2 // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
6 // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
9 #include "precompiled.h"
11 #include "libGLESv2/DynamicHLSL.h"
12 #include "libGLESv2/Shader.h"
13 #include "libGLESv2/Program.h"
14 #include "libGLESv2/renderer/Renderer.h"
15 #include "common/utilities.h"
16 #include "libGLESv2/ProgramBinary.h"
17 #include "libGLESv2/formatutils.h"
18 #include "common/blocklayout.h"
20 // For use with ArrayString, see angleutils.h
21 META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
26 std::string HLSLComponentTypeString(GLenum componentType)
28 switch (componentType)
30 case GL_UNSIGNED_INT: return "uint";
31 case GL_INT: return "int";
32 case GL_UNSIGNED_NORMALIZED:
33 case GL_SIGNED_NORMALIZED:
34 case GL_FLOAT: return "float";
35 default: UNREACHABLE(); return "not-component-type";
39 std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
41 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
44 std::string HLSLMatrixTypeString(GLenum type)
48 case GL_FLOAT_MAT2: return "float2x2";
49 case GL_FLOAT_MAT3: return "float3x3";
50 case GL_FLOAT_MAT4: return "float4x4";
51 case GL_FLOAT_MAT2x3: return "float2x3";
52 case GL_FLOAT_MAT3x2: return "float3x2";
53 case GL_FLOAT_MAT2x4: return "float2x4";
54 case GL_FLOAT_MAT4x2: return "float4x2";
55 case GL_FLOAT_MAT3x4: return "float3x4";
56 case GL_FLOAT_MAT4x3: return "float4x3";
57 default: UNREACHABLE(); return "not-matrix-type";
61 std::string HLSLTypeString(GLenum type)
63 if (gl::IsMatrixType(type))
65 return HLSLMatrixTypeString(type);
68 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
76 const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
77 const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
79 DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
84 static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
86 GLenum transposedType = TransposeMatrixType(varying->type);
88 // matrices within varying structs are not transposed
89 int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
90 int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
92 if (elements >= 2 && elements <= 4)
94 for (int r = 0; r <= maxVaryingVectors - registers; r++)
96 bool available = true;
98 for (int y = 0; y < registers && available; y++)
100 for (int x = 0; x < elements && available; x++)
102 if (packing[r + y][x])
111 varying->registerIndex = r;
113 for (int y = 0; y < registers; y++)
115 for (int x = 0; x < elements; x++)
117 packing[r + y][x] = &*varying;
127 for (int r = maxVaryingVectors - registers; r >= 0; r--)
129 bool available = true;
131 for (int y = 0; y < registers && available; y++)
133 for (int x = 2; x < 4 && available; x++)
135 if (packing[r + y][x])
144 varying->registerIndex = r;
146 for (int y = 0; y < registers; y++)
148 for (int x = 2; x < 4; x++)
150 packing[r + y][x] = &*varying;
159 else if (elements == 1)
161 int space[4] = { 0 };
163 for (int y = 0; y < maxVaryingVectors; y++)
165 for (int x = 0; x < 4; x++)
167 space[x] += packing[y][x] ? 0 : 1;
173 for (int x = 0; x < 4; x++)
175 if (space[x] >= registers && space[x] < space[column])
181 if (space[column] >= registers)
183 for (int r = 0; r < maxVaryingVectors; r++)
185 if (!packing[r][column])
187 varying->registerIndex = r;
189 for (int y = r; y < r + registers; y++)
191 packing[y][column] = &*varying;
206 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
207 // Returns the number of used varying registers, or -1 if unsuccesful
208 int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
209 VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
211 const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
213 vertexShader->resetVaryingsRegisterAssignment();
214 fragmentShader->resetVaryingsRegisterAssignment();
216 std::set<std::string> packedVaryings;
218 for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
220 PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
221 if (packVarying(varying, maxVaryingVectors, packing))
223 packedVaryings.insert(varying->name);
227 infoLog.append("Could not pack varying %s", varying->name.c_str());
232 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
234 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
235 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
238 for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
240 PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
241 if (transformFeedbackVarying == varying->name)
243 if (!packVarying(varying, maxVaryingVectors, packing))
245 infoLog.append("Could not pack varying %s", varying->name.c_str());
254 if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
256 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
262 // Return the number of used registers
265 for (int r = 0; r < maxVaryingVectors; r++)
267 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
276 std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const
278 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
279 std::string varyingHLSL;
281 for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
283 const PackedVarying &varying = shader->mVaryings[varyingIndex];
284 if (varying.registerAssigned())
286 GLenum transposedType = TransposeMatrixType(varying.type);
287 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
289 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
291 for (int row = 0; row < variableRows; row++)
293 switch (varying.interpolation)
