Upstream version 10.39.225.0
[platform/framework/web/crosswalk.git] / src / third_party / angle / src / libGLESv2 / renderer / d3d / DynamicHLSL.cpp
1 //
2 // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
7 //
8
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"
16
17 #include "common/utilities.h"
18 #include "common/blocklayout.h"
19
20 // For use with ArrayString, see angleutils.h
21 META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
22
23 using namespace gl;
24
25 namespace
26 {
27
28 std::string HLSLComponentTypeString(GLenum componentType)
29 {
30     switch (componentType)
31     {
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";
38     }
39 }
40
41 std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
42 {
43     return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
44 }
45
46 std::string HLSLMatrixTypeString(GLenum type)
47 {
48     switch (type)
49     {
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";
60     }
61 }
62
63 std::string HLSLTypeString(GLenum type)
64 {
65     if (gl::IsMatrixType(type))
66     {
67         return HLSLMatrixTypeString(type);
68     }
69
70     return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
71 }
72
73 const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables,
74                                                         unsigned int location)
75 {
76     for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
77     {
78         if (outputVariables[variableIndex].outputIndex == location)
79         {
80             return outputVariables[variableIndex];
81         }
82     }
83
84     UNREACHABLE();
85     return outputVariables[0];
86 }
87
88 }
89
90 namespace rx
91 {
92
93 const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
94 const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
95
96 DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
97     : mRenderer(renderer)
98 {
99 }
100
101 static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
102 {
103     GLenum transposedType = TransposeMatrixType(varying->type);
104
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));
108
109     if (elements >= 2 && elements <= 4)
110     {
111         for (int r = 0; r <= maxVaryingVectors - registers; r++)
112         {
113             bool available = true;
114
115             for (int y = 0; y < registers && available; y++)
116             {
117                 for (int x = 0; x < elements && available; x++)
118                 {
119                     if (packing[r + y][x])
120                     {
121                         available = false;
122                     }
123                 }
124             }
125
126             if (available)
127             {
128                 varying->registerIndex = r;
129                 varying->columnIndex = 0;
130
131                 for (int y = 0; y < registers; y++)
132                 {
133                     for (int x = 0; x < elements; x++)
134                     {
135                         packing[r + y][x] = &*varying;
136                     }
137                 }
138
139                 return true;
140             }
141         }
142
143         if (elements == 2)
144         {
145             for (int r = maxVaryingVectors - registers; r >= 0; r--)
146             {
147                 bool available = true;
148
149                 for (int y = 0; y < registers && available; y++)
150                 {
151                     for (int x = 2; x < 4 && available; x++)
152                     {
153                         if (packing[r + y][x])
154                         {
155                             available = false;
156                         }
157                     }
158                 }
159
160                 if (available)
161                 {
162                     varying->registerIndex = r;
163                     varying->columnIndex = 2;
164
165                     for (int y = 0; y < registers; y++)
166                     {
167                         for (int x = 2; x < 4; x++)
168                         {
169                             packing[r + y][x] = &*varying;
170                         }
171                     }
172
173                     return true;
174                 }
175             }
176         }
177     }
178     else if (elements == 1)
179     {
180         int space[4] = { 0 };
181
182         for (int y = 0; y < maxVaryingVectors; y++)
183         {
184             for (int x = 0; x < 4; x++)
185             {
186                 space[x] += packing[y][x] ? 0 : 1;
187             }
188         }
189
190         int column = 0;
191
192         for (int x = 0; x < 4; x++)
193         {
194             if (space[x] >= registers && (space[column] < registers || space[x] < space[column]))
195             {
196                 column = x;
197             }
198         }
199
200         if (space[column] >= registers)
201         {
202             for (int r = 0; r < maxVaryingVectors; r++)
203             {
204                 if (!packing[r][column])
205                 {
206                     varying->registerIndex = r;
207                     varying->columnIndex = column;
208
209                     for (int y = r; y < r + registers; y++)
210                     {
211                         packing[y][column] = &*varying;
212                     }
213
214                     break;
215                 }
216             }
217
218             return true;
219         }
220     }
221     else UNREACHABLE();
222
223     return false;
224 }
225
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)
230 {
231     // TODO (geofflang):  Use context's caps
232     const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
233
234     vertexShader->resetVaryingsRegisterAssignment();
