProgramBinary::mCurrentSerial = 1;
- for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
- {
- mSamplersPS[index].active = false;
- }
+ProgramBinary::ProgramBinary(rx::ProgramImpl *impl)
+ : RefCountObject(0),
+ mProgram(impl),
+ mValidated(false),
+ mSerial(issueSerial())
+{
+ ASSERT(impl);
- for (int index = 0; index < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++)
+ for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
{
- mSamplersVS[index].active = false;
+ mSemanticIndex[index] = -1;
}
-
- mUsedVertexSamplerRange = 0;
- mUsedPixelSamplerRange = 0;
- mUsesPointSize = false;
}
ProgramBinary::~ProgramBinary()
{
- delete mPixelExecutable;
- mPixelExecutable = NULL;
-
- delete mVertexExecutable;
- mVertexExecutable = NULL;
-
- delete mGeometryExecutable;
- mGeometryExecutable = NULL;
-
- while (!mUniforms.empty())
- {
- delete mUniforms.back();
- mUniforms.pop_back();
- }
+ reset();
+ SafeDelete(mProgram);
}
unsigned int ProgramBinary::getSerial() const
return mCurrentSerial++;
}
-rx::ShaderExecutable *ProgramBinary::getPixelExecutable()
-{
- return mPixelExecutable;
-}
-
-rx::ShaderExecutable *ProgramBinary::getVertexExecutable()
-{
- return mVertexExecutable;
-}
-
-rx::ShaderExecutable *ProgramBinary::getGeometryExecutable()
-{
- return mGeometryExecutable;
-}
-
GLuint ProgramBinary::getAttributeLocation(const char *name)
{
if (name)
int ProgramBinary::getSemanticIndex(int attributeIndex)
{
ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
-
+
return mSemanticIndex[attributeIndex];
}
// Returns one more than the highest sampler index used.
GLint ProgramBinary::getUsedSamplerRange(SamplerType type)
{
- switch (type)
- {
- case SAMPLER_PIXEL:
- return mUsedPixelSamplerRange;
- case SAMPLER_VERTEX:
- return mUsedVertexSamplerRange;
- default:
- UNREACHABLE();
- return 0;
- }
+ return mProgram->getUsedSamplerRange(type);
}
bool ProgramBinary::usesPointSize() const
{
- return mUsesPointSize;
+ return mProgram->usesPointSize();
}
-bool ProgramBinary::usesPointSpriteEmulation() const
+GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex, const Caps &caps)
{
- return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
+ return mProgram->getSamplerMapping(type, samplerIndex, caps);
}
-bool ProgramBinary::usesGeometryShader() const
+GLenum ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
{
- return usesPointSpriteEmulation();
+ return mProgram->getSamplerTextureType(type, samplerIndex);
}
-// Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler
-// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
+GLint ProgramBinary::getUniformLocation(std::string name)
{
- GLint logicalTextureUnit = -1;
-
- switch (type)
- {
- case SAMPLER_PIXEL:
- ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
-
- if (mSamplersPS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
- }
- break;
- case SAMPLER_VERTEX:
- ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
-
- if (mSamplersVS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
- }
- break;
- default: UNREACHABLE();
- }
-
- if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)mRenderer->getMaxCombinedTextureImageUnits())
- {
- return logicalTextureUnit;
- }
+ return mProgram->getUniformLocation(name);
+}
- return -1;
+GLuint ProgramBinary::getUniformIndex(std::string name)
+{
+ return mProgram->getUniformIndex(name);
}
-// Returns the texture type for a given Direct3D 9 sampler type and
-// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
+GLuint ProgramBinary::getUniformBlockIndex(std::string name)
{
- switch (type)
- {
- case SAMPLER_PIXEL:
- ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
- ASSERT(mSamplersPS[samplerIndex].active);
- return mSamplersPS[samplerIndex].textureType;
- case SAMPLER_VERTEX:
- ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
- ASSERT(mSamplersVS[samplerIndex].active);
- return mSamplersVS[samplerIndex].textureType;
- default: UNREACHABLE();
- }
+ return mProgram->getUniformBlockIndex(name);
+}
- return TEXTURE_2D;
+UniformBlock *ProgramBinary::getUniformBlockByIndex(GLuint blockIndex)
+{
+ return mProgram->getUniformBlockByIndex(blockIndex);
}
-GLint ProgramBinary::getUniformLocation(std::string name)
+GLint ProgramBinary::getFragDataLocation(const char *name) const
{
- unsigned int subscript = 0;
+ std::string baseName(name);
+ unsigned int arrayIndex;
+ arrayIndex = ParseAndStripArrayIndex(&baseName);
- // Strip any trailing array operator and retrieve the subscript
- size_t open = name.find_last_of('[');
- size_t close = name.find_last_of(']');
- if (open != std::string::npos && close == name.length() - 1)
+ for (auto locationIt = mOutputVariables.begin(); locationIt != mOutputVariables.end(); locationIt++)
{
- subscript = atoi(name.substr(open + 1).c_str());
- name.erase(open);
- }
+ const VariableLocation &outputVariable = locationIt->second;
- unsigned int numUniforms = mUniformIndex.size();
- for (unsigned int location = 0; location < numUniforms; location++)
- {
- if (mUniformIndex[location].name == name &&
- mUniformIndex[location].element == subscript)
+ if (outputVariable.name == baseName && (arrayIndex == GL_INVALID_INDEX || arrayIndex == outputVariable.element))
{
- return location;
+ return static_cast<GLint>(locationIt->first);
}
}
return -1;
}
-bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+size_t ProgramBinary::getTransformFeedbackVaryingCount() const
{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
+ return mProgram->getTransformFeedbackLinkedVaryings().size();
+}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
+const LinkedVarying &ProgramBinary::getTransformFeedbackVarying(size_t idx) const
+{
+ return mProgram->getTransformFeedbackLinkedVaryings()[idx];
+}
- int elementCount = targetUniform->elementCount();
+GLenum ProgramBinary::getTransformFeedbackBufferMode() const
+{
+ return mProgram->getTransformFeedbackBufferMode();
+}
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+void ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) {
+ mProgram->setUniform1fv(location, count, v);
+}
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+void ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) {
+ mProgram->setUniform2fv(location, count, v);
+}
- if (targetUniform->type == GL_FLOAT)
- {
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) {
+ mProgram->setUniform3fv(location, count, v);
+}
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = 0;
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 1;
- }
- }
- else if (targetUniform->type == GL_BOOL)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) {
+ mProgram->setUniform4fv(location, count, v);
+}
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[1] = GL_FALSE;
- boolParams[2] = GL_FALSE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 1;
- }
- }
- else
- {
- return false;
- }
+void ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v) {
+ mProgram->setUniform1iv(location, count, v);
+}
- return true;
+void ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v) {
+ mProgram->setUniform2iv(location, count, v);
}
-bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
+void ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v) {
+ mProgram->setUniform3iv(location, count, v);
+}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
+void ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v) {
+ mProgram->setUniform4iv(location, count, v);
+}
- int elementCount = targetUniform->elementCount();
+void ProgramBinary::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) {
+ mProgram->setUniform1uiv(location, count, v);
+}
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+void ProgramBinary::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) {
+ mProgram->setUniform2uiv(location, count, v);
+}
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+void ProgramBinary::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) {
+ mProgram->setUniform3uiv(location, count, v);
+}
- if (targetUniform->type == GL_FLOAT_VEC2)
- {
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) {
+ mProgram->setUniform4uiv(location, count, v);
+}
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 2;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC2)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix2fv(location, count, transpose, v);
+}
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[2] = GL_FALSE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 2;
- }
- }
- else
- {
- return false;
- }
+void ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix3fv(location, count, transpose, v);
+}