295 case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
296 case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
297 case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
298 default: UNREACHABLE();
301 unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
302 std::string n = Str(semanticIndex);
304 std::string typeString;
306 if (varying.isStruct())
308 // matrices within structs are not transposed, so
309 // do not use the special struct prefix "rm"
310 typeString = decorateVariable(varying.structName);
314 GLenum componentType = VariableComponentType(transposedType);
315 int columnCount = VariableColumnCount(transposedType);
316 typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount);
318 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
327 std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
328 const VertexFormat inputLayout[],
329 const sh::Attribute shaderAttributes[]) const
331 std::string structHLSL, initHLSL;
333 int semanticIndex = 0;
334 unsigned int inputIndex = 0;
336 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
338 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
340 const VertexFormat &vertexFormat = inputLayout[inputIndex];
341 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
343 if (!shaderAttribute.name.empty())
345 // HLSL code for input structure
346 if (IsMatrixType(shaderAttribute.type))
348 // Matrix types are always transposed
349 structHLSL += " " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
353 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
354 structHLSL += " " + gl_d3d::HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
357 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
358 semanticIndex += VariableRegisterCount(shaderAttribute.type);
360 // HLSL code for initialization
361 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
363 // Mismatched vertex attribute to vertex input may result in an undefined
364 // data reinterpretation (eg for pure integer->float, float->pure integer)
365 // TODO: issue warning with gl debug info extension, when supported
366 if (IsMatrixType(shaderAttribute.type) ||
367 (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
369 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
373 initHLSL += "input." + decorateVariable(shaderAttribute.name);
378 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
382 std::string replacementHLSL = "struct VS_INPUT\n"
387 "void initAttributes(VS_INPUT input)\n"
392 std::string vertexHLSL(sourceShader);
394 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
395 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
400 std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
401 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
403 const int shaderModel = mRenderer->getMajorShaderModel();
404 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
405 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
407 std::string declarationHLSL;
408 std::string copyHLSL;
409 for (size_t i = 0; i < outputVariables.size(); i++)
411 const PixelShaderOuputVariable& outputVariable = outputVariables[i];
412 ASSERT(outputLayout.size() > outputVariable.outputIndex);
414 // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
415 bool outputIndexEnabled = true; // outputLayout[outputVariable.outputIndex] != GL_NONE
416 if (outputIndexEnabled)
418 declarationHLSL += " " + gl_d3d::HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
419 " : " + targetSemantic + Str(outputVariable.outputIndex) + ";\n";
421 copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n";
427 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
428 copyHLSL += " output.gl_Depth = gl_Depth; \n";
431 std::string replacementHLSL = "struct PS_OUTPUT\n"
436 "PS_OUTPUT generateOutput()\n"
438 " PS_OUTPUT output;\n" +
443 std::string pixelHLSL(sourceShader);
445 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
446 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
451 std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
453 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
454 // In D3D11 we manually compute gl_PointCoord in the GS.
455 int shaderModel = mRenderer->getMajorShaderModel();
456 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
459 struct DynamicHLSL::SemanticInfo
470 std::string semantic;
474 std::string str() const
476 return (systemValue ? semantic : (semantic + Str(index)));
479 void enableSystem(const std::string &systemValueSemantic)
482 semantic = systemValueSemantic;
486 void enable(const std::string &semanticVal, unsigned int indexVal)
489 semantic = semanticVal;
494 BuiltinInfo dxPosition;
495 BuiltinInfo glPosition;
496 BuiltinInfo glFragCoord;
497 BuiltinInfo glPointCoord;
498 BuiltinInfo glPointSize;
501 DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
502 bool pointSize, bool pixelShader) const
505 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
506 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
508 int reservedRegisterIndex = startRegisters;
512 info.dxPosition.enableSystem("SV_Position");
514 else if (pixelShader)
516 info.dxPosition.enableSystem("VPOS");
520 info.dxPosition.enableSystem("POSITION");
523 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
527 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
532 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
533 // In D3D11 we manually compute gl_PointCoord in the GS.
