| // | |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl. | |
| #include "libANGLE/renderer/d3d/ProgramD3D.h" | |
| #include "common/MemoryBuffer.h" | |
| #include "common/bitset_utils.h" | |
| #include "common/string_utils.h" | |
| #include "common/utilities.h" | |
| #include "libANGLE/Context.h" | |
| #include "libANGLE/Framebuffer.h" | |
| #include "libANGLE/FramebufferAttachment.h" | |
| #include "libANGLE/Program.h" | |
| #include "libANGLE/ProgramLinkedResources.h" | |
| #include "libANGLE/Uniform.h" | |
| #include "libANGLE/VertexArray.h" | |
| #include "libANGLE/features.h" | |
| #include "libANGLE/queryconversions.h" | |
| #include "libANGLE/renderer/ContextImpl.h" | |
| #include "libANGLE/renderer/d3d/ContextD3D.h" | |
| #include "libANGLE/renderer/d3d/DynamicHLSL.h" | |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" | |
| #include "libANGLE/renderer/d3d/ShaderD3D.h" | |
| #include "libANGLE/renderer/d3d/ShaderExecutableD3D.h" | |
| #include "libANGLE/renderer/d3d/VertexDataManager.h" | |
| #include "libANGLE/renderer/renderer_utils.h" | |
| #if defined(ANGLE_STD_ASYNC_WORKERS) && defined(_MSC_VER) | |
| #if (ANGLE_STD_ASYNC_WORKERS == ANGLE_ENABLED) && (_MSC_VER >= 1915) | |
| // Starting with MSVC++ 14.15 std::future::wait() will throw an exception | |
| // with the message "Illegal to wait on a task in a Windows Runtime STA" | |
| // whenever it is invoked from the UI thread. This define signals a | |
| // workaround to avoid this exception by invoking future::wait() on a | |
| // separate thread and then immediately doing a thread join. | |
| #define ANGLE_MSVC_STA_EXCEPTION_WORKAROUND | |
| #endif | |
| #endif | |
| #ifdef ANGLE_MSVC_STA_EXCEPTION_WORKAROUND | |
| #include <thread> | |
| #endif | |
| using namespace angle; | |
| namespace rx | |
| { | |
| namespace | |
| { | |
| void GetDefaultInputLayoutFromShader(gl::Shader *vertexShader, gl::InputLayout *inputLayoutOut) | |
| { | |
| inputLayoutOut->clear(); | |
| if (!vertexShader) | |
| { | |
| return; | |
| } | |
| for (const sh::ShaderVariable &shaderAttr : vertexShader->getActiveAttributes()) | |
| { | |
| if (shaderAttr.type != GL_NONE) | |
| { | |
| GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type); | |
| for (size_t rowIndex = 0; | |
| static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); ++rowIndex) | |
| { | |
| GLenum componentType = gl::VariableComponentType(transposedType); | |
| GLuint components = static_cast<GLuint>(gl::VariableColumnCount(transposedType)); | |
| bool pureInt = (componentType != GL_FLOAT); | |
| gl::VertexAttribType attribType = | |
| gl::FromGLenum<gl::VertexAttribType>(componentType); | |
| angle::FormatID defaultID = | |
| gl::GetVertexFormatID(attribType, GL_FALSE, components, pureInt); | |
| inputLayoutOut->push_back(defaultID); | |
| } | |
| } | |
| } | |
| } | |
| size_t GetMaxOutputIndex(const std::vector<PixelShaderOutputVariable> &shaderOutputVars, | |
| size_t location) | |
| { | |
| size_t maxIndex = 0; | |
| for (auto &outputVar : shaderOutputVars) | |
| { | |
| if (outputVar.outputLocation == location) | |
| { | |
| maxIndex = std::max(maxIndex, outputVar.outputIndex); | |
| } | |
| } | |
| return maxIndex; | |
| } | |
| void GetDefaultOutputLayoutFromShader( | |
| const std::vector<PixelShaderOutputVariable> &shaderOutputVars, | |
| std::vector<GLenum> *outputLayoutOut) | |
| { | |
| outputLayoutOut->clear(); | |
| if (!shaderOutputVars.empty()) | |
| { | |
| size_t location = shaderOutputVars[0].outputLocation; | |
| size_t maxIndex = GetMaxOutputIndex(shaderOutputVars, location); | |
| outputLayoutOut->assign(maxIndex + 1, | |
| GL_COLOR_ATTACHMENT0 + static_cast<unsigned int>(location)); | |
| } | |
| } | |
| void GetDefaultImage2DBindLayoutFromComputeShader( | |
| const std::vector<sh::ShaderVariable> &image2DUniforms, | |
| gl::ImageUnitTextureTypeMap *image2DBindLayout) | |
| { | |
| image2DBindLayout->clear(); | |
| for (const sh::ShaderVariable &image2D : image2DUniforms) | |
| { | |
| if (gl::IsImage2DType(image2D.type)) | |
| { | |
| if (image2D.binding == -1) | |
| { | |
| image2DBindLayout->insert(std::make_pair(0, gl::TextureType::_2D)); | |
| } | |
| else | |
| { | |
| for (unsigned int index = 0; index < image2D.getArraySizeProduct(); index++) | |
| { | |
| image2DBindLayout->insert( | |
| std::make_pair(image2D.binding + index, gl::TextureType::_2D)); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| gl::PrimitiveMode GetGeometryShaderTypeFromDrawMode(gl::PrimitiveMode drawMode) | |
| { | |
| switch (drawMode) | |
| { | |
| // Uses the point sprite geometry shader. | |
| case gl::PrimitiveMode::Points: | |
| return gl::PrimitiveMode::Points; | |
| // All line drawing uses the same geometry shader. | |
| case gl::PrimitiveMode::Lines: | |
| case gl::PrimitiveMode::LineStrip: | |
| case gl::PrimitiveMode::LineLoop: | |
| return gl::PrimitiveMode::Lines; | |
| // The triangle fan primitive is emulated with strips in D3D11. | |
| case gl::PrimitiveMode::Triangles: | |
| case gl::PrimitiveMode::TriangleFan: | |
| return gl::PrimitiveMode::Triangles; | |
| // Special case for triangle strips. | |