- return true;
+void ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix4fv(location, count, transpose, v);
}
-bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
+void ProgramBinary::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix2x3fv(location, count, transpose, v);
+}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
+void ProgramBinary::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix2x4fv(location, count, transpose, v);
+}
- int elementCount = targetUniform->elementCount();
+void ProgramBinary::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix3x2fv(location, count, transpose, v);
+}
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+void ProgramBinary::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix3x4fv(location, count, transpose, v);
+}
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+void ProgramBinary::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix4x2fv(location, count, transpose, v);
+}
- if (targetUniform->type == GL_FLOAT_VEC3)
- {
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *v) {
+ mProgram->setUniformMatrix4x3fv(location, count, transpose, v);
+}
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = v[2];
- target[3] = 0;
- target += 4;
- v += 3;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC3)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+void ProgramBinary::getUniformfv(GLint location, GLfloat *v) {
+ mProgram->getUniformfv(location, v);
+}
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 3;
- }
- }
- else
- {
- return false;
- }
+void ProgramBinary::getUniformiv(GLint location, GLint *v) {
+ mProgram->getUniformiv(location, v);
+}
- return true;
+void ProgramBinary::getUniformuiv(GLint location, GLuint *v) {
+ mProgram->getUniformuiv(location, v);
}
-bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+void ProgramBinary::updateSamplerMapping()
{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
+ return mProgram->updateSamplerMapping();
+}
- int elementCount = targetUniform->elementCount();
+// Applies all the uniforms set for this program object to the renderer
+Error ProgramBinary::applyUniforms()
+{
+ return mProgram->applyUniforms();
+}
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+Error ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const Caps &caps)
+{
+ return mProgram->applyUniformBuffers(boundBuffers, caps);
+}
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+bool ProgramBinary::linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader)
+{
+ std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
+ std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- if (targetUniform->type == GL_FLOAT_VEC4)
+ for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
{
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+ PackedVarying *input = &fragmentVaryings[fragVaryingIndex];
+ bool matched = false;
+
+ // Built-in varyings obey special rules
+ if (input->isBuiltIn())
+ {
+ continue;
+ }
- for (int i = 0; i < count; i++)
+ for (size_t vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
{
- target[0] = v[0];
- target[1] = v[1];
- target[2] = v[2];
- target[3] = v[3];
- target += 4;
- v += 4;
+ PackedVarying *output = &vertexVaryings[vertVaryingIndex];
+ if (output->name == input->name)
+ {
+ if (!linkValidateVaryings(infoLog, output->name, *input, *output))
+ {
+ return false;
+ }
+
+ output->registerIndex = input->registerIndex;
+ output->columnIndex = input->columnIndex;
+
+ matched = true;
+ break;
+ }
}
- }
- else if (targetUniform->type == GL_BOOL_VEC4)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
- for (int i = 0; i < count; i++)
+ // We permit unmatched, unreferenced varyings
+ if (!matched && input->staticUse)
{
- boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams[3] = (v[3] == 0.0f) ? GL_FALSE : GL_TRUE;
- boolParams += 4;
- v += 4;
+ infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str());
+ return false;
}
}
- else
- {
- return false;
- }
return true;
}
-template<typename T, int targetWidth, int targetHeight, int srcWidth, int srcHeight>
-void transposeMatrix(T *target, const GLfloat *value)
+LinkResult ProgramBinary::load(InfoLog &infoLog, GLenum binaryFormat, const void *binary, GLsizei length)
{
- int copyWidth = std::min(targetWidth, srcWidth);
- int copyHeight = std::min(targetHeight, srcHeight);
+#if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
+ return LinkResult(false, Error(GL_NO_ERROR));
+#else
+ ASSERT(binaryFormat == mProgram->getBinaryFormat());
- for (int x = 0; x < copyWidth; x++)
+ reset();
+
+ BinaryInputStream stream(binary, length);
+
+ GLenum format = stream.readInt<GLenum>();
+ if (format != mProgram->getBinaryFormat())
{
- for (int y = 0; y < copyHeight; y++)
- {
- target[x * targetWidth + y] = (T)value[y * srcWidth + x];
- }
+ infoLog.append("Invalid program binary format.");
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- // clear unfilled right side
- for (int y = 0; y < copyHeight; y++)
+
+ int majorVersion = stream.readInt<int>();
+ int minorVersion = stream.readInt<int>();
+ if (majorVersion != ANGLE_MAJOR_VERSION || minorVersion != ANGLE_MINOR_VERSION)
{
- for (int x = srcWidth; x < targetWidth; x++)
- {
- target[y * targetWidth + x] = (T)0;
- }
+ infoLog.append("Invalid program binary version.");
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- // clear unfilled bottom.
- for (int y = srcHeight; y < targetHeight; y++)
+
+ unsigned char commitString[ANGLE_COMMIT_HASH_SIZE];
+ stream.readBytes(commitString, ANGLE_COMMIT_HASH_SIZE);
+ if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) != 0)
{
- for (int x = 0; x < targetWidth; x++)
- {
- target[y * targetWidth + x] = (T)0;
- }
+ infoLog.append("Invalid program binary version.");
+ return LinkResult(false, Error(GL_NO_ERROR));
}
-}
-bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
+ int compileFlags = stream.readInt<int>();
+ if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
{
- return false;
+ infoLog.append("Mismatched compilation flags.");
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type != GL_FLOAT_MAT2)
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
{
- return false;
+ stream.readInt(&mLinkedAttribute[i].type);
+ stream.readString(&mLinkedAttribute[i].name);
+ stream.readInt(&mProgram->getShaderAttributes()[i].type);
+ stream.readString(&mProgram->getShaderAttributes()[i].name);
+ stream.readInt(&mSemanticIndex[i]);
}
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8;
+ initAttributesByLayout();
- for (int i = 0; i < count; i++)
+ LinkResult result = mProgram->load(infoLog, &stream);
+ if (result.error.isError() || !result.linkSuccess)
{
- transposeMatrix<GLfloat,4,2,2,2>(target, value);
- target += 8;
- value += 4;
+ return result;
}
- return true;
+ return LinkResult(true, Error(GL_NO_ERROR));
+#endif // #if ANGLE_PROGRAM_BINARY_LOAD == ANGLE_ENABLED
}
-bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
+Error ProgramBinary::save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length)
{
- if (location < 0 || location >= (int)mUniformIndex.size())
+ if (binaryFormat)
{
- return false;
+ *binaryFormat = mProgram->getBinaryFormat();
}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
+ BinaryOutputStream stream;
+
+ stream.writeInt(mProgram->getBinaryFormat());
+ stream.writeInt(ANGLE_MAJOR_VERSION);
+ stream.writeInt(ANGLE_MINOR_VERSION);
+ stream.writeBytes(reinterpret_cast<const unsigned char*>(ANGLE_COMMIT_HASH), ANGLE_COMMIT_HASH_SIZE);
+ stream.writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
- if (targetUniform->type != GL_FLOAT_MAT3)
+ for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
{
- return false;
+ stream.writeInt(mLinkedAttribute[i].type);
+ stream.writeString(mLinkedAttribute[i].name);
+ stream.writeInt(mProgram->getShaderAttributes()[i].type);
+ stream.writeString(mProgram->getShaderAttributes()[i].name);
+ stream.writeInt(mSemanticIndex[i]);
}
- int elementCount = targetUniform->elementCount();
+ mProgram->save(&stream);
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12;
+ GLsizei streamLength = stream.length();
+ const void *streamData = stream.data();
- for (int i = 0; i < count; i++)
+ if (streamLength > bufSize)
{
- transposeMatrix<GLfloat,4,3,3,3>(target, value);
- target += 12;
- value += 9;
+ if (length)
+ {
+ *length = 0;
+ }
+
+ // TODO: This should be moved to the validation layer but computing the size of the binary before saving
+ // it causes the save to happen twice. It may be possible to write the binary to a separate buffer, validate
+ // sizes and then copy it.