235     fragmentShader->resetVaryingsRegisterAssignment();
236
237     std::set<std::string> packedVaryings;
238
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++)
242     {
243         PackedVarying *varying = &fragmentVaryings[varyingIndex];
244
245         // Do not assign registers to built-in or unreferenced varyings
246         if (varying->isBuiltIn() || !varying->staticUse)
247         {
248             continue;
249         }
250
251         if (packVarying(varying, maxVaryingVectors, packing))
252         {
253             packedVaryings.insert(varying->name);
254         }
255         else
256         {
257             infoLog.append("Could not pack varying %s", varying->name.c_str());
258             return -1;
259         }
260     }
261
262     for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
263     {
264         const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
265         if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
266         {
267             bool found = false;
268             for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++)
269             {
270                 PackedVarying *varying = &vertexVaryings[varyingIndex];
271                 if (transformFeedbackVarying == varying->name)
272                 {
273                     if (!packVarying(varying, maxVaryingVectors, packing))
274                     {
275                         infoLog.append("Could not pack varying %s", varying->name.c_str());
276                         return -1;
277                     }
278
279                     found = true;
280                     break;
281                 }
282             }
283
284             if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
285             {
286                 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
287                 return -1;
288             }
289         }
290     }
291
292     // Return the number of used registers
293     int registers = 0;
294
295     for (int r = 0; r < maxVaryingVectors; r++)
296     {
297         if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
298         {
299             registers++;
300         }
301     }
302
303     return registers;
304 }
305
306 std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
307 {
308     std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
309     std::string varyingHLSL;
310
311     const std::vector<gl::PackedVarying> &varyings = shader->getVaryings();
312
313     for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
314     {
315         const PackedVarying &varying = varyings[varyingIndex];
316         if (varying.registerAssigned())
317         {
318             ASSERT(!varying.isBuiltIn());
319             GLenum transposedType = TransposeMatrixType(varying.type);
320             int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
321
322             for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
323             {
324                 for (int row = 0; row < variableRows; row++)
325                 {
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.
329
330                     switch (varying.interpolation)
331                     {
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();
336                     }
337
338                     unsigned int semanticIndex = elementIndex * variableRows + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + varying.registerIndex + row;
339                     std::string n = Str(semanticIndex);
340
341                     std::string typeString;
342
343                     if (varying.isStruct())
344                     {
345                         // matrices within structs are not transposed, so
346                         // do not use the special struct prefix "rm"
347                         typeString = decorateVariable(varying.structName);
348                     }
349                     else
350                     {
351                         GLenum componentType = VariableComponentType(transposedType);
352                         int columnCount = VariableColumnCount(transposedType);
353                         typeString = HLSLComponentTypeString(componentType, columnCount);
354                     }
355                     varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
356                 }
357             }
358         }
359     }
360
361     return varyingHLSL;
362 }
363
364 std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader,
365                                                             const VertexFormat inputLayout[],
366                                                             const sh::Attribute shaderAttributes[]) const
367 {
368     std::string structHLSL, initHLSL;
369
370     int semanticIndex = 0;
371     unsigned int inputIndex = 0;
372
373     for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
374     {
375         const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
376         if (!shaderAttribute.name.empty())
377         {
378             ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
379             const VertexFormat &vertexFormat = inputLayout[inputIndex];
380
381             // HLSL code for input structure
382             if (IsMatrixType(shaderAttribute.type))
383             {
384                 // Matrix types are always transposed
385                 structHLSL += "    " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
386             }
387             else
388             {
389                 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
390                 structHLSL += "    " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
391             }
392
393             structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