| case gl::PrimitiveMode::TriangleStrip: | |
| return gl::PrimitiveMode::TriangleStrip; | |
| default: | |
| UNREACHABLE(); | |
| return gl::PrimitiveMode::InvalidEnum; | |
| } | |
| } | |
| bool HasFlatInterpolationVarying(const std::vector<sh::ShaderVariable> &varyings) | |
| { | |
| // Note: this assumes nested structs can only be packed with one interpolation. | |
| for (const auto &varying : varyings) | |
| { | |
| if (varying.interpolation == sh::INTERPOLATION_FLAT) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| bool FindFlatInterpolationVaryingPerShader(gl::Shader *shader) | |
| { | |
| ASSERT(shader); | |
| switch (shader->getType()) | |
| { | |
| case gl::ShaderType::Vertex: | |
| return HasFlatInterpolationVarying(shader->getOutputVaryings()); | |
| case gl::ShaderType::Fragment: | |
| return HasFlatInterpolationVarying(shader->getInputVaryings()); | |
| case gl::ShaderType::Geometry: | |
| return HasFlatInterpolationVarying(shader->getInputVaryings()) || | |
| HasFlatInterpolationVarying(shader->getOutputVaryings()); | |
| default: | |
| UNREACHABLE(); | |
| return false; | |
| } | |
| } | |
| bool FindFlatInterpolationVarying(const gl::ShaderMap<gl::Shader *> &shaders) | |
| { | |
| for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes) | |
| { | |
| gl::Shader *shader = shaders[shaderType]; | |
| if (!shader) | |
| { | |
| continue; | |
| } | |
| if (FindFlatInterpolationVaryingPerShader(shader)) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| // Helper class that gathers uniform info from the default uniform block. | |
| class UniformEncodingVisitorD3D : public sh::BlockEncoderVisitor | |
| { | |
| public: | |
| UniformEncodingVisitorD3D(gl::ShaderType shaderType, | |
| HLSLRegisterType registerType, | |
| sh::BlockLayoutEncoder *encoder, | |
| D3DUniformMap *uniformMapOut) | |
| : sh::BlockEncoderVisitor("", "", encoder), | |
| mShaderType(shaderType), | |
| mRegisterType(registerType), | |
| mUniformMapOut(uniformMapOut) | |
| {} | |
| void visitNamedSampler(const sh::ShaderVariable &sampler, | |
| const std::string &name, | |
| const std::string &mappedName, | |
| const std::vector<unsigned int> &arraySizes) override | |
| { | |
| auto uniformMapEntry = mUniformMapOut->find(name); | |
| if (uniformMapEntry == mUniformMapOut->end()) | |
| { | |
| (*mUniformMapOut)[name] = | |
| new D3DUniform(sampler.type, mRegisterType, name, sampler.arraySizes, true); | |
| } | |
| } | |
| void encodeVariable(const sh::ShaderVariable &variable, | |
| const sh::BlockMemberInfo &variableInfo, | |
| const std::string &name, | |
| const std::string &mappedName) override | |
| { | |
| auto uniformMapEntry = mUniformMapOut->find(name); | |
| D3DUniform *d3dUniform = nullptr; | |
| if (uniformMapEntry != mUniformMapOut->end()) | |
| { | |
| d3dUniform = uniformMapEntry->second; | |
| } | |
| else | |
| { | |
| d3dUniform = | |
| new D3DUniform(variable.type, mRegisterType, name, variable.arraySizes, true); | |
| (*mUniformMapOut)[name] = d3dUniform; | |
| } | |
| d3dUniform->registerElement = static_cast<unsigned int>( | |
| sh::BlockLayoutEncoder::GetBlockRegisterElement(variableInfo)); | |
| unsigned int reg = | |
| static_cast<unsigned int>(sh::BlockLayoutEncoder::GetBlockRegister(variableInfo)); | |
| ASSERT(mShaderType != gl::ShaderType::InvalidEnum); | |
| d3dUniform->mShaderRegisterIndexes[mShaderType] = reg; | |
| } | |
| private: | |
| gl::ShaderType mShaderType; | |
| HLSLRegisterType mRegisterType; | |
| D3DUniformMap *mUniformMapOut; | |
| }; | |
| class HLSLBlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory | |
| { | |
| public: | |
| sh::BlockLayoutEncoder *makeEncoder() override | |
| { | |
| return new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false); | |
| } | |
| }; | |
| } // anonymous namespace | |
| // D3DUniform Implementation | |
| D3DUniform::D3DUniform(GLenum type, | |
| HLSLRegisterType reg, | |
| const std::string &nameIn, | |
| const std::vector<unsigned int> &arraySizesIn, | |
| bool defaultBlock) | |
| : typeInfo(gl::GetUniformTypeInfo(type)), | |
| name(nameIn), | |
| arraySizes(arraySizesIn), | |
| mShaderData({}), | |
| regType(reg), | |
| registerCount(0), | |
| registerElement(0) | |
| { | |
| mShaderRegisterIndexes.fill(GL_INVALID_INDEX); | |
| // We use data storage for default block uniforms to cache values that are sent to D3D during | |
| // rendering | |
| // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only) | |
| if (defaultBlock) | |
| { | |
| // Use the row count as register count, will work for non-square matrices. | |
| registerCount = typeInfo.rowCount * getArraySizeProduct(); | |
| } | |
| } | |
| D3DUniform::~D3DUniform() {} | |
| unsigned int D3DUniform::getArraySizeProduct() const | |
| { | |
| return gl::ArraySizeProduct(arraySizes); | |
| } | |
| const uint8_t *D3DUniform::getDataPtrToElement(size_t elementIndex) const | |
| { | |
| ASSERT((!isArray() && elementIndex == 0) || | |
| (isArray() && elementIndex < getArraySizeProduct())); | |
| if (isSampler()) | |
| { | |
| return reinterpret_cast<const uint8_t *>(&mSamplerData[elementIndex]); | |
| } | |