536 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
540 info.glPointCoord.enable("TEXCOORD", 0);
544 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
545 if (pointSize && (!pixelShader || hlsl4))
547 info.glPointSize.enableSystem("PSIZE");
553 std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
555 std::string linkHLSL = "{\n";
557 ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
559 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
560 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
562 if (info.glFragCoord.enabled)
564 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
567 if (info.glPointCoord.enabled)
569 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
572 linkHLSL += varyingHLSL;
574 if (info.glPointSize.enabled)
576 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
584 void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
585 std::vector<LinkedVarying> *linkedVaryings) const
587 ASSERT(info.glPosition.enabled);
589 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
590 info.glPosition.index, 1));
592 if (info.glFragCoord.enabled)
594 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
595 info.glFragCoord.index, 1));
598 if (info.glPointSize.enabled)
600 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
604 void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader,
605 std::vector<LinkedVarying> *linkedVaryings) const
607 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
608 const std::vector<PackedVarying> &varyings = vertexShader->mVaryings;
610 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
612 const PackedVarying &varying = varyings[varyingIndex];
613 if (varying.registerAssigned())
615 GLenum transposedType = TransposeMatrixType(varying.type);
616 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
618 linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
619 varyingSemantic, varying.registerIndex,
620 variableRows * varying.elementCount()));
625 bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
626 std::string& pixelHLSL, std::string& vertexHLSL,
627 FragmentShader *fragmentShader, VertexShader *vertexShader,
628 const std::vector<std::string>& transformFeedbackVaryings,
629 std::vector<LinkedVarying> *linkedVaryings,
630 std::map<int, VariableLocation> *programOutputVars,
631 std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
632 bool *outUsesFragDepth) const
634 if (pixelHLSL.empty() || vertexHLSL.empty())
639 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
640 bool usesFragColor = fragmentShader->mUsesFragColor;
641 bool usesFragData = fragmentShader->mUsesFragData;
642 bool usesFragCoord = fragmentShader->mUsesFragCoord;
643 bool usesPointCoord = fragmentShader->mUsesPointCoord;
644 bool usesPointSize = vertexShader->mUsesPointSize;
646 if (usesFragColor && usesFragData)
648 infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
652 // Write the HLSL input/output declarations
653 const int shaderModel = mRenderer->getMajorShaderModel();
654 const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
656 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
658 // Two cases when writing to gl_FragColor and using ESSL 1.0:
659 // - with a 3.0 context, the output color is copied to channel 0
660 // - with a 2.0 context, the output color is broadcast to all channels
661 const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
662 const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
664 int shaderVersion = vertexShader->getShaderVersion();
666 if (registersNeeded > maxVaryingVectors)
668 infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
672 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
673 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
674 false, usesPointSize, false);
676 storeUserLinkedVaryings(vertexShader, linkedVaryings);
677 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
679 // Add stub string to be replaced when shader is dynamically defined by its layout
680 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
681 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
682 "VS_OUTPUT main(VS_INPUT input)\n"
684 " initAttributes(input);\n";
686 if (shaderModel >= 4)
691 " VS_OUTPUT output;\n"
692 " output.gl_Position = gl_Position;\n"
693 " output.dx_Position.x = gl_Position.x;\n"
694 " output.dx_Position.y = -gl_Position.y;\n"
695 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
696 " output.dx_Position.w = gl_Position.w;\n";
703 " VS_OUTPUT output;\n"
704 " output.gl_Position = gl_Position;\n"
705 " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
706 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
707 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
708 " output.dx_Position.w = gl_Position.w;\n";
711 if (usesPointSize && shaderModel >= 3)
713 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
718 vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
721 for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
723 const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
724 if (varying.registerAssigned())
726 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
728 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
730 for (int row = 0; row < variableRows; row++)
732 int r = varying.registerIndex + elementIndex * variableRows + row;
733 vertexHLSL += " output.v" + Str(r);
735 bool sharedRegister = false; // Register used by multiple varyings
737 for (int x = 0; x < 4; x++)
739 if (packing[r][x] && packing[r][x] != packing[r][0])
741 sharedRegister = true;
750 for (int x = 0; x < 4; x++)
752 if (packing[r][x] == &varying)
756 case 0: vertexHLSL += "x"; break;
757 case 1: vertexHLSL += "y"; break;
758 case 2: vertexHLSL += "z"; break;
759 case 3: vertexHLSL += "w"; break;
765 vertexHLSL += " = _" + varying.name;
767 if (varying.isArray())
769 vertexHLSL += ArrayString(elementIndex);
772 if (variableRows > 1)
774 vertexHLSL += ArrayString(row);
787 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
788 usesPointSize, true);
790 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
792 if (shaderVersion < 300)
794 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
796 PixelShaderOuputVariable outputKeyVariable;
797 outputKeyVariable.type = GL_FLOAT_VEC4;
798 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
799 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
800 outputKeyVariable.outputIndex = renderTargetIndex;
802 outPixelShaderKey->push_back(outputKeyVariable);
805 *outUsesFragDepth = fragmentShader->mUsesFragDepth;
809 defineOutputVariables(fragmentShader, programOutputVars);
811 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
812 for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
814 const VariableLocation &outputLocation = locationIt->second;
815 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
816 const std::string &variableName = "out_" + outputLocation.name;
817 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