+ return Error(GL_INVALID_OPERATION);
}
- return true;
-}
+ if (binary)
+ {
+ char *ptr = (char*) binary;
+ memcpy(ptr, streamData, streamLength);
+ ptr += streamLength;
-bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
+ ASSERT(ptr - streamLength == binary);
}
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type != GL_FLOAT_MAT4)
+ if (length)
{
- return false;
+ *length = streamLength;
}
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
- GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16);
+ return Error(GL_NO_ERROR);
+}
- for (int i = 0; i < count; i++)
+GLint ProgramBinary::getLength()
+{
+ GLint length;
+ Error error = save(NULL, NULL, INT_MAX, &length);
+ if (error.isError())
{
- transposeMatrix<GLfloat,4,4,4,4>(target, value);
- target += 16;
- value += 16;
+ return 0;
}
- return true;
+ return length;
}
-bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+LinkResult ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, Shader *fragmentShader, Shader *vertexShader,
+ const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode, const Caps &caps)
{
- if (location < 0 || location >= (int)mUniformIndex.size())
+ if (!fragmentShader || !fragmentShader->isCompiled())
{
- return false;
+ return LinkResult(false, Error(GL_NO_ERROR));
}
+ ASSERT(fragmentShader->getType() == GL_FRAGMENT_SHADER);
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+ if (!vertexShader || !vertexShader->isCompiled())
+ {
+ return LinkResult(false, Error(GL_NO_ERROR));
+ }
+ ASSERT(vertexShader->getType() == GL_VERTEX_SHADER);
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
+ reset();
- if (targetUniform->type == GL_INT ||
- targetUniform->type == GL_SAMPLER_2D ||
- targetUniform->type == GL_SAMPLER_CUBE)
+ int registers;
+ std::vector<LinkedVarying> linkedVaryings;
+ LinkResult result = mProgram->link(infoLog, fragmentShader, vertexShader, transformFeedbackVaryings, transformFeedbackBufferMode,
+ ®isters, &linkedVaryings, &mOutputVariables, caps);
+ if (result.error.isError() || !result.linkSuccess)
{
- GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+ return result;
+ }
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = 0;
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 1;
- }
+ if (!linkAttributes(infoLog, attributeBindings, vertexShader))
+ {
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- else if (targetUniform->type == GL_BOOL)
+
+ if (!mProgram->linkUniforms(infoLog, *vertexShader, *fragmentShader, caps))
{
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
+ return LinkResult(false, Error(GL_NO_ERROR));
+ }
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[1] = GL_FALSE;
- boolParams[2] = GL_FALSE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 1;
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
-
- if (targetUniform->type == GL_INT_VEC2)
- {
- GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 2;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC2)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[2] = GL_FALSE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 2;
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
-
- if (targetUniform->type == GL_INT_VEC3)
- {
- GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = v[2];
- target[3] = 0;
- target += 4;
- v += 3;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC3)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[3] = GL_FALSE;
- boolParams += 4;
- v += 3;
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- int elementCount = targetUniform->elementCount();
-
- if (elementCount == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(elementCount - (int)mUniformIndex[location].element, count);
-
- if (targetUniform->type == GL_INT_VEC4)
- {
- GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = v[2];
- target[3] = v[3];
- target += 4;
- v += 4;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC4)
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE;
- boolParams[3] = (v[3] == 0) ? GL_FALSE : GL_TRUE;
- boolParams += 4;
- v += 4;
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
-
- // sized queries -- ensure the provided buffer is large enough
- if (bufSize)
- {
- int requiredBytes = UniformExternalSize(targetUniform->type);
- if (*bufSize < requiredBytes)
- {
- return false;
- }
- }
-
- switch (targetUniform->type)
- {
- case GL_FLOAT_MAT2:
- transposeMatrix<GLfloat,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
- break;
- case GL_FLOAT_MAT3:
- transposeMatrix<GLfloat,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
- break;
- case GL_FLOAT_MAT4:
- transposeMatrix<GLfloat,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
- break;
- default:
- {
- unsigned int size = UniformComponentCount(targetUniform->type);
-
- switch (UniformComponentType(targetUniform->type))
- {
- case GL_BOOL:
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
- }
- }
- break;
- case GL_FLOAT:
- memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLfloat),
- size * sizeof(GLfloat));
- break;
- case GL_INT:
- {
- GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = (float)intParams[i];
- }
- }
- break;
- default: UNREACHABLE();
- }
- }
- }
-
- return true;
-}
-
-bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
-
- // sized queries -- ensure the provided buffer is large enough
- if (bufSize)
- {
- int requiredBytes = UniformExternalSize(targetUniform->type);
- if (*bufSize < requiredBytes)
- {
- return false;
- }
- }
-
- switch (targetUniform->type)
- {
- case GL_FLOAT_MAT2:
- transposeMatrix<GLint,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
- break;
- case GL_FLOAT_MAT3:
- transposeMatrix<GLint,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
- break;
- case GL_FLOAT_MAT4:
- transposeMatrix<GLint,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
- break;
- default:
- {
- unsigned int size = VariableColumnCount(targetUniform->type);
-
- switch (UniformComponentType(targetUniform->type))
- {
- case GL_BOOL:
- {
- GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = boolParams[i];
- }
- }
- break;
- case GL_FLOAT:
- {
- GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (unsigned int i = 0; i < size; i++)
- {
- params[i] = (GLint)floatParams[i];
- }
- }
- break;
- case GL_INT:
- memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLint),
- size * sizeof(GLint));
- break;
- default: UNREACHABLE();
- }
- }
- }
-
- return true;
-}
-
-void ProgramBinary::dirtyAllUniforms()
-{
- unsigned int numUniforms = mUniforms.size();
- for (unsigned int index = 0; index < numUniforms; index++)
- {
- mUniforms[index]->dirty = true;
- }
-}
-
-// Applies all the uniforms set for this program object to the renderer
-void ProgramBinary::applyUniforms()
-{
- // Retrieve sampler uniform values
- for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub)
- {
- Uniform *targetUniform = *ub;
-
- if (targetUniform->dirty)
- {
- if (targetUniform->type == GL_SAMPLER_2D ||
- targetUniform->type == GL_SAMPLER_CUBE)
- {
- int count = targetUniform->elementCount();
- GLint (*v)[4] = (GLint(*)[4])targetUniform->data;
-
- if (targetUniform->psRegisterIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->psRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
- {
- ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0];
- }
- }
- }
-
- if (targetUniform->vsRegisterIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->vsRegisterIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS)
- {
- ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0];
- }
- }
- }
- }
- }
- }
-
- mRenderer->applyUniforms(this, &mUniforms);
-}
-
-// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
-// Returns the number of used varying registers, or -1 if unsuccesful
-int ProgramBinary::packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader)
-{
- const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
-
- fragmentShader->resetVaryingsRegisterAssignment();
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- int n = VariableRowCount(varying->type) * varying->size;
- int m = VariableColumnCount(varying->type);
- bool success = false;
-
- if (m == 2 || m == 3 || m == 4)
- {
- for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
- {
- bool available = true;
-
- for (int y = 0; y < n && available; y++)
- {
- for (int x = 0; x < m && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->reg = r;
- varying->col = 0;
-
- for (int y = 0; y < n; y++)
- {
- for (int x = 0; x < m; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- success = true;
- }
- }
-
- if (!success && m == 2)
- {
- for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
- {
- bool available = true;
-
- for (int y = 0; y < n && available; y++)
- {
- for (int x = 2; x < 4 && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->reg = r;
- varying->col = 2;
-
- for (int y = 0; y < n; y++)
- {
- for (int x = 2; x < 4; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- success = true;
- }
- }
- }
- }
- else if (m == 1)
- {
- int space[4] = {0};
-
- for (int y = 0; y < maxVaryingVectors; y++)
- {
- for (int x = 0; x < 4; x++)
- {
- space[x] += packing[y][x] ? 0 : 1;
- }
- }
-
- int column = 0;
-
- for (int x = 0; x < 4; x++)
- {
- if (space[x] >= n && space[x] < space[column])
- {
- column = x;
- }
- }
-
- if (space[column] >= n)
- {
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (!packing[r][column])
- {
- varying->reg = r;
-
- for (int y = r; y < r + n; y++)
- {
- packing[y][column] = &*varying;
- }
-
- break;
- }
- }
-
- varying->col = column;
-
- success = true;
- }
- }
- else UNREACHABLE();
-
- if (!success)
- {
- infoLog.append("Could not pack varying %s", varying->name.c_str());
-
- return -1;
- }
- }
-
- // Return the number of used registers
- int registers = 0;
-
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
- {
- registers++;
- }
- }
-
- return registers;
-}
-
-bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4],
- std::string& pixelHLSL, std::string& vertexHLSL,
- FragmentShader *fragmentShader, VertexShader *vertexShader)
-{
- if (pixelHLSL.empty() || vertexHLSL.empty())
- {
- return false;
- }
-
- bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
- bool usesFragColor = fragmentShader->mUsesFragColor;
- bool usesFragData = fragmentShader->mUsesFragData;
- if (usesFragColor && usesFragData)
- {
- infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
- return false;
- }
-
- // Write the HLSL input/output declarations
- const int shaderModel = mRenderer->getMajorShaderModel();
- const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
-
- const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0);
-
- // The output color is broadcast to all enabled draw buffers when writing to gl_FragColor
- const bool broadcast = fragmentShader->mUsesFragColor;
- const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1);
-
- if (registersNeeded > maxVaryingVectors)
- {
- infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
-
- return false;
- }
-
- vertexShader->resetVaryingsRegisterAssignment();
-
- for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++)
- {
- bool matched = false;
-
- for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++)
- {
- if (output->name == input->name)
- {
- if (output->type != input->type || output->size != input->size)
- {
- infoLog.append("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
-
- return false;
- }
-
- output->reg = input->reg;
- output->col = input->col;
-
- matched = true;
- break;
- }
- }
-
- if (!matched)
- {
- infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str());
-
- return false;
- }
- }
-
- mUsesPointSize = vertexShader->mUsesPointSize;
- std::string varyingSemantic = (mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD";
- std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR";
- std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION";
- std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
-
- // special varyings that use reserved registers
- int reservedRegisterIndex = registers;
- std::string fragCoordSemantic;
- std::string pointCoordSemantic;
-
- if (fragmentShader->mUsesFragCoord)
- {
- fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
- }
-
- if (fragmentShader->mUsesPointCoord)
- {
- // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords.
- // In DX11 we compute this in the GS.