| return firstNonNullData() + (elementIndex > 0 ? (typeInfo.internalSize * elementIndex) : 0u); | |
| } | |
| bool D3DUniform::isSampler() const | |
| { | |
| return typeInfo.isSampler; | |
| } | |
| bool D3DUniform::isImage() const | |
| { | |
| return typeInfo.isImageType; | |
| } | |
| bool D3DUniform::isImage2D() const | |
| { | |
| return gl::IsImage2DType(typeInfo.type); | |
| } | |
| bool D3DUniform::isReferencedByShader(gl::ShaderType shaderType) const | |
| { | |
| return mShaderRegisterIndexes[shaderType] != GL_INVALID_INDEX; | |
| } | |
| const uint8_t *D3DUniform::firstNonNullData() const | |
| { | |
| if (!mSamplerData.empty()) | |
| { | |
| return reinterpret_cast<const uint8_t *>(mSamplerData.data()); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (mShaderData[shaderType]) | |
| { | |
| return mShaderData[shaderType]; | |
| } | |
| } | |
| UNREACHABLE(); | |
| return nullptr; | |
| } | |
| // D3DInterfaceBlock Implementation | |
| D3DInterfaceBlock::D3DInterfaceBlock() | |
| { | |
| mShaderRegisterIndexes.fill(GL_INVALID_INDEX); | |
| } | |
| D3DInterfaceBlock::D3DInterfaceBlock(const D3DInterfaceBlock &other) = default; | |
| // D3DVarying Implementation | |
| D3DVarying::D3DVarying() : semanticIndex(0), componentCount(0), outputSlot(0) {} | |
| D3DVarying::D3DVarying(const std::string &semanticNameIn, | |
| unsigned int semanticIndexIn, | |
| unsigned int componentCountIn, | |
| unsigned int outputSlotIn) | |
| : semanticName(semanticNameIn), | |
| semanticIndex(semanticIndexIn), | |
| componentCount(componentCountIn), | |
| outputSlot(outputSlotIn) | |
| {} | |
| // ProgramD3DMetadata Implementation | |
| ProgramD3DMetadata::ProgramD3DMetadata(RendererD3D *renderer, | |
| const gl::ShaderMap<const ShaderD3D *> &attachedShaders, | |
| EGLenum clientType) | |
| : mRendererMajorShaderModel(renderer->getMajorShaderModel()), | |
| mShaderModelSuffix(renderer->getShaderModelSuffix()), | |
| mUsesInstancedPointSpriteEmulation( | |
| renderer->getFeatures().useInstancedPointSpriteEmulation.enabled), | |
| mUsesViewScale(renderer->presentPathFastEnabled()), | |
| mCanSelectViewInVertexShader(renderer->canSelectViewInVertexShader()), | |
| mAttachedShaders(attachedShaders), | |
| mClientType(clientType) | |
| {} | |
| ProgramD3DMetadata::~ProgramD3DMetadata() = default; | |
| int ProgramD3DMetadata::getRendererMajorShaderModel() const | |
| { | |
| return mRendererMajorShaderModel; | |
| } | |
| bool ProgramD3DMetadata::usesBroadcast(const gl::State &data) const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesFragColor() && shader->usesMultipleRenderTargets() && | |
| data.getClientMajorVersion() < 3); | |
| } | |
| bool ProgramD3DMetadata::usesSecondaryColor() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesSecondaryColor()); | |
| } | |
| bool ProgramD3DMetadata::usesFragDepth() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesFragDepth()); | |
| } | |
| bool ProgramD3DMetadata::usesPointCoord() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesPointCoord()); | |
| } | |
| bool ProgramD3DMetadata::usesFragCoord() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesFragCoord()); | |
| } | |
| bool ProgramD3DMetadata::usesPointSize() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; | |
| return (shader && shader->usesPointSize()); | |
| } | |
| bool ProgramD3DMetadata::usesInsertedPointCoordValue() const | |
| { | |
| return (!usesPointSize() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() && | |
| mRendererMajorShaderModel >= 4; | |
| } | |
| bool ProgramD3DMetadata::usesViewScale() const | |
| { | |
| return mUsesViewScale; | |
| } | |
| bool ProgramD3DMetadata::hasANGLEMultiviewEnabled() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; | |
| return (shader && shader->hasANGLEMultiviewEnabled()); | |
| } | |
| bool ProgramD3DMetadata::usesVertexID() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; | |
| return (shader && shader->usesVertexID()); | |
| } | |
| bool ProgramD3DMetadata::usesViewID() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesViewID()); | |
| } | |
| bool ProgramD3DMetadata::canSelectViewInVertexShader() const | |
| { | |
| return mCanSelectViewInVertexShader; | |
| } | |
| bool ProgramD3DMetadata::addsPointCoordToVertexShader() const | |
| { | |
| // PointSprite emulation requiress that gl_PointCoord is present in the vertex shader | |
| // VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader. | |
| // Even with a geometry shader, the app can render triangles or lines and reference | |
| // gl_PointCoord in the fragment shader, requiring us to provide a dummy value. For | |
| // simplicity, we always add this to the vertex shader when the fragment shader | |
| // references gl_PointCoord, even if we could skip it in the geometry shader. | |
| return (mUsesInstancedPointSpriteEmulation && usesPointCoord()) || | |
| usesInsertedPointCoordValue(); | |
| } | |
| bool ProgramD3DMetadata::usesTransformFeedbackGLPosition() const | |
| { | |
| // gl_Position only needs to be outputted from the vertex shader if transform feedback is | |
| // active. This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from | |