394             semanticIndex += VariableRegisterCount(shaderAttribute.type);
395
396             // HLSL code for initialization
397             initHLSL += "    " + decorateVariable(shaderAttribute.name) + " = ";
398
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)
404             {
405                 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
406             }
407             else
408             {
409                 initHLSL += "input." + decorateVariable(shaderAttribute.name);
410             }
411
412             initHLSL += ";\n";
413
414             inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
415         }
416     }
417
418     std::string replacementHLSL = "struct VS_INPUT\n"
419                                   "{\n" +
420                                   structHLSL +
421                                   "};\n"
422                                   "\n"
423                                   "void initAttributes(VS_INPUT input)\n"
424                                   "{\n" +
425                                   initHLSL +
426                                   "}\n";
427
428     std::string vertexHLSL(sourceShader);
429
430     size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
431     vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL);
432
433     return vertexHLSL;
434 }
435
436 std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
437                                                                bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
438 {
439     const int shaderModel = mRenderer->getMajorShaderModel();
440     std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
441     std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
442
443     std::string declarationHLSL;
444     std::string copyHLSL;
445
446     for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
447     {
448         GLenum binding = outputLayout[layoutIndex];
449
450         if (binding != GL_NONE)
451         {
452             unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
453
454             const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
455
456             declarationHLSL += "    " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
457                                " : " + targetSemantic + Str(layoutIndex) + ";\n";
458
459             copyHLSL += "    output." + outputVariable.name + " = " + outputVariable.source + ";\n";
460         }
461     }
462
463     if (usesFragDepth)
464     {
465         declarationHLSL += "    float gl_Depth : " + depthSemantic + ";\n";
466         copyHLSL += "    output.gl_Depth = gl_Depth; \n";
467     }
468
469     std::string replacementHLSL = "struct PS_OUTPUT\n"
470                                   "{\n" +
471                                   declarationHLSL +
472                                   "};\n"
473                                   "\n"
474                                   "PS_OUTPUT generateOutput()\n"
475                                   "{\n"
476                                   "    PS_OUTPUT output;\n" +
477                                   copyHLSL +
478                                   "    return output;\n"
479                                   "}\n";
480
481     std::string pixelHLSL(sourceShader);
482
483     size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
484     pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL);
485
486     return pixelHLSL;
487 }
488
489 std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const
490 {
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");
495 }
496
497 struct DynamicHLSL::SemanticInfo
498 {
499     struct BuiltinInfo
500     {
501         BuiltinInfo()
502             : enabled(false),
503               index(0),
504               systemValue(false)
505         {}
506
507         bool enabled;
508         std::string semantic;
509         unsigned int index;
510         bool systemValue;
511
512         std::string str() const
513         {
514             return (systemValue ? semantic : (semantic + Str(index)));
515         }
516
517         void enableSystem(const std::string &systemValueSemantic)
518         {
519             enabled = true;
520             semantic = systemValueSemantic;
521             systemValue = true;
522         }
523
524         void enable(const std::string &semanticVal, unsigned int indexVal)
525         {
526             enabled = true;
527             semantic = semanticVal;
528             index = indexVal;
529         }
530     };
531
532     BuiltinInfo dxPosition;
533     BuiltinInfo glPosition;
534     BuiltinInfo glFragCoord;
535     BuiltinInfo glPointCoord;
536     BuiltinInfo glPointSize;
537 };
538
539 DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord,
540                                                        bool pointSize, bool pixelShader) const
541 {
542     SemanticInfo info;
543     bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4);
544     const std::string &varyingSemantic = getVaryingSemantic(pointSize);
545
546     int reservedRegisterIndex = startRegisters;
547
548     if (hlsl4)
549     {
550         info.dxPosition.enableSystem("SV_Position");
551     }
552     else if (pixelShader)
553     {
554         info.dxPosition.enableSystem("VPOS");
555     }
556     else
557     {
558         info.dxPosition.enableSystem("POSITION");
559     }
560
561     info.glPosition.enable(varyingSemantic, reservedRegisterIndex++);
562
563     if (fragCoord)
564     {
565         info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++);
566     }
567
568     if (pointCoord)
569     {
570         // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
571         // In D3D11 we manually compute gl_PointCoord in the GS.
