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 "libGLESv2/renderer/d3d/DynamicHLSL.h"
10 #include "libGLESv2/renderer/d3d/ShaderD3D.h"
11 #include "libGLESv2/renderer/Renderer.h"
12 #include "libGLESv2/Shader.h"
13 #include "libGLESv2/Program.h"
14 #include "libGLESv2/ProgramBinary.h"
15 #include "libGLESv2/formatutils.h"
17 #include "common/utilities.h"
18 #include "common/blocklayout.h"
20 // For use with ArrayString, see angleutils.h
21 META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
28 std::string HLSLComponentTypeString(GLenum componentType)
30 switch (componentType)
32 case GL_UNSIGNED_INT: return "uint";
33 case GL_INT: return "int";
34 case GL_UNSIGNED_NORMALIZED:
35 case GL_SIGNED_NORMALIZED:
36 case GL_FLOAT: return "float";
37 default: UNREACHABLE(); return "not-component-type";
41 std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
43 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
46 std::string HLSLMatrixTypeString(GLenum type)
50 case GL_FLOAT_MAT2: return "float2x2";
51 case GL_FLOAT_MAT3: return "float3x3";
52 case GL_FLOAT_MAT4: return "float4x4";
53 case GL_FLOAT_MAT2x3: return "float2x3";
54 case GL_FLOAT_MAT3x2: return "float3x2";
55 case GL_FLOAT_MAT2x4: return "float2x4";
56 case GL_FLOAT_MAT4x2: return "float4x2";
57 case GL_FLOAT_MAT3x4: return "float3x4";
58 case GL_FLOAT_MAT4x3: return "float4x3";
59 default: UNREACHABLE(); return "not-matrix-type";
63 std::string HLSLTypeString(GLenum type)
65 if (gl::IsMatrixType(type))
67 return HLSLMatrixTypeString(type);
70 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
73 const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables,
74 unsigned int location)
76 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
78 if (outputVariables[variableIndex].outputIndex == location)
80 return outputVariables[variableIndex];
85 return outputVariables[0];
93 const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
94 const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
96 DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
101 static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
103 GLenum transposedType = TransposeMatrixType(varying->type);
105 // matrices within varying structs are not transposed
106 int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
107 int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
109 if (elements >= 2 && elements <= 4)
111 for (int r = 0; r <= maxVaryingVectors - registers; r++)
113 bool available = true;
115 for (int y = 0; y < registers && available; y++)
117 for (int x = 0; x < elements && available; x++)
119 if (packing[r + y][x])
128 varying->registerIndex = r;
129 varying->columnIndex = 0;
131 for (int y = 0; y < registers; y++)
133 for (int x = 0; x < elements; x++)
135 packing[r + y][x] = &*varying;
145 for (int r = maxVaryingVectors - registers; r >= 0; r--)
147 bool available = true;
149 for (int y = 0; y < registers && available; y++)
151 for (int x = 2; x < 4 && available; x++)
153 if (packing[r + y][x])
162 varying->registerIndex = r;
163 varying->columnIndex = 2;
165 for (int y = 0; y < registers; y++)
167 for (int x = 2; x < 4; x++)
169 packing[r + y][x] = &*varying;
178 else if (elements == 1)
180 int space[4] = { 0 };
182 for (int y = 0; y < maxVaryingVectors; y++)
184 for (int x = 0; x < 4; x++)
186 space[x] += packing[y][x] ? 0 : 1;
192 for (int x = 0; x < 4; x++)
194 if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
200 if (space[column] >= registers)
202 for (int r = 0; r < maxVaryingVectors; r++)
204 if (!packing[r][column])
206 varying->registerIndex = r;
207 varying->columnIndex = column;
209 for (int y = r; y < r + registers; y++)
211 packing[y][column] = &*varying;
226 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
227 // Returns the number of used varying registers, or -1 if unsuccesful
228 int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader,
229 rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
231 // TODO (geofflang): Use context's caps
232 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
234 vertexShader->resetVaryingsRegisterAssignment();
235 fragmentShader->resetVaryingsRegisterAssignment();
237 std::set<std::string> packedVaryings;
239 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
240 std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings();
241 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
243 PackedVarying *varying = &fragmentVaryings[varyingIndex];
245 // Do not assign registers to built-in or unreferenced varyings
246 if (varying->isBuiltIn() || !varying->staticUse)
251 if (packVarying(varying, maxVaryingVectors, packing))
253 packedVaryings.insert(varying->name);
257 infoLog.append("Could not pack varying %s", varying->name.c_str());
262 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
264 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
265 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
268 for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
270 PackedVarying *varying = &vertexVaryings[varyingIndex];
271 if (transformFeedbackVarying == varying->name)
273 if (!packVarying(varying, maxVaryingVectors, packing))
275 infoLog.append("Could not pack varying %s", varying->name.c_str());