| // the vertex shader in this case. This saves us 1 output vector. | |
| return !(mRendererMajorShaderModel >= 4 && mShaderModelSuffix != ""); | |
| } | |
| bool ProgramD3DMetadata::usesSystemValuePointSize() const | |
| { | |
| return !mUsesInstancedPointSpriteEmulation && usesPointSize(); | |
| } | |
| bool ProgramD3DMetadata::usesMultipleFragmentOuts() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; | |
| return (shader && shader->usesMultipleRenderTargets()); | |
| } | |
| bool ProgramD3DMetadata::usesCustomOutVars() const | |
| { | |
| const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; | |
| int version = shader ? shader->getData().getShaderVersion() : -1; | |
| switch (mClientType) | |
| { | |
| case EGL_OPENGL_API: | |
| return version >= 130; | |
| default: | |
| return version >= 300; | |
| } | |
| } | |
| const ShaderD3D *ProgramD3DMetadata::getFragmentShader() const | |
| { | |
| return mAttachedShaders[gl::ShaderType::Fragment]; | |
| } | |
| // ProgramD3D::GetExecutableTask class | |
| class ProgramD3D::GetExecutableTask : public Closure, public d3d::Context | |
| { | |
| public: | |
| GetExecutableTask(ProgramD3D *program) : mProgram(program) {} | |
| virtual angle::Result run() = 0; | |
| void operator()() override { mResult = run(); } | |
| angle::Result getResult() const { return mResult; } | |
| const gl::InfoLog &getInfoLog() const { return mInfoLog; } | |
| ShaderExecutableD3D *getExecutable() { return mExecutable; } | |
| void handleResult(HRESULT hr, | |
| const char *message, | |
| const char *file, | |
| const char *function, | |
| unsigned int line) override | |
| { | |
| mStoredHR = hr; | |
| mStoredMessage = message; | |
| mStoredFile = file; | |
| mStoredFunction = function; | |
| mStoredLine = line; | |
| } | |
| void popError(d3d::Context *context) | |
| { | |
| ASSERT(mStoredFile); | |
| ASSERT(mStoredFunction); | |
| context->handleResult(mStoredHR, mStoredMessage.c_str(), mStoredFile, mStoredFunction, | |
| mStoredLine); | |
| } | |
| protected: | |
| ProgramD3D *mProgram = nullptr; | |
| angle::Result mResult = angle::Result::Continue; | |
| gl::InfoLog mInfoLog; | |
| ShaderExecutableD3D *mExecutable = nullptr; | |
| HRESULT mStoredHR = S_OK; | |
| std::string mStoredMessage; | |
| const char *mStoredFile = nullptr; | |
| const char *mStoredFunction = nullptr; | |
| unsigned int mStoredLine = 0; | |
| }; | |
| // ProgramD3D Implementation | |
| ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout, | |
| const Signature &signature, | |
| ShaderExecutableD3D *shaderExecutable) | |
| : mInputs(inputLayout), mSignature(signature), mShaderExecutable(shaderExecutable) | |
| {} | |
| ProgramD3D::VertexExecutable::~VertexExecutable() | |
| { | |
| SafeDelete(mShaderExecutable); | |
| } | |
| // static | |
| ProgramD3D::VertexExecutable::HLSLAttribType ProgramD3D::VertexExecutable::GetAttribType( | |
| GLenum type) | |
| { | |
| switch (type) | |
| { | |
| case GL_INT: | |
| return HLSLAttribType::SIGNED_INT; | |
| case GL_UNSIGNED_INT: | |
| return HLSLAttribType::UNSIGNED_INT; | |
| case GL_SIGNED_NORMALIZED: | |
| case GL_UNSIGNED_NORMALIZED: | |
| case GL_FLOAT: | |
| return HLSLAttribType::FLOAT; | |
| default: | |
| UNREACHABLE(); | |
| return HLSLAttribType::FLOAT; | |
| } | |
| } | |
| // static | |
| void ProgramD3D::VertexExecutable::getSignature(RendererD3D *renderer, | |
| const gl::InputLayout &inputLayout, | |
| Signature *signatureOut) | |
| { | |
| signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT); | |
| for (size_t index = 0; index < inputLayout.size(); ++index) | |
| { | |
| angle::FormatID vertexFormatID = inputLayout[index]; | |
| if (vertexFormatID == angle::FormatID::NONE) | |
| continue; | |
| VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatID); | |
| if ((conversionType & VERTEX_CONVERT_GPU) == 0) | |
| continue; | |
| GLenum componentType = renderer->getVertexComponentType(vertexFormatID); | |
| (*signatureOut)[index] = GetAttribType(componentType); | |
| } | |
| } | |
| bool ProgramD3D::VertexExecutable::matchesSignature(const Signature &signature) const | |
| { | |
| size_t limit = std::max(mSignature.size(), signature.size()); | |
| for (size_t index = 0; index < limit; ++index) | |
| { | |
| // treat undefined indexes as FLOAT | |
| auto a = index < signature.size() ? signature[index] : HLSLAttribType::FLOAT; | |
| auto b = index < mSignature.size() ? mSignature[index] : HLSLAttribType::FLOAT; | |
| if (a != b) | |
| return false; | |
| } | |
| return true; | |
| } | |
| ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature, | |
| ShaderExecutableD3D *shaderExecutable) | |
| : mOutputSignature(outputSignature), mShaderExecutable(shaderExecutable) | |
| {} | |
| ProgramD3D::PixelExecutable::~PixelExecutable() | |
| { | |
| SafeDelete(mShaderExecutable); | |
| } | |
| ProgramD3D::ComputeExecutable::ComputeExecutable( | |
| const gl::ImageUnitTextureTypeMap &signature, | |
| std::unique_ptr<ShaderExecutableD3D> shaderExecutable) | |
| : mSignature(signature), mShaderExecutable(std::move(shaderExecutable)) | |
| {} | |
| ProgramD3D::ComputeExecutable::~ComputeExecutable() {} | |