572         if (hlsl4)
573         {
574             info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++);
575         }
576         else
577         {
578             info.glPointCoord.enable("TEXCOORD", 0);
579         }
580     }
581
582     // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
583     if (pointSize && (!pixelShader || hlsl4))
584     {
585         info.glPointSize.enableSystem("PSIZE");
586     }
587
588     return info;
589 }
590
591 std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const
592 {
593     std::string linkHLSL = "{\n";
594
595     ASSERT(info.dxPosition.enabled && info.glPosition.enabled);
596
597     linkHLSL += "    float4 dx_Position : " + info.dxPosition.str() + ";\n";
598     linkHLSL += "    float4 gl_Position : " + info.glPosition.str() + ";\n";
599
600     if (info.glFragCoord.enabled)
601     {
602         linkHLSL += "    float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n";
603     }
604
605     if (info.glPointCoord.enabled)
606     {
607         linkHLSL += "    float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n";
608     }
609
610     linkHLSL += varyingHLSL;
611
612     if (info.glPointSize.enabled)
613     {
614         linkHLSL += "    float gl_PointSize : " + info.glPointSize.str() + ";\n";
615     }
616
617     linkHLSL += "};\n";
618
619     return linkHLSL;
620 }
621
622 void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
623                                              std::vector<LinkedVarying> *linkedVaryings) const
624 {
625     ASSERT(info.glPosition.enabled);
626
627     linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic,
628                                             info.glPosition.index, 1));
629
630     if (info.glFragCoord.enabled)
631     {
632         linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic,
633                                                 info.glFragCoord.index, 1));
634     }
635
636     if (info.glPointSize.enabled)
637     {
638         linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
639     }
640 }
641
642 void DynamicHLSL::storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader,
643                                           std::vector<LinkedVarying> *linkedVaryings) const
644 {
645     const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
646     const std::vector<PackedVarying> &varyings = vertexShader->getVaryings();
647
648     for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
649     {
650         const PackedVarying &varying = varyings[varyingIndex];
651
652         if (varying.registerAssigned())
653         {
654             ASSERT(!varying.isBuiltIn());
655             GLenum transposedType = TransposeMatrixType(varying.type);
656             int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
657
658             linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
659                                                     varyingSemantic, varying.registerIndex,
660                                                     variableRows * varying.elementCount()));
661         }
662     }
663 }
664
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
673 {
674     if (pixelHLSL.empty() || vertexHLSL.empty())
675     {
676         return false;
677     }
678
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;
685
686     if (usesFragColor && usesFragData)
687     {
688         infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
689         return false;
690     }
691
692     // Write the HLSL input/output declarations
693     const int shaderModel = mRenderer->getMajorShaderModel();
694
695     // TODO (geofflang):  Use context's caps
696     const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
697
698     const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0);
699
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);
705
706     int shaderVersion = vertexShader->getShaderVersion();
707
708     if (registersNeeded > maxVaryingVectors)
709     {
710         infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
711         return false;
712     }
713
714     const std::string &varyingHLSL = generateVaryingHLSL(vertexShader);
715     const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord,
716                                                           false, usesPointSize, false);
717
718     storeUserLinkedVaryings(vertexShader, linkedVaryings);
719     storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings);
720
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"
725                   "{\n"
726                   "    initAttributes(input);\n";
727
728     if (shaderModel >= 4)
729     {
730         vertexHLSL += "\n"
731                       "    gl_main();\n"
732                       "\n"
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";
739     }
740     else
741     {
742         vertexHLSL += "\n"
743                       "    gl_main();\n"
744                       "\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";
751     }
752
753     if (usesPointSize && shaderModel >= 3)
754     {
755         vertexHLSL += "    output.gl_PointSize = gl_PointSize;\n";
756     }
757
758     if (usesFragCoord)
759     {
760         vertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
761     }
762
763     const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
764     for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
765     {
766         const PackedVarying &varying = vertexVaryings[vertVaryingIndex];
767         if (varying.registerAssigned())
768         {
769             for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
770             {
771                 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
772
773                 for (int row = 0; row < variableRows; row++)