284 if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
286 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
292 // Return the number of used registers
295 for (int r = 0; r < maxVaryingVectors; r++)
297 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
306 std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
308 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
309 std::string varyingHLSL;
311 const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
313 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
315 const PackedVarying &varying = varyings[varyingIndex];
316 if (varying.registerAssigned())
318 ASSERT(!varying.isBuiltIn());
319 GLenum transposedType = TransposeMatrixType(varying.type);
320 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
322 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
324 for (int row = 0; row < variableRows; row++)
326 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used.
327 // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers.
328 // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail.
330 switch (varying.interpolation)
332 case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
333 case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
334 case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break;
335 default: UNREACHABLE();
338 unsigned int semanticIndex = elementIndex * variableRows + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + varying.registerIndex + row;
339 std::string n = Str(semanticIndex);
341 std::string typeString;
343 if (varying.isStruct())
345 // matrices within structs are not transposed, so
346 // do not use the special struct prefix "rm"
347 typeString = decorateVariable(varying.structName);
351 GLenum componentType = VariableComponentType(transposedType);
352 int columnCount = VariableColumnCount(transposedType);
353 typeString = HLSLComponentTypeString(componentType, columnCount);
355 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
364 std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
365 const VertexFormat inputLayout[],
366 const sh::Attribute shaderAttributes[]) const
368 std::string structHLSL, initHLSL;
370 int semanticIndex = 0;
371 unsigned int inputIndex = 0;
373 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
375 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
376 if (!shaderAttribute.name.empty())
378 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
379 const VertexFormat &vertexFormat = inputLayout[inputIndex];
381 // HLSL code for input structure
382 if (IsMatrixType(shaderAttribute.type))
384 // Matrix types are always transposed
385 structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
389 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
390 structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
393 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
394 semanticIndex += VariableRegisterCount(shaderAttribute.type);
396 // HLSL code for initialization
397 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = ";
399 // Mismatched vertex attribute to vertex input may result in an undefined
400 // data reinterpretation (eg for pure integer->float, float->pure integer)
401 // TODO: issue warning with gl debug info extension, when supported
402 if (IsMatrixType(shaderAttribute.type) ||
403 (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
405 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
409 initHLSL += "input." + decorateVariable(shaderAttribute.name);
414 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
418 std::string replacementHLSL = "struct VS_INPUT\n"
423 "void initAttributes(VS_INPUT input)\n"
428 std::string vertexHLSL(sourceShader);
430 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
431 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
436 std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
437 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
439 const int shaderModel = mRenderer->getMajorShaderModel();
440 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
441 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
443 std::string declarationHLSL;
444 std::string copyHLSL;
446 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
448 GLenum binding = outputLayout[layoutIndex];
450 if (binding != GL_NONE)
452 unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
454 const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
456 declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
457 " : " + targetSemantic + Str(layoutIndex) + ";\n";
459 copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n";
465 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n";
466 copyHLSL += " output.gl_Depth = gl_Depth; \n";
469 std::string replacementHLSL = "struct PS_OUTPUT\n"
474 "PS_OUTPUT generateOutput()\n"
476 " PS_OUTPUT output;\n" +
481 std::string pixelHLSL(sourceShader);
483 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
484 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
489 std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
491 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
492 // In D3D11 we manually compute gl_PointCoord in the GS.