| ProgramD3D::Sampler::Sampler() | |
| : active(false), logicalTextureUnit(0), textureType(gl::TextureType::_2D) | |
| {} | |
| ProgramD3D::Image::Image() : active(false), logicalImageUnit(0) {} | |
| unsigned int ProgramD3D::mCurrentSerial = 1; | |
| ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer) | |
| : ProgramImpl(state), | |
| mRenderer(renderer), | |
| mDynamicHLSL(nullptr), | |
| mUsesPointSize(false), | |
| mUsesFlatInterpolation(false), | |
| mUsedShaderSamplerRanges({}), | |
| mDirtySamplerMapping(true), | |
| mUsedComputeImageRange(0, 0), | |
| mUsedComputeReadonlyImageRange(0, 0), | |
| mUsedComputeAtomicCounterRange(0, 0), | |
| mSerial(issueSerial()) | |
| { | |
| mDynamicHLSL = new DynamicHLSL(renderer); | |
| } | |
| ProgramD3D::~ProgramD3D() | |
| { | |
| reset(); | |
| SafeDelete(mDynamicHLSL); | |
| } | |
| bool ProgramD3D::usesPointSpriteEmulation() const | |
| { | |
| return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; | |
| } | |
| bool ProgramD3D::usesGeometryShaderForPointSpriteEmulation() const | |
| { | |
| return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation(); | |
| } | |
| bool ProgramD3D::usesGetDimensionsIgnoresBaseLevel() const | |
| { | |
| return mRenderer->getFeatures().getDimensionsIgnoresBaseLevel.enabled; | |
| } | |
| bool ProgramD3D::usesGeometryShader(const gl::State &state, const gl::PrimitiveMode drawMode) const | |
| { | |
| if (mHasANGLEMultiviewEnabled && !mRenderer->canSelectViewInVertexShader()) | |
| { | |
| return true; | |
| } | |
| if (drawMode != gl::PrimitiveMode::Points) | |
| { | |
| if (!mUsesFlatInterpolation) | |
| { | |
| return false; | |
| } | |
| return state.getProvokingVertex() == gl::ProvokingVertexConvention::LastVertexConvention; | |
| } | |
| return usesGeometryShaderForPointSpriteEmulation(); | |
| } | |
| bool ProgramD3D::usesInstancedPointSpriteEmulation() const | |
| { | |
| return mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; | |
| } | |
| GLint ProgramD3D::getSamplerMapping(gl::ShaderType type, | |
| unsigned int samplerIndex, | |
| const gl::Caps &caps) const | |
| { | |
| GLint logicalTextureUnit = -1; | |
| ASSERT(type != gl::ShaderType::InvalidEnum); | |
| ASSERT(samplerIndex < static_cast<unsigned int>(caps.maxShaderTextureImageUnits[type])); | |
| const auto &samplers = mShaderSamplers[type]; | |
| if (samplerIndex < samplers.size() && samplers[samplerIndex].active) | |
| { | |
| logicalTextureUnit = samplers[samplerIndex].logicalTextureUnit; | |
| } | |
| if (logicalTextureUnit >= 0 && logicalTextureUnit < caps.maxCombinedTextureImageUnits) | |
| { | |
| return logicalTextureUnit; | |
| } | |
| return -1; | |
| } | |
| // Returns the texture type for a given Direct3D 9 sampler type and | |
| // index (0-15 for the pixel shader and 0-3 for the vertex shader). | |
| gl::TextureType ProgramD3D::getSamplerTextureType(gl::ShaderType type, | |
| unsigned int samplerIndex) const | |
| { | |
| ASSERT(type != gl::ShaderType::InvalidEnum); | |
| const auto &samplers = mShaderSamplers[type]; | |
| ASSERT(samplerIndex < samplers.size()); | |
| ASSERT(samplers[samplerIndex].active); | |
| return samplers[samplerIndex].textureType; | |
| } | |
| gl::RangeUI ProgramD3D::getUsedSamplerRange(gl::ShaderType type) const | |
| { | |
| ASSERT(type != gl::ShaderType::InvalidEnum); | |
| return mUsedShaderSamplerRanges[type]; | |
| } | |
| ProgramD3D::SamplerMapping ProgramD3D::updateSamplerMapping() | |
| { | |
| if (!mDirtySamplerMapping) | |
| { | |
| return SamplerMapping::WasClean; | |
| } | |
| mDirtySamplerMapping = false; | |
| // Retrieve sampler uniform values | |
| for (const D3DUniform *d3dUniform : mD3DUniforms) | |
| { | |
| if (!d3dUniform->isSampler()) | |
| continue; | |
| int count = d3dUniform->getArraySizeProduct(); | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (!d3dUniform->isReferencedByShader(shaderType)) | |
| { | |
| continue; | |
| } | |
| unsigned int firstIndex = d3dUniform->mShaderRegisterIndexes[shaderType]; | |
| std::vector<Sampler> &samplers = mShaderSamplers[shaderType]; | |
| for (int i = 0; i < count; i++) | |
| { | |
| unsigned int samplerIndex = firstIndex + i; | |
| if (samplerIndex < samplers.size()) | |
| { | |
| ASSERT(samplers[samplerIndex].active); | |
| samplers[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i]; | |
| } | |
| } | |
| } | |
| } | |
| return SamplerMapping::WasDirty; | |
| } | |
| GLint ProgramD3D::getImageMapping(gl::ShaderType type, | |
| unsigned int imageIndex, | |
| bool readonly, | |
| const gl::Caps &caps) const | |
| { | |
| GLint logicalImageUnit = -1; | |
| ASSERT(imageIndex < static_cast<unsigned int>(caps.maxImageUnits)); | |
| switch (type) | |
| { | |
| case gl::ShaderType::Compute: | |
| if (readonly && imageIndex < mReadonlyImagesCS.size() && | |
| mReadonlyImagesCS[imageIndex].active) | |
| { | |
| logicalImageUnit = mReadonlyImagesCS[imageIndex].logicalImageUnit; | |
| } | |
| else if (imageIndex < mImagesCS.size() && mImagesCS[imageIndex].active) | |
| { | |
| logicalImageUnit = mImagesCS[imageIndex].logicalImageUnit; | |
| } | |
| break; | |