- if (shaderModel == 3)
- {
- pointCoordSemantic = "TEXCOORD0";
- }
- else if (shaderModel >= 4)
- {
- pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
- }
- }
-
- vertexHLSL += "struct VS_INPUT\n"
- "{\n";
-
- int semanticIndex = 0;
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- switch (attribute->type)
- {
- case GL_FLOAT: vertexHLSL += " float "; break;
- case GL_FLOAT_VEC2: vertexHLSL += " float2 "; break;
- case GL_FLOAT_VEC3: vertexHLSL += " float3 "; break;
- case GL_FLOAT_VEC4: vertexHLSL += " float4 "; break;
- case GL_FLOAT_MAT2: vertexHLSL += " float2x2 "; break;
- case GL_FLOAT_MAT3: vertexHLSL += " float3x3 "; break;
- case GL_FLOAT_MAT4: vertexHLSL += " float4x4 "; break;
- default: UNREACHABLE();
- }
-
- vertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
-
- semanticIndex += VariableRowCount(attribute->type);
- }
-
- vertexHLSL += "};\n"
- "\n"
- "struct VS_OUTPUT\n"
- "{\n";
-
- if (shaderModel < 4)
- {
- vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n";
- }
-
- for (int r = 0; r < registers; r++)
- {
- int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
-
- vertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- vertexHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
- }
-
- if (vertexShader->mUsesPointSize && shaderModel >= 3)
- {
- vertexHLSL += " float gl_PointSize : PSIZE;\n";
- }
-
- if (shaderModel >= 4)
- {
- vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n";
- }
-
- vertexHLSL += "};\n"
- "\n"
- "VS_OUTPUT main(VS_INPUT input)\n"
- "{\n";
-
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- vertexHLSL += " " + decorateAttribute(attribute->name) + " = ";
-
- if (VariableRowCount(attribute->type) > 1) // Matrix
- {
- vertexHLSL += "transpose";
- }
-
- vertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
- }
-
- if (shaderModel >= 4)
- {
- vertexHLSL += "\n"
- " gl_main();\n"
- "\n"
- " VS_OUTPUT output;\n"
- " output.gl_Position.x = gl_Position.x;\n"
- " output.gl_Position.y = -gl_Position.y;\n"
- " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
- " output.gl_Position.w = gl_Position.w;\n";
- }
- else
- {
- vertexHLSL += "\n"
- " gl_main();\n"
- "\n"
- " VS_OUTPUT output;\n"
- " output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
- " output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
- " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
- " output.gl_Position.w = gl_Position.w;\n";
- }
-
- if (vertexShader->mUsesPointSize && shaderModel >= 3)
- {
- vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
- }
-
- for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
-
- for (int j = 0; j < rows; j++)
- {
- int r = varying->reg + i * rows + j;
- vertexHLSL += " output.v" + str(r);
-
- bool sharedRegister = false; // Register used by multiple varyings
-
- for (int x = 0; x < 4; x++)
- {
- if (packing[r][x] && packing[r][x] != packing[r][0])
- {
- sharedRegister = true;
- break;
- }
- }
-
- if(sharedRegister)
- {
- vertexHLSL += ".";
-
- for (int x = 0; x < 4; x++)
- {
- if (packing[r][x] == &*varying)
- {
- switch(x)
- {
- case 0: vertexHLSL += "x"; break;
- case 1: vertexHLSL += "y"; break;
- case 2: vertexHLSL += "z"; break;
- case 3: vertexHLSL += "w"; break;
- }
- }
- }
- }
-
- vertexHLSL += " = " + varying->name;
-
- if (varying->array)
- {
- vertexHLSL += "[" + str(i) + "]";
- }
-
- if (rows > 1)
- {
- vertexHLSL += "[" + str(j) + "]";
- }
-
- vertexHLSL += ";\n";
- }
- }
- }
- }
-
- vertexHLSL += "\n"
- " return output;\n"
- "}\n";
-
- pixelHLSL += "struct PS_INPUT\n"
- "{\n";
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
- for (int j = 0; j < rows; j++)
- {
- std::string n = str(varying->reg + i * rows + j);
- pixelHLSL += " float" + str(VariableColumnCount(varying->type)) + " v" + n + " : " + varyingSemantic + n + ";\n";
- }
- }
- }
- else UNREACHABLE();
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- pixelHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
- }
-
- if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
- {
- pixelHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n";
- }
-
- // Must consume the PSIZE element if the geometry shader is not active
- // We won't know if we use a GS until we draw
- if (vertexShader->mUsesPointSize && shaderModel >= 4)
- {
- pixelHLSL += " float gl_PointSize : PSIZE;\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- if (shaderModel >= 4)
- {
- pixelHLSL += " float4 dx_VPos : SV_Position;\n";
- }
- else if (shaderModel >= 3)
- {
- pixelHLSL += " float2 dx_VPos : VPOS;\n";
- }
- }
-
- pixelHLSL += "};\n"
- "\n"
- "struct PS_OUTPUT\n"
- "{\n";
-
- for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
- {
- pixelHLSL += " float4 gl_Color" + str(renderTargetIndex) + " : " + targetSemantic + str(renderTargetIndex) + ";\n";
- }
-
- if (fragmentShader->mUsesFragDepth)
- {
- pixelHLSL += " float gl_Depth : " + depthSemantic + ";\n";
- }
-
- pixelHLSL += "};\n"
- "\n";
-
- if (fragmentShader->mUsesFrontFacing)
- {
- if (shaderModel >= 4)
- {
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
- "{\n";
- }
- else
- {
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
- "{\n";
- }
- }
- else
- {
- pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
- "{\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
-
- if (shaderModel >= 4)
- {
- pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n"
- " gl_FragCoord.y = input.dx_VPos.y;\n";
- }
- else if (shaderModel >= 3)
- {
- pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
- " gl_FragCoord.y = input.dx_VPos.y + 0.5;\n";
- }
- else
- {
- // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
- pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
- " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
- }
-
- pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
- " gl_FragCoord.w = rhw;\n";
- }
-
- if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
- {
- pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
- pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
- }
-
- if (fragmentShader->mUsesFrontFacing)
- {
- if (shaderModel <= 3)
- {
- pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
- }
- else
- {
- pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
- }
- }
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
- for (int j = 0; j < rows; j++)
- {
- std::string n = str(varying->reg + i * rows + j);
- pixelHLSL += " " + varying->name;
-
- if (varying->array)
- {
- pixelHLSL += "[" + str(i) + "]";
- }
-
- if (rows > 1)
- {
- pixelHLSL += "[" + str(j) + "]";
- }
-
- switch (VariableColumnCount(varying->type))
- {
- case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
- case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
- case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
- case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
- default: UNREACHABLE();
- }
- }
- }
- }
- else UNREACHABLE();
- }
-
- pixelHLSL += "\n"
- " gl_main();\n"
- "\n"
- " PS_OUTPUT output;\n";
-
- for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
- {
- unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex;
-
- pixelHLSL += " output.gl_Color" + str(renderTargetIndex) + " = gl_Color[" + str(sourceColorIndex) + "];\n";
- }
-
- if (fragmentShader->mUsesFragDepth)
- {
- pixelHLSL += " output.gl_Depth = gl_Depth;\n";
- }
-
- pixelHLSL += "\n"
- " return output;\n"
- "}\n";
-
- return true;
-}
-
-bool ProgramBinary::load(InfoLog &infoLog, const void *binary, GLsizei length)
-{
- BinaryInputStream stream(binary, length);
-
- int format = 0;
- stream.read(&format);
- if (format != GL_PROGRAM_BINARY_ANGLE)
- {
- infoLog.append("Invalid program binary format.");
- return false;
- }
-
- int majorVersion = 0;
- int minorVersion = 0;
- stream.read(&majorVersion);
- stream.read(&minorVersion);
- if (majorVersion != ANGLE_MAJOR_VERSION || minorVersion != ANGLE_MINOR_VERSION)
- {
- infoLog.append("Invalid program binary version.");
- return false;
- }
-
- unsigned char commitString[ANGLE_COMMIT_HASH_SIZE];
- stream.read(commitString, ANGLE_COMMIT_HASH_SIZE);
- if (memcmp(commitString, ANGLE_COMMIT_HASH, sizeof(unsigned char) * ANGLE_COMMIT_HASH_SIZE) != 0)
- {
- infoLog.append("Invalid program binary version.");
- return false;
- }
-
- int compileFlags = 0;
- stream.read(&compileFlags);
- if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
- {
- infoLog.append("Mismatched compilation flags.");
- return false;
- }
-
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
- {
- stream.read(&mLinkedAttribute[i].type);
- std::string name;
- stream.read(&name);
- mLinkedAttribute[i].name = name;
- stream.read(&mSemanticIndex[i]);
- }
-
- initAttributesByLayout();
-
- for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
- {
- stream.read(&mSamplersPS[i].active);
- stream.read(&mSamplersPS[i].logicalTextureUnit);
-
- int textureType;
- stream.read(&textureType);
- mSamplersPS[i].textureType = (TextureType) textureType;
- }
-
- for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
- {
- stream.read(&mSamplersVS[i].active);
- stream.read(&mSamplersVS[i].logicalTextureUnit);
-
- int textureType;