774                 {
775                     int r = varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row;
776                     vertexHLSL += "    output.v" + Str(r);
777
778                     vertexHLSL += " = _" + varying.name;
779
780                     if (varying.isArray())
781                     {
782                         vertexHLSL += ArrayString(elementIndex);
783                     }
784
785                     if (variableRows > 1)
786                     {
787                         vertexHLSL += ArrayString(row);
788                     }
789
790                     vertexHLSL += ";\n";
791                 }
792             }
793         }
794     }
795
796     vertexHLSL += "\n"
797                   "    return output;\n"
798                   "}\n";
799
800     const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord,
801                                                          usesPointSize, true);
802
803     pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n";
804
805     if (shaderVersion < 300)
806     {
807         for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
808         {
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;
814
815             outPixelShaderKey->push_back(outputKeyVariable);
816         }
817
818         *outUsesFragDepth = fragmentShader->mUsesFragDepth;
819     }
820     else
821     {
822         defineOutputVariables(fragmentShader, programOutputVars);
823
824         const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
825         for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
826         {
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));
831
832             ASSERT(outputVariable.staticUse);
833
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;
839
840             outPixelShaderKey->push_back(outputKeyVariable);
841         }
842
843         *outUsesFragDepth = false;
844     }
845
846     pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
847
848     if (fragmentShader->mUsesFrontFacing)
849     {
850         if (shaderModel >= 4)
851         {
852             pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
853                          "{\n";
854         }
855         else
856         {
857             pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
858                          "{\n";
859         }
860     }
861     else
862     {
863         pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
864                      "{\n";
865     }
866
867     if (usesFragCoord)
868     {
869         pixelHLSL += "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
870
871         if (shaderModel >= 4)
872         {
873             pixelHLSL += "    gl_FragCoord.x = input.dx_Position.x;\n"
874                          "    gl_FragCoord.y = input.dx_Position.y;\n";
875         }
876         else if (shaderModel >= 3)
877         {
878             pixelHLSL += "    gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
879                          "    gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
880         }
881         else
882         {
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";
886         }
887
888         pixelHLSL += "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
889                      "    gl_FragCoord.w = rhw;\n";
890     }
891
892     if (usesPointCoord && shaderModel >= 3)
893     {
894         pixelHLSL += "    gl_PointCoord.x = input.gl_PointCoord.x;\n";
895         pixelHLSL += "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
896     }
897
898     if (fragmentShader->mUsesFrontFacing)
899     {
900         if (shaderModel <= 3)
901         {
902             pixelHLSL += "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
903         }
904         else
905         {
906             pixelHLSL += "    gl_FrontFacing = isFrontFace;\n";
907         }
908     }
909
910     const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
911     for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++)
912     {
913         const PackedVarying &varying = fragmentVaryings[varyingIndex];
914         if (varying.registerAssigned())
915         {
916             ASSERT(!varying.isBuiltIn());
917             for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
918             {
919                 GLenum transposedType = TransposeMatrixType(varying.type);
920                 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
921                 for (int row = 0; row < variableRows; row++)
922                 {
923                     std::string n = Str(varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row);
924                     pixelHLSL += "    _" + varying.name;
925
926                     if (varying.isArray())
927                     {
928                         pixelHLSL += ArrayString(elementIndex);
929                     }
930
931                     if (variableRows > 1)
932                     {
933                         pixelHLSL += ArrayString(row);
934                     }
935
936                     if (varying.isStruct())
937                     {
938                         pixelHLSL += " = input.v" + n + ";\n";   break;
939                     }
940                     else
941                     {
942                         switch (VariableColumnCount(transposedType))
943                         {
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();
949                         }
950                     }
951                 }
952             }
953         }
954         else
955         {
956             ASSERT(varying.isBuiltIn() || !varying.staticUse);
957         }
958     }
959
960     pixelHLSL += "\n"
961                  "    gl_main();\n"
962                  "\n"
963                  "    return generateOutput();\n"