| // TODO(xinghua.cao@intel.com): add image mapping for vertex shader and pixel shader. | |
| default: | |
| UNREACHABLE(); | |
| } | |
| if (logicalImageUnit >= 0 && logicalImageUnit < caps.maxImageUnits) | |
| { | |
| return logicalImageUnit; | |
| } | |
| return -1; | |
| } | |
| gl::RangeUI ProgramD3D::getUsedImageRange(gl::ShaderType type, bool readonly) const | |
| { | |
| switch (type) | |
| { | |
| case gl::ShaderType::Compute: | |
| return readonly ? mUsedComputeReadonlyImageRange : mUsedComputeImageRange; | |
| // TODO(xinghua.cao@intel.com): add real image range of vertex shader and pixel shader. | |
| case gl::ShaderType::Vertex: | |
| case gl::ShaderType::Fragment: | |
| return {0, 0}; | |
| default: | |
| UNREACHABLE(); | |
| return {0, 0}; | |
| } | |
| } | |
| class ProgramD3D::LoadBinaryTask : public ProgramD3D::GetExecutableTask | |
| { | |
| public: | |
| LoadBinaryTask(ProgramD3D *program, gl::BinaryInputStream *stream, gl::InfoLog &infoLog) | |
| : ProgramD3D::GetExecutableTask(program) | |
| { | |
| ASSERT(mProgram); | |
| ASSERT(stream); | |
| // Copy the remaining data from the stream locally so that the client can't modify it when | |
| // loading off thread. | |
| size_t dataSize = stream->remainingSize(); | |
| mDataCopySucceeded = mStreamData.resize(dataSize); | |
| if (mDataCopySucceeded) | |
| { | |
| memcpy(mStreamData.data(), stream->data() + stream->offset(), dataSize); | |
| } | |
| } | |
| angle::Result run() override | |
| { | |
| if (!mDataCopySucceeded) | |
| { | |
| mInfoLog << "Failed to copy program binary data to local buffer."; | |
| return angle::Result::Incomplete; | |
| } | |
| gl::BinaryInputStream stream(mStreamData.data(), mStreamData.size()); | |
| return mProgram->loadBinaryShaderExecutables(this, &stream, mInfoLog); | |
| } | |
| private: | |
| bool mDataCopySucceeded; | |
| angle::MemoryBuffer mStreamData; | |
| }; | |
| class ProgramD3D::LoadBinaryLinkEvent final : public LinkEvent | |
| { | |
| public: | |
| LoadBinaryLinkEvent(std::shared_ptr<WorkerThreadPool> workerPool, | |
| ProgramD3D *program, | |
| gl::BinaryInputStream *stream, | |
| gl::InfoLog &infoLog) | |
| : mTask(std::make_shared<ProgramD3D::LoadBinaryTask>(program, stream, infoLog)), | |
| mWaitableEvent(angle::WorkerThreadPool::PostWorkerTask(workerPool, mTask)) | |
| {} | |
| angle::Result wait(const gl::Context *context) override | |
| { | |
| mWaitableEvent->wait(); | |
| // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D. | |
| if (mTask->getResult() != angle::Result::Stop) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); | |
| mTask->popError(contextD3D); | |
| return angle::Result::Stop; | |
| } | |
| bool isLinking() override { return !mWaitableEvent->isReady(); } | |
| private: | |
| std::shared_ptr<ProgramD3D::LoadBinaryTask> mTask; | |
| std::shared_ptr<WaitableEvent> mWaitableEvent; | |
| }; | |
| std::unique_ptr<rx::LinkEvent> ProgramD3D::load(const gl::Context *context, | |
| gl::BinaryInputStream *stream, | |
| gl::InfoLog &infoLog) | |
| { | |
| // TODO(jmadill): Use Renderer from contextImpl. | |
| reset(); | |
| DeviceIdentifier binaryDeviceIdentifier = {}; | |
| stream->readBytes(reinterpret_cast<unsigned char *>(&binaryDeviceIdentifier), | |
| sizeof(DeviceIdentifier)); | |
| DeviceIdentifier identifier = mRenderer->getAdapterIdentifier(); | |
| if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0) | |
| { | |
| infoLog << "Invalid program binary, device configuration has changed."; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| int compileFlags = stream->readInt<int>(); | |
| if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL) | |
| { | |
| infoLog << "Mismatched compilation flags."; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| for (int &index : mAttribLocationToD3DSemantic) | |
| { | |
| stream->readInt(&index); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| const unsigned int samplerCount = stream->readInt<unsigned int>(); | |
| for (unsigned int i = 0; i < samplerCount; ++i) | |
| { | |
| Sampler sampler; | |
| stream->readBool(&sampler.active); | |
| stream->readInt(&sampler.logicalTextureUnit); | |
| stream->readEnum(&sampler.textureType); | |
| mShaderSamplers[shaderType].push_back(sampler); | |
| } | |
| unsigned int samplerRangeLow, samplerRangeHigh; | |
| stream->readInt(&samplerRangeLow); | |
| stream->readInt(&samplerRangeHigh); | |
| mUsedShaderSamplerRanges[shaderType] = gl::RangeUI(samplerRangeLow, samplerRangeHigh); | |
| } | |
| const unsigned int csImageCount = stream->readInt<unsigned int>(); | |
| for (unsigned int i = 0; i < csImageCount; ++i) | |
| { | |
| Image image; | |
| stream->readBool(&image.active); | |
| stream->readInt(&image.logicalImageUnit); | |
| mImagesCS.push_back(image); | |
| } | |
| const unsigned int csReadonlyImageCount = stream->readInt<unsigned int>(); | |
| for (unsigned int i = 0; i < csReadonlyImageCount; ++i) | |
| { | |
| Image image; | |
| stream->readBool(&image.active); | |
| stream->readInt(&image.logicalImageUnit); | |
| mReadonlyImagesCS.push_back(image); | |
| } | |
| unsigned int computeImageRangeLow, computeImageRangeHigh, computeReadonlyImageRangeLow, | |