- stream.read(&textureType);
- mSamplersVS[i].textureType = (TextureType) textureType;
- }
-
- stream.read(&mUsedVertexSamplerRange);
- stream.read(&mUsedPixelSamplerRange);
- stream.read(&mUsesPointSize);
-
- size_t size;
- stream.read(&size);
- if (stream.error())
- {
- infoLog.append("Invalid program binary.");
- return false;
- }
-
- mUniforms.resize(size);
- for (unsigned int i = 0; i < size; ++i)
- {
- GLenum type;
- GLenum precision;
- std::string name;
- unsigned int arraySize;
-
- stream.read(&type);
- stream.read(&precision);
- stream.read(&name);
- stream.read(&arraySize);
-
- mUniforms[i] = new Uniform(type, precision, name, arraySize);
-
- stream.read(&mUniforms[i]->psRegisterIndex);
- stream.read(&mUniforms[i]->vsRegisterIndex);
- stream.read(&mUniforms[i]->registerCount);
- }
-
- stream.read(&size);
- if (stream.error())
- {
- infoLog.append("Invalid program binary.");
- return false;
- }
-
- mUniformIndex.resize(size);
- for (unsigned int i = 0; i < size; ++i)
- {
- stream.read(&mUniformIndex[i].name);
- stream.read(&mUniformIndex[i].element);
- stream.read(&mUniformIndex[i].index);
- }
-
- unsigned int pixelShaderSize;
- stream.read(&pixelShaderSize);
-
- unsigned int vertexShaderSize;
- stream.read(&vertexShaderSize);
-
- unsigned int geometryShaderSize;
- stream.read(&geometryShaderSize);
-
- const char *ptr = (const char*) binary + stream.offset();
-
- const GUID *binaryIdentifier = (const GUID *) ptr;
- ptr += sizeof(GUID);
-
- GUID identifier = mRenderer->getAdapterIdentifier();
- if (memcmp(&identifier, binaryIdentifier, sizeof(GUID)) != 0)
- {
- infoLog.append("Invalid program binary.");
- return false;
- }
-
- const char *pixelShaderFunction = ptr;
- ptr += pixelShaderSize;
-
- const char *vertexShaderFunction = ptr;
- ptr += vertexShaderSize;
-
- const char *geometryShaderFunction = geometryShaderSize > 0 ? ptr : NULL;
- ptr += geometryShaderSize;
-
- mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction),
- pixelShaderSize, rx::SHADER_PIXEL);
- if (!mPixelExecutable)
+ if (!linkUniformBlocks(infoLog, *vertexShader, *fragmentShader, caps))
{
- infoLog.append("Could not create pixel shader.");
- return false;
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- mVertexExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction),
- vertexShaderSize, rx::SHADER_VERTEX);
- if (!mVertexExecutable)
+ if (!gatherTransformFeedbackLinkedVaryings(infoLog, linkedVaryings, transformFeedbackVaryings,
+ transformFeedbackBufferMode, &mProgram->getTransformFeedbackLinkedVaryings(), caps))
{
- infoLog.append("Could not create vertex shader.");
- delete mPixelExecutable;
- mPixelExecutable = NULL;
- return false;
+ return LinkResult(false, Error(GL_NO_ERROR));
}
- if (geometryShaderFunction != NULL && geometryShaderSize > 0)
- {
- mGeometryExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(geometryShaderFunction),
- geometryShaderSize, rx::SHADER_GEOMETRY);
- if (!mGeometryExecutable)
- {
- infoLog.append("Could not create geometry shader.");
- delete mPixelExecutable;
- mPixelExecutable = NULL;
- delete mVertexExecutable;
- mVertexExecutable = NULL;
- return false;
- }
- }
- else
+ // TODO: The concept of "executables" is D3D only, and as such this belongs in ProgramD3D. It must be called,
+ // however, last in this function, so it can't simply be moved to ProgramD3D::link without further shuffling.
+ result = mProgram->compileProgramExecutables(infoLog, fragmentShader, vertexShader, registers);
+ if (result.error.isError() || !result.linkSuccess)
{
- mGeometryExecutable = NULL;
+ infoLog.append("Failed to create D3D shaders.");
+ reset();
+ return result;
}
- return true;
+ return LinkResult(true, Error(GL_NO_ERROR));
}
-bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length)
+bool ProgramBinary::linkUniformBlocks(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+ const gl::Caps &caps)
{
- BinaryOutputStream stream;
-
- stream.write(GL_PROGRAM_BINARY_ANGLE);
- stream.write(ANGLE_MAJOR_VERSION);
- stream.write(ANGLE_MINOR_VERSION);
- stream.write(ANGLE_COMMIT_HASH, ANGLE_COMMIT_HASH_SIZE);
- stream.write(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
-
- for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
- {
- stream.write(mLinkedAttribute[i].type);
- stream.write(mLinkedAttribute[i].name);
- stream.write(mSemanticIndex[i]);
- }
-
- for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
- {
- stream.write(mSamplersPS[i].active);
- stream.write(mSamplersPS[i].logicalTextureUnit);
- stream.write((int) mSamplersPS[i].textureType);
- }
-
- for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i)
- {
- stream.write(mSamplersVS[i].active);
- stream.write(mSamplersVS[i].logicalTextureUnit);
- stream.write((int) mSamplersVS[i].textureType);
- }
-
- stream.write(mUsedVertexSamplerRange);
- stream.write(mUsedPixelSamplerRange);
- stream.write(mUsesPointSize);
-
- stream.write(mUniforms.size());
- for (unsigned int i = 0; i < mUniforms.size(); ++i)
- {
- stream.write(mUniforms[i]->type);
- stream.write(mUniforms[i]->precision);
- stream.write(mUniforms[i]->name);
- stream.write(mUniforms[i]->arraySize);
-
- stream.write(mUniforms[i]->psRegisterIndex);
- stream.write(mUniforms[i]->vsRegisterIndex);
- stream.write(mUniforms[i]->registerCount);
- }
-
- stream.write(mUniformIndex.size());
- for (unsigned int i = 0; i < mUniformIndex.size(); ++i)
- {
- stream.write(mUniformIndex[i].name);
- stream.write(mUniformIndex[i].element);
- stream.write(mUniformIndex[i].index);
- }
-
- UINT pixelShaderSize = mPixelExecutable->getLength();
- stream.write(pixelShaderSize);
-
- UINT vertexShaderSize = mVertexExecutable->getLength();
- stream.write(vertexShaderSize);
-
- UINT geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0;
- stream.write(geometryShaderSize);
-
- GUID identifier = mRenderer->getAdapterIdentifier();
-
- GLsizei streamLength = stream.length();
- const void *streamData = stream.data();
-
- GLsizei totalLength = streamLength + sizeof(GUID) + pixelShaderSize + vertexShaderSize + geometryShaderSize;
- if (totalLength > bufSize)
- {
- if (length)
- {
- *length = 0;
- }
-
- return false;
- }
-
- if (binary)
- {
- char *ptr = (char*) binary;
-
- memcpy(ptr, streamData, streamLength);
- ptr += streamLength;
-
- memcpy(ptr, &identifier, sizeof(GUID));
- ptr += sizeof(GUID);
-
- memcpy(ptr, mPixelExecutable->getFunction(), pixelShaderSize);
- ptr += pixelShaderSize;
-
- memcpy(ptr, mVertexExecutable->getFunction(), vertexShaderSize);
- ptr += vertexShaderSize;
-
- if (mGeometryExecutable != NULL && geometryShaderSize > 0)
- {
- memcpy(ptr, mGeometryExecutable->getFunction(), geometryShaderSize);
- ptr += geometryShaderSize;
- }
-
- ASSERT(ptr - totalLength == binary);
- }
-
- if (length)
- {
- *length = totalLength;
- }
+ const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
+ const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
- return true;
-}
-
-GLint ProgramBinary::getLength()
-{
- GLint length;
- if (save(NULL, INT_MAX, &length))
- {
- return length;
- }
- else
- {
- return 0;
- }
-}
+ // Check that interface blocks defined in the vertex and fragment shaders are identical
+ typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
+ UniformBlockMap linkedUniformBlocks;
-bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
-{
- if (!fragmentShader || !fragmentShader->isCompiled())
+ for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
{
- return false;
+ const sh::InterfaceBlock &vertexInterfaceBlock = vertexInterfaceBlocks[blockIndex];
+ linkedUniformBlocks[vertexInterfaceBlock.name] = &vertexInterfaceBlock;
}
- if (!vertexShader || !vertexShader->isCompiled())
+ for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
{
- return false;
+ const sh::InterfaceBlock &fragmentInterfaceBlock = fragmentInterfaceBlocks[blockIndex];
+ UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentInterfaceBlock.name);
+ if (entry != linkedUniformBlocks.end())
+ {
+ const sh::InterfaceBlock &vertexInterfaceBlock = *entry->second;
+ if (!areMatchingInterfaceBlocks(infoLog, vertexInterfaceBlock, fragmentInterfaceBlock))
+ {
+ return false;
+ }
+ }
}
- std::string pixelHLSL = fragmentShader->getHLSL();
- std::string vertexHLSL = vertexShader->getHLSL();
-
- // Map the varyings to the register file
- const Varying *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
- int registers = packVaryings(infoLog, packing, fragmentShader);
-
- if (registers < 0)
+ for (unsigned int blockIndex = 0; blockIndex < vertexInterfaceBlocks.size(); blockIndex++)
{
- return false;
+ const sh::InterfaceBlock &interfaceBlock = vertexInterfaceBlocks[blockIndex];
+
+ // Note: shared and std140 layouts are always considered active
+ if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
+ {
+ if (!mProgram->defineUniformBlock(infoLog, vertexShader, interfaceBlock, caps))
+ {
+ return false;
+ }
+ }
}
- if (!linkVaryings(infoLog, registers, packing, pixelHLSL, vertexHLSL, fragmentShader, vertexShader))
+ for (unsigned int blockIndex = 0; blockIndex < fragmentInterfaceBlocks.size(); blockIndex++)
{
- return false;