819 PixelShaderOuputVariable outputKeyVariable;
820 outputKeyVariable.type = outputVariable.type;
821 outputKeyVariable.name = variableName + elementString;
822 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
823 outputKeyVariable.outputIndex = locationIt->first;
825 outPixelShaderKey->push_back(outputKeyVariable);
828 *outUsesFragDepth = false;
831 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
833 if (fragmentShader->mUsesFrontFacing)
835 if (shaderModel >= 4)
837 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
842 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
848 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
854 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
856 if (shaderModel >= 4)
858 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
859 " gl_FragCoord.y = input.dx_Position.y;\n";
861 else if (shaderModel >= 3)
863 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
864 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
868 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
869 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
870 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
873 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
874 " gl_FragCoord.w = rhw;\n";
877 if (usesPointCoord && shaderModel >= 3)
879 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
880 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
883 if (fragmentShader->mUsesFrontFacing)
885 if (shaderModel <= 3)
887 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
891 pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
895 for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
897 const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
898 if (varying.registerAssigned())
900 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
902 GLenum transposedType = TransposeMatrixType(varying.type);
903 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
904 for (int row = 0; row < variableRows; row++)
906 std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
907 pixelHLSL += " _" + varying.name;
909 if (varying.isArray())
911 pixelHLSL += ArrayString(elementIndex);
914 if (variableRows > 1)
916 pixelHLSL += ArrayString(row);
919 if (varying.isStruct())
921 pixelHLSL += " = input.v" + n + ";\n"; break;
925 switch (VariableColumnCount(transposedType))
927 case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
928 case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
929 case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
930 case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
931 default: UNREACHABLE();
943 " return generateOutput();\n"
949 void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
951 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
953 for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
955 const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
956 const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
958 if (outputVariable.arraySize > 0)
960 for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
962 const int location = baseLocation + elementIndex;
963 ASSERT(programOutputVars->count(location) == 0);
964 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
969 ASSERT(programOutputVars->count(baseLocation) == 0);
970 (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
975 std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
977 // for now we only handle point sprite emulation
978 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
979 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
982 std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
984 ASSERT(registers >= 0);
985 ASSERT(vertexShader->mUsesPointSize);
986 ASSERT(mRenderer->getMajorShaderModel() >= 4);
988 std::string geomHLSL;
990 const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
992 const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
993 fragmentShader->mUsesPointCoord, true, false);
995 std::string varyingHLSL = generateVaryingHLSL(vertexShader);
996 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
997 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
999 // TODO(geofflang): use context's caps
1000 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1002 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1003 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
1005 "static float2 pointSpriteCorners[] = \n"
1007 " float2( 0.5f, -0.5f),\n"
1008 " float2( 0.5f, 0.5f),\n"
1009 " float2(-0.5f, -0.5f),\n"
1010 " float2(-0.5f, 0.5f)\n"
1013 "static float2 pointSpriteTexcoords[] = \n"
1015 " float2(1.0f, 1.0f),\n"
1016 " float2(1.0f, 0.0f),\n"
1017 " float2(0.0f, 1.0f),\n"
1018 " float2(0.0f, 0.0f)\n"
1021 "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
1022 "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
1024 "[maxvertexcount(4)]\n"
1025 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1027 " GS_OUTPUT output = (GS_OUTPUT)0;\n"
1028 " output.gl_Position = input[0].gl_Position;\n";
1029 " output.gl_PointSize = input[0].gl_PointSize;\n";
1031 for (int r = 0; r < registers; r++)
1033 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1036 if (fragmentShader->mUsesFragCoord)
1038 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
1042 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
1043 " float4 dx_Position = input[0].dx_Position;\n"
1044 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
1046 for (int corner = 0; corner < 4; corner++)
1049 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1051 if (fragmentShader->mUsesPointCoord)
1053 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1056 geomHLSL += " outStream.Append(output);\n";
1060 " outStream.RestartStrip();\n"
1066 // This method needs to match OutputHLSL::decorate
1067 std::string DynamicHLSL::decorateVariable(const std::string &name)
1069 if (name.compare(0, 3, "gl_") != 0)
1077 std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
1079 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
1082 if (IsMatrixType(shaderAttrib.type))
1084 return "transpose(" + attribString + ")";
1087 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1088 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
1090 // Perform integer to float conversion (if necessary)
1091 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
1093 if (requiresTypeConversion)
1095 // TODO: normalization for 32-bit integer formats
1096 ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
1097 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
1100 // No conversion necessary
1101 return attribString;
1104 void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
1106 for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
1108 const VertexFormat &vertexFormat = inputLayout[inputIndex];
1110 if (vertexFormat.mType == GL_NONE)
1112 signature[inputIndex] = GL_NONE;
1116 bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
1117 signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);