964                  "}\n";
965
966     return true;
967 }
968
969 void DynamicHLSL::defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
970 {
971     const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
972
973     for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
974     {
975         const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
976         const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
977
978         ASSERT(outputVariable.staticUse);
979
980         if (outputVariable.arraySize > 0)
981         {
982             for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
983             {
984                 const int location = baseLocation + elementIndex;
985                 ASSERT(programOutputVars->count(location) == 0);
986                 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
987             }
988         }
989         else
990         {
991             ASSERT(programOutputVars->count(baseLocation) == 0);
992             (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
993         }
994     }
995 }
996
997 std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
998 {
999     // for now we only handle point sprite emulation
1000     ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
1001     return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
1002 }
1003
1004 std::string DynamicHLSL::generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
1005 {
1006     ASSERT(registers >= 0);
1007     ASSERT(vertexShader->mUsesPointSize);
1008     ASSERT(mRenderer->getMajorShaderModel() >= 4);
1009
1010     std::string geomHLSL;
1011
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);
1016
1017     std::string varyingHLSL = generateVaryingHLSL(vertexShader);
1018     std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
1019     std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL);
1020
1021     // TODO(geofflang): use context's caps
1022     geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
1023                 "\n"
1024                 "struct GS_INPUT\n" + inLinkHLSL + "\n" +
1025                 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" +
1026                 "\n"
1027                   "static float2 pointSpriteCorners[] = \n"
1028                   "{\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"
1033                   "};\n"
1034                   "\n"
1035                   "static float2 pointSpriteTexcoords[] = \n"
1036                   "{\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"
1041                   "};\n"
1042                   "\n"
1043                   "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n"
1044                   "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n"
1045                   "\n"
1046                   "[maxvertexcount(4)]\n"
1047                   "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
1048                   "{\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";
1052
1053     for (int r = 0; r < registers; r++)
1054     {
1055         geomHLSL += "    output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
1056     }
1057
1058     if (fragmentShader->mUsesFragCoord)
1059     {
1060         geomHLSL += "    output.gl_FragCoord = input[0].gl_FragCoord;\n";
1061     }
1062
1063     geomHLSL += "    \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";
1067
1068     for (int corner = 0; corner < 4; corner++)
1069     {
1070         geomHLSL += "    \n"
1071                     "    output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1072
1073         if (fragmentShader->mUsesPointCoord)
1074         {
1075             geomHLSL += "    output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
1076         }
1077
1078         geomHLSL += "    outStream.Append(output);\n";
1079     }
1080
1081     geomHLSL += "    \n"
1082                 "    outStream.RestartStrip();\n"
1083                 "}\n";
1084
1085     return geomHLSL;
1086 }
1087
1088 // This method needs to match OutputHLSL::decorate
1089 std::string DynamicHLSL::decorateVariable(const std::string &name)
1090 {
1091     if (name.compare(0, 3, "gl_") != 0)
1092     {
1093         return "_" + name;
1094     }
1095
1096     return name;
1097 }
1098
1099 std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
1100 {
1101     std::string attribString = "input." + decorateVariable(shaderAttrib.name);
1102
1103     // Matrix
1104     if (IsMatrixType(shaderAttrib.type))
1105     {
1106         return "transpose(" + attribString + ")";
1107     }
1108
1109     GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
1110     int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
1111
1112     // Perform integer to float conversion (if necessary)
1113     bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
1114
1115     if (requiresTypeConversion)
1116     {
1117         // TODO: normalization for 32-bit integer formats
1118         ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger);
1119         return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
1120     }
1121
1122     // No conversion necessary
1123     return attribString;
1124 }
1125
1126 void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const
1127 {
1128     for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++)
1129     {
1130         const VertexFormat &vertexFormat = inputLayout[inputIndex];
1131
1132         if (vertexFormat.mType == GL_NONE)
1133         {
1134             signature[inputIndex] = GL_NONE;
1135         }
1136         else
1137         {
1138             bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
1139             signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
1140         }
1141     }
1142 }
1143
1144 }