+ const sh::InterfaceBlock &interfaceBlock = fragmentInterfaceBlocks[blockIndex];
+
+ // Note: shared and std140 layouts are always considered active
+ if (interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED)
+ {
+ if (!mProgram->defineUniformBlock(infoLog, fragmentShader, interfaceBlock, caps))
+ {
+ return false;
+ }
+ }
}
- bool success = true;
+ return true;
+}
+
+bool ProgramBinary::areMatchingInterfaceBlocks(gl::InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock,
+ const sh::InterfaceBlock &fragmentInterfaceBlock)
+{
+ const char* blockName = vertexInterfaceBlock.name.c_str();
- if (!linkAttributes(infoLog, attributeBindings, fragmentShader, vertexShader))
+ // validate blocks for the same member types
+ if (vertexInterfaceBlock.fields.size() != fragmentInterfaceBlock.fields.size())
{
- success = false;
+ infoLog.append("Types for interface block '%s' differ between vertex and fragment shaders", blockName);
+ return false;
}
- if (!linkUniforms(infoLog, vertexShader->getUniforms(), fragmentShader->getUniforms()))
+ if (vertexInterfaceBlock.arraySize != fragmentInterfaceBlock.arraySize)
{
- success = false;
+ infoLog.append("Array sizes differ for interface block '%s' between vertex and fragment shaders", blockName);
+ return false;
}
- // special case for gl_DepthRange, the only built-in uniform (also a struct)
- if (vertexShader->mUsesDepthRange || fragmentShader->mUsesDepthRange)
+ if (vertexInterfaceBlock.layout != fragmentInterfaceBlock.layout || vertexInterfaceBlock.isRowMajorLayout != fragmentInterfaceBlock.isRowMajorLayout)
{
- mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0));
- mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0));
- mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0));
+ infoLog.append("Layout qualifiers differ for interface block '%s' between vertex and fragment shaders", blockName);
+ return false;
}
- if (success)
+ const unsigned int numBlockMembers = vertexInterfaceBlock.fields.size();
+ for (unsigned int blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
{
- mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX, DiscardWorkaround(vertexShader->mUsesDiscardRewriting, vertexShader->mUsesNestedBreak));
- mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL, DiscardWorkaround(fragmentShader->mUsesDiscardRewriting, fragmentShader->mUsesNestedBreak));
+ const sh::InterfaceBlockField &vertexMember = vertexInterfaceBlock.fields[blockMemberIndex];
+ const sh::InterfaceBlockField &fragmentMember = fragmentInterfaceBlock.fields[blockMemberIndex];
- if (usesGeometryShader())
+ if (vertexMember.name != fragmentMember.name)
{
- std::string geometryHLSL = generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader);
- mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY, rx::ANGLE_D3D_WORKAROUND_NONE);
+ infoLog.append("Name mismatch for field %d of interface block '%s': (in vertex: '%s', in fragment: '%s')",
+ blockMemberIndex, blockName, vertexMember.name.c_str(), fragmentMember.name.c_str());
+ return false;
}
- if (!mVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable))
+ std::string memberName = "interface block '" + vertexInterfaceBlock.name + "' member '" + vertexMember.name + "'";
+ if (!gl::ProgramBinary::linkValidateInterfaceBlockFields(infoLog, memberName, vertexMember, fragmentMember))
{
- infoLog.append("Failed to create D3D shaders.");
- success = false;
-
- delete mVertexExecutable;
- mVertexExecutable = NULL;
- delete mPixelExecutable;
- mPixelExecutable = NULL;
- delete mGeometryExecutable;
- mGeometryExecutable = NULL;
+ return false;
}
}
- return success;
+ return true;
}
// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
-bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
+bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader)
{
+ const rx::ShaderD3D *vertexShaderD3D = rx::ShaderD3D::makeShaderD3D(vertexShader->getImplementation());
+
unsigned int usedLocations = 0;
+ const std::vector<sh::Attribute> &shaderAttributes = vertexShader->getActiveAttributes();
// Link attributes that have a binding location
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
{
- int location = attributeBindings.getAttributeBinding(attribute->name);
+ const sh::Attribute &attribute = shaderAttributes[attributeIndex];
- if (location != -1) // Set by glBindAttribLocation
- {
- if (!mLinkedAttribute[location].name.empty())
- {
- // Multiple active attributes bound to the same location; not an error
- }
+ ASSERT(attribute.staticUse);
+
+ const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location;
- mLinkedAttribute[location] = *attribute;
+ mProgram->getShaderAttributes()[attributeIndex] = attribute;
- int rows = VariableRowCount(attribute->type);
+ if (location != -1) // Set by glBindAttribLocation or by location layout qualifier
+ {
+ const int rows = VariableRegisterCount(attribute.type);
if (rows + location > MAX_VERTEX_ATTRIBS)
{
- infoLog.append("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
+ infoLog.append("Active attribute (%s) at location %d is too big to fit", attribute.name.c_str(), location);
return false;
}
- for (int i = 0; i < rows; i++)
+ for (int row = 0; row < rows; row++)
{
- usedLocations |= 1 << (location + i);
+ const int rowLocation = location + row;
+ sh::ShaderVariable &linkedAttribute = mLinkedAttribute[rowLocation];
+
+ // In GLSL 3.00, attribute aliasing produces a link error
+ // In GLSL 1.00, attribute aliasing is allowed
+ if (mProgram->getShaderVersion() >= 300)
+ {
+ if (!linkedAttribute.name.empty())
+ {
+ infoLog.append("Attribute '%s' aliases attribute '%s' at location %d", attribute.name.c_str(), linkedAttribute.name.c_str(), rowLocation);
+ return false;
+ }
+ }
+
+ linkedAttribute = attribute;
+ usedLocations |= 1 << rowLocation;
}
}
}
// Link attributes that don't have a binding location
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
{
- int location = attributeBindings.getAttributeBinding(attribute->name);
+ const sh::Attribute &attribute = shaderAttributes[attributeIndex];
+
+ ASSERT(attribute.staticUse);
- if (location == -1) // Not set by glBindAttribLocation
+ const int location = attribute.location == -1 ? attributeBindings.getAttributeBinding(attribute.name) : attribute.location;
+
+ if (location == -1) // Not set by glBindAttribLocation or by location layout qualifier
{
- int rows = VariableRowCount(attribute->type);
+ int rows = VariableRegisterCount(attribute.type);
int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
{
- infoLog.append("Too many active attributes (%s)", attribute->name.c_str());
+ infoLog.append("Too many active attributes (%s)", attribute.name.c_str());
return false; // Fail to link
}
- mLinkedAttribute[availableIndex] = *attribute;
+ mLinkedAttribute[availableIndex] = attribute;
}
}
for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
{
- int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
- int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
+ int index = vertexShaderD3D->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
+ int rows = VariableRegisterCount(mLinkedAttribute[attributeIndex].type);
for (int r = 0; r < rows; r++)
{
return true;
}
-bool ProgramBinary::linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms)
-{
- for (sh::ActiveUniforms::const_iterator uniform = vertexUniforms.begin(); uniform != vertexUniforms.end(); uniform++)
- {
- if (!defineUniform(GL_VERTEX_SHADER, *uniform, infoLog))
- {
- return false;
- }
- }
-
- for (sh::ActiveUniforms::const_iterator uniform = fragmentUniforms.begin(); uniform != fragmentUniforms.end(); uniform++)
- {
- if (!defineUniform(GL_FRAGMENT_SHADER, *uniform, infoLog))
- {
- return false;
- }
- }
-
- return true;
-}
-
-bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog)
+bool ProgramBinary::linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable,
+ const sh::ShaderVariable &fragmentVariable, bool validatePrecision)
{
- if (constant.type == GL_SAMPLER_2D ||
- constant.type == GL_SAMPLER_CUBE)
- {
- unsigned int samplerIndex = constant.registerIndex;
-
- do
- {
- if (shader == GL_VERTEX_SHADER)
- {
- if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits())
- {
- mSamplersVS[samplerIndex].active = true;
- mSamplersVS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D;
- mSamplersVS[samplerIndex].logicalTextureUnit = 0;
- mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
- }
- else
- {
- infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", mRenderer->getMaxVertexTextureImageUnits());
- return false;
- }
- }
- else if (shader == GL_FRAGMENT_SHADER)
- {
- if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
- {
- mSamplersPS[samplerIndex].active = true;
- mSamplersPS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D;
- mSamplersPS[samplerIndex].logicalTextureUnit = 0;
- mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
- }
- else
- {
- infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
- return false;
- }
- }
- else UNREACHABLE();
-
- samplerIndex++;
- }
- while (samplerIndex < constant.registerIndex + constant.arraySize);
- }
-
- Uniform *uniform = NULL;
- GLint location = getUniformLocation(constant.name);