| computeReadonlyImageRangeHigh; | |
| stream->readInt(&computeImageRangeLow); | |
| stream->readInt(&computeImageRangeHigh); | |
| stream->readInt(&computeReadonlyImageRangeLow); | |
| stream->readInt(&computeReadonlyImageRangeHigh); | |
| mUsedComputeImageRange = gl::RangeUI(computeImageRangeLow, computeImageRangeHigh); | |
| mUsedComputeReadonlyImageRange = | |
| gl::RangeUI(computeReadonlyImageRangeLow, computeReadonlyImageRangeHigh); | |
| unsigned int atomicCounterRangeLow, atomicCounterRangeHigh; | |
| stream->readInt(&atomicCounterRangeLow); | |
| stream->readInt(&atomicCounterRangeHigh); | |
| mUsedComputeAtomicCounterRange = gl::RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh); | |
| const unsigned int shaderStorageBlockCount = stream->readInt<unsigned int>(); | |
| if (stream->error()) | |
| { | |
| infoLog << "Invalid program binary."; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| ASSERT(mD3DShaderStorageBlocks.empty()); | |
| for (unsigned int blockIndex = 0; blockIndex < shaderStorageBlockCount; ++blockIndex) | |
| { | |
| D3DInterfaceBlock shaderStorageBlock; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->readInt(&shaderStorageBlock.mShaderRegisterIndexes[shaderType]); | |
| } | |
| mD3DShaderStorageBlocks.push_back(shaderStorageBlock); | |
| } | |
| for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS; ++ii) | |
| { | |
| unsigned int index = stream->readInt<unsigned int>(); | |
| mComputeAtomicCounterBufferRegisterIndices[ii] = index; | |
| } | |
| const unsigned int uniformCount = stream->readInt<unsigned int>(); | |
| if (stream->error()) | |
| { | |
| infoLog << "Invalid program binary."; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| const auto &linkedUniforms = mState.getUniforms(); | |
| ASSERT(mD3DUniforms.empty()); | |
| for (unsigned int uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++) | |
| { | |
| const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex]; | |
| D3DUniform *d3dUniform = | |
| new D3DUniform(linkedUniform.type, HLSLRegisterType::None, linkedUniform.name, | |
| linkedUniform.arraySizes, linkedUniform.isInDefaultBlock()); | |
| stream->readInt<HLSLRegisterType>(&d3dUniform->regType); | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->readInt(&d3dUniform->mShaderRegisterIndexes[shaderType]); | |
| } | |
| stream->readInt(&d3dUniform->registerCount); | |
| stream->readInt(&d3dUniform->registerElement); | |
| mD3DUniforms.push_back(d3dUniform); | |
| } | |
| const unsigned int blockCount = stream->readInt<unsigned int>(); | |
| if (stream->error()) | |
| { | |
| infoLog << "Invalid program binary."; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| ASSERT(mD3DUniformBlocks.empty()); | |
| for (unsigned int blockIndex = 0; blockIndex < blockCount; ++blockIndex) | |
| { | |
| D3DInterfaceBlock uniformBlock; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->readInt(&uniformBlock.mShaderRegisterIndexes[shaderType]); | |
| } | |
| mD3DUniformBlocks.push_back(uniformBlock); | |
| } | |
| const unsigned int streamOutVaryingCount = stream->readInt<unsigned int>(); | |
| mStreamOutVaryings.resize(streamOutVaryingCount); | |
| for (unsigned int varyingIndex = 0; varyingIndex < streamOutVaryingCount; ++varyingIndex) | |
| { | |
| D3DVarying *varying = &mStreamOutVaryings[varyingIndex]; | |
| stream->readString(&varying->semanticName); | |
| stream->readInt(&varying->semanticIndex); | |
| stream->readInt(&varying->componentCount); | |
| stream->readInt(&varying->outputSlot); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->readString(&mShaderHLSL[shaderType]); | |
| stream->readBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]), | |
| sizeof(angle::CompilerWorkaroundsD3D)); | |
| } | |
| stream->readBool(&mUsesFragDepth); | |
| stream->readBool(&mHasANGLEMultiviewEnabled); | |
| stream->readBool(&mUsesVertexID); | |
| stream->readBool(&mUsesViewID); | |
| stream->readBool(&mUsesPointSize); | |
| stream->readBool(&mUsesFlatInterpolation); | |
| const size_t pixelShaderKeySize = stream->readInt<unsigned int>(); | |
| mPixelShaderKey.resize(pixelShaderKeySize); | |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize; | |
| pixelShaderKeyIndex++) | |
| { | |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type); | |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name); | |
| stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source); | |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputLocation); | |
| stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex); | |
| } | |
| stream->readString(&mGeometryShaderPreamble); | |
| return std::make_unique<LoadBinaryLinkEvent>(context->getWorkerThreadPool(), this, stream, | |
| infoLog); | |
| } | |
| angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D, | |
| gl::BinaryInputStream *stream, | |
| gl::InfoLog &infoLog) | |
| { | |
| const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data()); | |
| bool separateAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS); | |
| const unsigned int vertexShaderCount = stream->readInt<unsigned int>(); | |
| for (unsigned int vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; | |