493 int shaderModel = mRenderer->getMajorShaderModel();
494 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD");
497 struct DynamicHLSL::SemanticInfo
508 std::string semantic;
512 std::string str() const
514 return (systemValue ? semantic : (semantic + Str(index)));
517 void enableSystem(const std::string &systemValueSemantic)
520 semantic = systemValueSemantic;
524 void enable(const std::string &semanticVal, unsigned int indexVal)
527 semantic = semanticVal;
532 BuiltinInfo dxPosition;
533 BuiltinInfo glPosition;
534 BuiltinInfo glFragCoord;
535 BuiltinInfo glPointCoord;
536 BuiltinInfo glPointSize;
539 DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
540 bool pointSize, bool pixelShader) const
543 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
544 const std::string &varyingSemantic = getVaryingSemantic(pointSize);
546 int reservedRegisterIndex = startRegisters;
550 info.dxPosition.enableSystem("SV_Position");
552 else if (pixelShader)
554 info.dxPosition.enableSystem("VPOS");
558 info.dxPosition.enableSystem("POSITION");
561 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
565 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
570 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
571 // In D3D11 we manually compute gl_PointCoord in the GS.
574 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
578 info.glPointCoord.enable("TEXCOORD", 0);
582 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
583 if (pointSize && (!pixelShader || hlsl4))
585 info.glPointSize.enableSystem("PSIZE");
591 std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
593 std::string linkHLSL = "{\n";
595 ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
597 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n";
598 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n";
600 if (info.glFragCoord.enabled)
602 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
605 if (info.glPointCoord.enabled)
607 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
610 linkHLSL += varyingHLSL;
612 if (info.glPointSize.enabled)
614 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n";
622 void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
623 std::vector<LinkedVarying> *linkedVaryings) const
625 ASSERT(info.glPosition.enabled);
627 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
628 info.glPosition.index, 1));
630 if (info.glFragCoord.enabled)
632 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
633 info.glFragCoord.index, 1));
636 if (info.glPointSize.enabled)
638 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
642 void DynamicHLSL::storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader,
643 std::vector<LinkedVarying> *linkedVaryings) const
645 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
646 const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
648 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
650 const PackedVarying &varying = varyings[varyingIndex];
652 if (varying.registerAssigned())
654 ASSERT(!varying.isBuiltIn());
655 GLenum transposedType = TransposeMatrixType(varying.type);
656 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
658 linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
659 varyingSemantic, varying.registerIndex,
660 variableRows * varying.elementCount()));
665 bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
666 std::string& pixelHLSL, std::string& vertexHLSL,
667 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
668 const std::vector<std::string>& transformFeedbackVaryings,
669 std::vector<LinkedVarying> *linkedVaryings,
670 std::map<int, VariableLocation> *programOutputVars,
671 std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
672 bool *outUsesFragDepth) const
674 if (pixelHLSL.empty() || vertexHLSL.empty())
679 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
680 bool usesFragColor = fragmentShader->mUsesFragColor;
681 bool usesFragData = fragmentShader->mUsesFragData;
682 bool usesFragCoord = fragmentShader->mUsesFragCoord;
683 bool usesPointCoord = fragmentShader->mUsesPointCoord;
684 bool usesPointSize = vertexShader->mUsesPointSize;
686 if (usesFragColor && usesFragData)
688 infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
692 // Write the HLSL input/output declarations
693 const int shaderModel = mRenderer->getMajorShaderModel();
695 // TODO (geofflang): Use context's caps
696 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
698 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
700 // Two cases when writing to gl_FragColor and using ESSL 1.0:
701 // - with a 3.0 context, the output color is copied to channel 0
702 // - with a 2.0 context, the output color is broadcast to all channels
703 const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
704 const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
706 int shaderVersion = vertexShader->getShaderVersion();
708 if (registersNeeded > maxVaryingVectors)
710 infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
714 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
715 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