-
- if (location >= 0) // Previously defined, type and precision must match
- {
- uniform = mUniforms[mUniformIndex[location].index];
-
- if (uniform->type != constant.type)
- {
- infoLog.append("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
- return false;
- }
-
- if (uniform->precision != constant.precision)
- {
- infoLog.append("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
- return false;
- }
- }
- else
- {
- uniform = new Uniform(constant.type, constant.precision, constant.name, constant.arraySize);
- }
-
- if (!uniform)
+ if (vertexVariable.type != fragmentVariable.type)
{
+ infoLog.append("Types for %s differ between vertex and fragment shaders", variableName.c_str());
return false;
}
-
- if (shader == GL_FRAGMENT_SHADER)
+ if (vertexVariable.arraySize != fragmentVariable.arraySize)
{
- uniform->psRegisterIndex = constant.registerIndex;
+ infoLog.append("Array sizes for %s differ between vertex and fragment shaders", variableName.c_str());
+ return false;
}
- else if (shader == GL_VERTEX_SHADER)
+ if (validatePrecision && vertexVariable.precision != fragmentVariable.precision)
{
- uniform->vsRegisterIndex = constant.registerIndex;
+ infoLog.append("Precisions for %s differ between vertex and fragment shaders", variableName.c_str());
+ return false;
}
- else UNREACHABLE();
- if (location >= 0)
+ if (vertexVariable.fields.size() != fragmentVariable.fields.size())
{
- return uniform->type == constant.type;
+ infoLog.append("Structure lengths for %s differ between vertex and fragment shaders", variableName.c_str());
+ return false;
}
-
- mUniforms.push_back(uniform);
- unsigned int uniformIndex = mUniforms.size() - 1;
-
- for (unsigned int i = 0; i < uniform->elementCount(); i++)
+ const unsigned int numMembers = vertexVariable.fields.size();
+ for (unsigned int memberIndex = 0; memberIndex < numMembers; memberIndex++)
{
- mUniformIndex.push_back(UniformLocation(constant.name, i, uniformIndex));
- }
+ const sh::ShaderVariable &vertexMember = vertexVariable.fields[memberIndex];
+ const sh::ShaderVariable &fragmentMember = fragmentVariable.fields[memberIndex];
- if (shader == GL_VERTEX_SHADER)
- {
- if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedVertexUniformVectors() + mRenderer->getMaxVertexUniformVectors())
+ if (vertexMember.name != fragmentMember.name)
{
- infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", mRenderer->getMaxVertexUniformVectors());
+ infoLog.append("Name mismatch for field '%d' of %s: (in vertex: '%s', in fragment: '%s')",
+ memberIndex, variableName.c_str(),
+ vertexMember.name.c_str(), fragmentMember.name.c_str());
return false;
}
- }
- else if (shader == GL_FRAGMENT_SHADER)
- {
- if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedFragmentUniformVectors() + mRenderer->getMaxFragmentUniformVectors())
+
+ const std::string memberName = variableName.substr(0, variableName.length() - 1) + "." +
+ vertexMember.name + "'";
+
+ if (!linkValidateVariablesBase(infoLog, vertexMember.name, vertexMember, fragmentMember, validatePrecision))
{
- infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", mRenderer->getMaxFragmentUniformVectors());
return false;
}
}
- else UNREACHABLE();
return true;
}
-std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
-{
- // for now we only handle point sprite emulation
- ASSERT(usesPointSpriteEmulation());
- return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader);
-}
-
-std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
+bool ProgramBinary::linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform)
{
- ASSERT(registers >= 0);
- ASSERT(vertexShader->mUsesPointSize);
- ASSERT(mRenderer->getMajorShaderModel() >= 4);
-
- std::string geomHLSL;
-
- std::string varyingSemantic = "TEXCOORD";
-
- std::string fragCoordSemantic;
- std::string pointCoordSemantic;
-
- int reservedRegisterIndex = registers;
-
- if (fragmentShader->mUsesFragCoord)
- {
- fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
- }
-
- if (fragmentShader->mUsesPointCoord)
+ if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, true))
{
- pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++);
+ return false;
}
- geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
- "\n"
- "struct GS_INPUT\n"
- "{\n";
+ return true;
+}
- for (int r = 0; r < registers; r++)
+bool ProgramBinary::linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying)
+{
+ if (!linkValidateVariablesBase(infoLog, varyingName, vertexVarying, fragmentVarying, false))
{
- int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
-
- geomHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
+ return false;
}
- if (fragmentShader->mUsesFragCoord)
+ if (vertexVarying.interpolation != fragmentVarying.interpolation)
{
- geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
+ infoLog.append("Interpolation types for %s differ between vertex and fragment shaders", varyingName.c_str());
+ return false;
}
- geomHLSL += " float gl_PointSize : PSIZE;\n"
- " float4 gl_Position : SV_Position;\n"
- "};\n"
- "\n"
- "struct GS_OUTPUT\n"
- "{\n";
-
- for (int r = 0; r < registers; r++)
- {
- int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
-
- geomHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
- }
+ return true;
+}
- if (fragmentShader->mUsesFragCoord)
+bool ProgramBinary::linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform)
+{
+ if (!linkValidateVariablesBase(infoLog, uniformName, vertexUniform, fragmentUniform, true))
{
- geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
+ return false;
}
- if (fragmentShader->mUsesPointCoord)
+ if (vertexUniform.isRowMajorLayout != fragmentUniform.isRowMajorLayout)
{
- geomHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n";
+ infoLog.append("Matrix packings for %s differ between vertex and fragment shaders", uniformName.c_str());
+ return false;
}
- geomHLSL += " float gl_PointSize : PSIZE;\n"
- " float4 gl_Position : SV_Position;\n"
- "};\n"
- "\n"
- "static float2 pointSpriteCorners[] = \n"
- "{\n"
- " float2( 0.5f, -0.5f),\n"
- " float2( 0.5f, 0.5f),\n"
- " float2(-0.5f, -0.5f),\n"
- " float2(-0.5f, 0.5f)\n"
- "};\n"
- "\n"
- "static float2 pointSpriteTexcoords[] = \n"
- "{\n"
- " float2(1.0f, 1.0f),\n"
- " float2(1.0f, 0.0f),\n"
- " float2(0.0f, 1.0f),\n"
- " float2(0.0f, 0.0f)\n"
- "};\n"
- "\n"
- "static float minPointSize = " + str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n"
- "static float maxPointSize = " + str(mRenderer->getMaxPointSize()) + ".0f;\n"
- "\n"
- "[maxvertexcount(4)]\n"
- "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
- "{\n"
- " GS_OUTPUT output = (GS_OUTPUT)0;\n"
- " output.gl_PointSize = input[0].gl_PointSize;\n";
+ return true;
+}
- for (int r = 0; r < registers; r++)
- {
- geomHLSL += " output.v" + str(r) + " = input[0].v" + str(r) + ";\n";
- }
+bool ProgramBinary::gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
+ const std::vector<std::string> &transformFeedbackVaryingNames,
+ GLenum transformFeedbackBufferMode,
+ std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings,
+ const Caps &caps) const
+{
+ size_t totalComponents = 0;
- if (fragmentShader->mUsesFragCoord)
+ // Gather the linked varyings that are used for transform feedback, they should all exist.
+ outTransformFeedbackLinkedVaryings->clear();
+ for (size_t i = 0; i < transformFeedbackVaryingNames.size(); i++)
{
- geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
- }
+ bool found = false;
+ for (size_t j = 0; j < linkedVaryings.size(); j++)
+ {
+ if (transformFeedbackVaryingNames[i] == linkedVaryings[j].name)
+ {
+ for (size_t k = 0; k < outTransformFeedbackLinkedVaryings->size(); k++)
+ {
+ if (outTransformFeedbackLinkedVaryings->at(k).name == linkedVaryings[j].name)
+ {
+ infoLog.append("Two transform feedback varyings specify the same output variable (%s).", linkedVaryings[j].name.c_str());
+ return false;
+ }
+ }
- geomHLSL += " \n"
- " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
- " float4 gl_Position = input[0].gl_Position;\n"
- " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n";
+ size_t componentCount = linkedVaryings[j].semanticIndexCount * 4;
+ if (transformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
+ componentCount > caps.maxTransformFeedbackSeparateComponents)
+ {
+ infoLog.append("Transform feedback varying's %s components (%u) exceed the maximum separate components (%u).",
+ linkedVaryings[j].name.c_str(), componentCount, caps.maxTransformFeedbackSeparateComponents);
+ return false;
+ }
- for (int corner = 0; corner < 4; corner++)
- {
- geomHLSL += " \n"
- " output.gl_Position = gl_Position + float4(pointSpriteCorners[" + str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
+ totalComponents += componentCount;
- if (fragmentShader->mUsesPointCoord)
- {
- geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + str(corner) + "];\n";
+ outTransformFeedbackLinkedVaryings->push_back(linkedVaryings[j]);
+ found = true;
+ break;
+ }
}
- geomHLSL += " outStream.Append(output);\n";
+ // All transform feedback varyings are expected to exist since packVaryings checks for them.
+ ASSERT(found);
}
- geomHLSL += " \n"
- " outStream.RestartStrip();\n"
- "}\n";
-
- return geomHLSL;
-}
-
-// This method needs to match OutputHLSL::decorate
-std::string ProgramBinary::decorateAttribute(const std::string &name)
-{
- if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
+ if (transformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS && totalComponents > caps.maxTransformFeedbackInterleavedComponents)
{
- return "_" + name;
+ infoLog.append("Transform feedback varying total components (%u) exceed the maximum interleaved components (%u).",
+ totalComponents, caps.maxTransformFeedbackInterleavedComponents);
+ return false;
}
-
- return name;
+
+ return true;
}
-bool ProgramBinary::isValidated() const
+bool ProgramBinary::isValidated() const
{
return mValidated;
}
void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const
{
- ASSERT(index < mUniforms.size()); // index must be smaller than getActiveUniformCount()
+ ASSERT(index < mProgram->getUniforms().size()); // index must be smaller than getActiveUniformCount()
if (bufsize > 0)
{
- std::string string = mUniforms[index]->name;
+ std::string string = mProgram->getUniforms()[index]->name;
- if (mUniforms[index]->isArray())
+ if (mProgram->getUniforms()[index]->isArray())
{
string += "[0]";
}
}
}
- *size = mUniforms[index]->elementCount();
+ *size = mProgram->getUniforms()[index]->elementCount();
- *type = mUniforms[index]->type;
+ *type = mProgram->getUniforms()[index]->type;
}
GLint ProgramBinary::getActiveUniformCount() const
{
- return mUniforms.size();
+ return mProgram->getUniforms().size();
}
GLint ProgramBinary::getActiveUniformMaxLength() const
{
int maxLength = 0;
- unsigned int numUniforms = mUniforms.size();
+ unsigned int numUniforms = mProgram->getUniforms().size();
for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
{
- if (!mUniforms[uniformIndex]->name.empty())
+ if (!mProgram->getUniforms()[uniformIndex]->name.empty())
{
- int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
- if (mUniforms[uniformIndex]->isArray())
+ int length = (int)(mProgram->getUniforms()[uniformIndex]->name.length() + 1);
+ if (mProgram->getUniforms()[uniformIndex]->isArray())
{
length += 3; // Counting in "[0]".
}
return maxLength;
}
-void ProgramBinary::validate(InfoLog &infoLog)
+GLint ProgramBinary::getActiveUniformi(GLuint index, GLenum pname) const
{
- applyUniforms();
- if (!validateSamplers(&infoLog))
- {
- mValidated = false;
- }
- else
+ const gl::LinkedUniform& uniform = *mProgram->getUniforms()[index];
+
+ switch (pname)
{
- mValidated = true;
+ case GL_UNIFORM_TYPE: return static_cast<GLint>(uniform.type);
+ case GL_UNIFORM_SIZE: return static_cast<GLint>(uniform.elementCount());
+ case GL_UNIFORM_NAME_LENGTH: return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0));
+ case GL_UNIFORM_BLOCK_INDEX: return uniform.blockIndex;
+
+ case GL_UNIFORM_OFFSET: return uniform.blockInfo.offset;
+ case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride;
+ case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride;
+ case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix);
+
+ default:
+ UNREACHABLE();
+ break;
}
+ return 0;
+}
+
+bool ProgramBinary::isValidUniformLocation(GLint location) const
+{
+ ASSERT(rx::IsIntegerCastSafe<GLint>(mProgram->getUniformIndices().size()));
+ return (location >= 0 && location < static_cast<GLint>(mProgram->getUniformIndices().size()));
}
-bool ProgramBinary::validateSamplers(InfoLog *infoLog)
+LinkedUniform *ProgramBinary::getUniformByLocation(GLint location) const
{
- // if any two active samplers in a program are of different types, but refer to the same
- // texture image unit, and this is the current program, then ValidateProgram will fail, and
- // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
+ return mProgram->getUniformByLocation(location);
+}
- const unsigned int maxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
- TextureType textureUnitType[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+LinkedUniform *ProgramBinary::getUniformByName(const std::string &name) const
+{
+ return mProgram->getUniformByName(name);
+}
- for (unsigned int i = 0; i < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i)
- {
- textureUnitType[i] = TEXTURE_UNKNOWN;
- }
+void ProgramBinary::getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const
+{
+ ASSERT(uniformBlockIndex < mProgram->getUniformBlocks().size()); // index must be smaller than getActiveUniformBlockCount()
- for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
+ const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
+
+ if (bufSize > 0)
{
- if (mSamplersPS[i].active)
+ std::string string = uniformBlock.name;
+
+ if (uniformBlock.isArrayElement())
{
- unsigned int unit = mSamplersPS[i].logicalTextureUnit;
-
- if (unit >= maxCombinedTextureImageUnits)
- {
- if (infoLog)
- {
- infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
- }
+ string += ArrayString(uniformBlock.elementIndex);
+ }
- return false;
- }
+ strncpy(uniformBlockName, string.c_str(), bufSize);
+ uniformBlockName[bufSize - 1] = '\0';
- if (textureUnitType[unit] != TEXTURE_UNKNOWN)
- {
- if (mSamplersPS[i].textureType != textureUnitType[unit])
- {
- if (infoLog)
- {
- infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
+ if (length)
+ {
+ *length = strlen(uniformBlockName);
+ }
+ }
+}
- return false;
- }
- }
- else
+void ProgramBinary::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const
+{
+ ASSERT(uniformBlockIndex < mProgram->getUniformBlocks().size()); // index must be smaller than getActiveUniformBlockCount()
+
+ const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
+
+ switch (pname)
+ {
+ case GL_UNIFORM_BLOCK_DATA_SIZE:
+ *params = static_cast<GLint>(uniformBlock.dataSize);
+ break;
+ case GL_UNIFORM_BLOCK_NAME_LENGTH:
+ *params = static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0));
+ break;
+ case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
+ *params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size());
+ break;
+ case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
+ {
+ for (unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
{
- textureUnitType[unit] = mSamplersPS[i].textureType;
+ params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]);
}
}
+ break;
+ case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
+ *params = static_cast<GLint>(uniformBlock.isReferencedByVertexShader());
+ break;
+ case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
+ *params = static_cast<GLint>(uniformBlock.isReferencedByFragmentShader());
+ break;
+ default: UNREACHABLE();
}
+}
+
+GLuint ProgramBinary::getActiveUniformBlockCount() const
+{
+ return mProgram->getUniformBlocks().size();
+}
- for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
+GLuint ProgramBinary::getActiveUniformBlockMaxLength() const
+{
+ unsigned int maxLength = 0;
+
+ unsigned int numUniformBlocks = mProgram->getUniformBlocks().size();
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++)
{
- if (mSamplersVS[i].active)
+ const UniformBlock &uniformBlock = *mProgram->getUniformBlocks()[uniformBlockIndex];
+ if (!uniformBlock.name.empty())
{
- unsigned int unit = mSamplersVS[i].logicalTextureUnit;
-
- if (unit >= maxCombinedTextureImageUnits)
- {
- if (infoLog)
- {
- infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
- }
-
- return false;
- }
+ const unsigned int length = uniformBlock.name.length() + 1;
- if (textureUnitType[unit] != TEXTURE_UNKNOWN)
- {
- if (mSamplersVS[i].textureType != textureUnitType[unit])
- {
- if (infoLog)
- {
- infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
+ // Counting in "[0]".
+ const unsigned int arrayLength = (uniformBlock.isArrayElement() ? 3 : 0);
- return false;
- }
- }
- else
- {
- textureUnitType[unit] = mSamplersVS[i].textureType;
- }
+ maxLength = std::max(length + arrayLength, maxLength);
}
}
- return true;
+ return maxLength;
+}
+
+void ProgramBinary::validate(InfoLog &infoLog, const Caps &caps)
+{
+ applyUniforms();
+ if (!validateSamplers(&infoLog, caps))
+ {
+ mValidated = false;
+ }
+ else
+ {
+ mValidated = true;
+ }
}
-ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D)
+bool ProgramBinary::validateSamplers(InfoLog *infoLog, const Caps &caps)
{
+ return mProgram->validateSamplers(infoLog, caps);
}
struct AttributeSorter
}
}
+void ProgramBinary::reset()
+{
+ mOutputVariables.clear();
+
+ mProgram->reset();
+
+ mValidated = false;
+}
+
}