716 false, usesPointSize, false);
718 storeUserLinkedVaryings(vertexShader, linkedVaryings);
719 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
721 // Add stub string to be replaced when shader is dynamically defined by its layout
722 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n"
723 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n"
724 "VS_OUTPUT main(VS_INPUT input)\n"
726 " initAttributes(input);\n";
728 if (shaderModel >= 4)
733 " VS_OUTPUT output;\n"
734 " output.gl_Position = gl_Position;\n"
735 " output.dx_Position.x = gl_Position.x;\n"
736 " output.dx_Position.y = -gl_Position.y;\n"
737 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
738 " output.dx_Position.w = gl_Position.w;\n";
745 " VS_OUTPUT output;\n"
746 " output.gl_Position = gl_Position;\n"
747 " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
748 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
749 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
750 " output.dx_Position.w = gl_Position.w;\n";
753 if (usesPointSize && shaderModel >= 3)
755 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n";
760 vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
763 const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
764 for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
766 const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
767 if (varying.registerAssigned())
769 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
771 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
773 for (int row = 0; row < variableRows; row++)
775 int r = varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row;
776 vertexHLSL += " output.v" + Str(r);
778 vertexHLSL += " = _" + varying.name;
780 if (varying.isArray())
782 vertexHLSL += ArrayString(elementIndex);
785 if (variableRows > 1)
787 vertexHLSL += ArrayString(row);
800 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
801 usesPointSize, true);
803 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
805 if (shaderVersion < 300)
807 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
809 PixelShaderOutputVariable outputKeyVariable;
810 outputKeyVariable.type = GL_FLOAT_VEC4;
811 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
812 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
813 outputKeyVariable.outputIndex = renderTargetIndex;
815 outPixelShaderKey->push_back(outputKeyVariable);
818 *outUsesFragDepth = fragmentShader->mUsesFragDepth;
822 defineOutputVariables(fragmentShader, programOutputVars);
824 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
825 for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
827 const VariableLocation &outputLocation = locationIt->second;
828 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
829 const std::string &variableName = "out_" + outputLocation.name;
830 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
832 ASSERT(outputVariable.staticUse);
834 PixelShaderOutputVariable outputKeyVariable;
835 outputKeyVariable.type = outputVariable.type;
836 outputKeyVariable.name = variableName + elementString;
837 outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
838 outputKeyVariable.outputIndex = locationIt->first;
840 outPixelShaderKey->push_back(outputKeyVariable);
843 *outUsesFragDepth = false;
846 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
848 if (fragmentShader->mUsesFrontFacing)
850 if (shaderModel >= 4)
852 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
857 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
863 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
869 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
871 if (shaderModel >= 4)
873 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n"
874 " gl_FragCoord.y = input.dx_Position.y;\n";
876 else if (shaderModel >= 3)
878 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
879 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
883 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
884 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n"
885 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n";
888 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
889 " gl_FragCoord.w = rhw;\n";
892 if (usesPointCoord && shaderModel >= 3)
894 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n";
895 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
898 if (fragmentShader->mUsesFrontFacing)
900 if (shaderModel <= 3)
902 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
906 pixelHLSL += " gl_FrontFacing = isFrontFace;\n";
910 const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
911 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
913 const PackedVarying &varying = fragmentVaryings[varyingIndex];
914 if (varying.registerAssigned())
916 ASSERT(!varying.isBuiltIn());
917 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
919 GLenum transposedType = TransposeMatrixType(varying.type);
920 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
921 for (int row = 0; row < variableRows; row++)
923 std::string n = Str(varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row);
924 pixelHLSL += " _" + varying.name;
926 if (varying.isArray())
928 pixelHLSL += ArrayString(elementIndex);
931 if (variableRows > 1)
933 pixelHLSL += ArrayString(row);
936 if (varying.isStruct())
938 pixelHLSL += " = input.v" + n + ";\n"; break;
942 switch (VariableColumnCount(transposedType))
944 case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break;
945 case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break;
946 case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
947 case 4: pixelHLSL += " = input.v" + n + ";\n"; break;
948 default: UNREACHABLE();
956 ASSERT(varying.isBuiltIn() || !varying.staticUse);
963 " return generateOutput();\n"
969 void DynamicHLSL::defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
971 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
973 for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
975 const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
976 const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
978 ASSERT(outputVariable.staticUse);
980 if (outputVariable.arraySize > 0)
982 for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
984 const int location = baseLocation + elementIndex;
985 ASSERT(programOutputVars->count(location) == 0);
986 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
991 ASSERT(programOutputVars->count(baseLocation) == 0);
992 (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
997 std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
999 // for now we only handle point sprite emulation
1000 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
1001 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
1004 std::string DynamicHLSL::generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
1006 ASSERT(registers >= 0);
1007 ASSERT(vertexShader->mUsesPointSize);
1008 ASSERT(mRenderer->getMajorShaderModel() >= 4);
1010 std::string geomHLSL;
1012 const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
1013 false, true, false);
1014 const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
1015 fragmentShader->mUsesPointCoord, true, false);
1017 std::string varyingHLSL = generateVaryingHLSL(vertexShader);
1018 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
1019 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
1021 // TODO(geofflang): use context's caps
1022 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1024 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1025 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
1027 "static float2 pointSpriteCorners[] = \n"
1029 " float2( 0.5f, -0.5f),\n"
1030 " float2( 0.5f, 0.5f),\n"
1031 " float2(-0.5f, -0.5f),\n"
1032 " float2(-0.5f, 0.5f)\n"
1035 "static float2 pointSpriteTexcoords[] = \n"
1037 " float2(1.0f, 1.0f),\n"
1038 " float2(1.0f, 0.0f),\n"
1039 " float2(0.0f, 1.0f),\n"
1040 " float2(0.0f, 0.0f)\n"
1043 "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
1044 "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
1046 "[maxvertexcount(4)]\n"
1047 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1049 " GS_OUTPUT output = (GS_OUTPUT)0;\n"
1050 " output.gl_Position = input[0].gl_Position;\n";
1051 " output.gl_PointSize = input[0].gl_PointSize;\n";
1053 for (int r = 0; r < registers; r++)
1055 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1058 if (fragmentShader->mUsesFragCoord)
1060 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
1064 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
1065 " float4 dx_Position = input[0].dx_Position;\n"
1066 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n";
1068 for (int corner = 0; corner < 4; corner++)
1071 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1073 if (fragmentShader->mUsesPointCoord)
1075 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1078 geomHLSL += " outStream.Append(output);\n";
1082 " outStream.RestartStrip();\n"
1088 // This method needs to match OutputHLSL::decorate
1089 std::string DynamicHLSL::decorateVariable(const std::string &name)
1091 if (name.compare(0, 3, "gl_") != 0)
1099 std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
1101 std::string attribString = "input." + decorateVariable(shaderAttrib.name);
1104 if (IsMatrixType(shaderAttrib.type))
1106 return "transpose(" + attribString + ")";
1109 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1110 int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
1112 // Perform integer to float conversion (if necessary)
1113 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
1115 if (requiresTypeConversion)
1117 // TODO: normalization for 32-bit integer formats
1118 ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
1119 return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
1122 // No conversion necessary
1123 return attribString;
1126 void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
1128 for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
1130 const VertexFormat &vertexFormat = inputLayout[inputIndex];
1132 if (vertexFormat.mType == GL_NONE)
1134 signature[inputIndex] = GL_NONE;
1138 bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
1139 signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);