| vertexShaderIndex++) | |
| { | |
| size_t inputLayoutSize = stream->readInt<size_t>(); | |
| gl::InputLayout inputLayout(inputLayoutSize, angle::FormatID::NONE); | |
| for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++) | |
| { | |
| inputLayout[inputIndex] = stream->readInt<angle::FormatID>(); | |
| } | |
| unsigned int vertexShaderSize = stream->readInt<unsigned int>(); | |
| const unsigned char *vertexShaderFunction = binary + stream->offset(); | |
| ShaderExecutableD3D *shaderExecutable = nullptr; | |
| ANGLE_TRY(mRenderer->loadExecutable(contextD3D, vertexShaderFunction, vertexShaderSize, | |
| gl::ShaderType::Vertex, mStreamOutVaryings, | |
| separateAttribs, &shaderExecutable)); | |
| if (!shaderExecutable) | |
| { | |
| infoLog << "Could not create vertex shader."; | |
| return angle::Result::Incomplete; | |
| } | |
| // generated converted input layout | |
| VertexExecutable::Signature signature; | |
| VertexExecutable::getSignature(mRenderer, inputLayout, &signature); | |
| // add new binary | |
| mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>( | |
| new VertexExecutable(inputLayout, signature, shaderExecutable))); | |
| stream->skip(vertexShaderSize); | |
| } | |
| const size_t pixelShaderCount = stream->readInt<unsigned int>(); | |
| for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++) | |
| { | |
| const size_t outputCount = stream->readInt<unsigned int>(); | |
| std::vector<GLenum> outputs(outputCount); | |
| for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++) | |
| { | |
| stream->readInt(&outputs[outputIndex]); | |
| } | |
| const size_t pixelShaderSize = stream->readInt<unsigned int>(); | |
| const unsigned char *pixelShaderFunction = binary + stream->offset(); | |
| ShaderExecutableD3D *shaderExecutable = nullptr; | |
| ANGLE_TRY(mRenderer->loadExecutable(contextD3D, pixelShaderFunction, pixelShaderSize, | |
| gl::ShaderType::Fragment, mStreamOutVaryings, | |
| separateAttribs, &shaderExecutable)); | |
| if (!shaderExecutable) | |
| { | |
| infoLog << "Could not create pixel shader."; | |
| return angle::Result::Incomplete; | |
| } | |
| // add new binary | |
| mPixelExecutables.push_back( | |
| std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable))); | |
| stream->skip(pixelShaderSize); | |
| } | |
| for (auto &geometryExe : mGeometryExecutables) | |
| { | |
| unsigned int geometryShaderSize = stream->readInt<unsigned int>(); | |
| if (geometryShaderSize == 0) | |
| { | |
| continue; | |
| } | |
| const unsigned char *geometryShaderFunction = binary + stream->offset(); | |
| ShaderExecutableD3D *geometryExecutable = nullptr; | |
| ANGLE_TRY(mRenderer->loadExecutable(contextD3D, geometryShaderFunction, geometryShaderSize, | |
| gl::ShaderType::Geometry, mStreamOutVaryings, | |
| separateAttribs, &geometryExecutable)); | |
| if (!geometryExecutable) | |
| { | |
| infoLog << "Could not create geometry shader."; | |
| return angle::Result::Incomplete; | |
| } | |
| geometryExe.reset(geometryExecutable); | |
| stream->skip(geometryShaderSize); | |
| } | |
| const size_t computeShaderCount = stream->readInt<unsigned int>(); | |
| for (size_t computeShaderIndex = 0; computeShaderIndex < computeShaderCount; | |
| computeShaderIndex++) | |
| { | |
| const size_t signatureCount = stream->readInt<unsigned int>(); | |
| gl::ImageUnitTextureTypeMap signatures; | |
| for (size_t signatureIndex = 0; signatureIndex < signatureCount; signatureIndex++) | |
| { | |
| unsigned int imageUint; | |
| gl::TextureType textureType; | |
| stream->readInt<unsigned int>(&imageUint); | |
| stream->readInt<gl::TextureType>(&textureType); | |
| signatures.insert(std::pair<unsigned int, gl::TextureType>(imageUint, textureType)); | |
| } | |
| const size_t computeShaderSize = stream->readInt<unsigned int>(); | |
| const unsigned char *computeShaderFunction = binary + stream->offset(); | |
| ShaderExecutableD3D *computeExecutable = nullptr; | |
| ANGLE_TRY(mRenderer->loadExecutable(contextD3D, computeShaderFunction, computeShaderSize, | |
| gl::ShaderType::Compute, std::vector<D3DVarying>(), | |
| false, &computeExecutable)); | |
| if (!computeExecutable) | |
| { | |
| infoLog << "Could not create compute shader."; | |
| return angle::Result::Incomplete; | |
| } | |
| // add new binary | |
| mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>(new ComputeExecutable( | |
| signatures, std::unique_ptr<ShaderExecutableD3D>(computeExecutable)))); | |
| stream->skip(computeShaderSize); | |
| } | |
| const size_t bindLayoutCount = stream->readInt<unsigned int>(); | |
| for (size_t bindLayoutIndex = 0; bindLayoutIndex < bindLayoutCount; bindLayoutIndex++) | |
| { | |
| mComputeShaderImage2DBindLayoutCache.insert(std::pair<unsigned int, gl::TextureType>( | |
| stream->readInt<unsigned int>(), gl::TextureType::_2D)); | |
| } | |
| initializeUniformStorage(mState.getLinkedShaderStages()); | |
| dirtyAllUniforms(); | |
| return angle::Result::Continue; | |
| } | |
| void ProgramD3D::save(const gl::Context *context, gl::BinaryOutputStream *stream) | |
| { | |
| // Output the DeviceIdentifier before we output any shader code | |
| // When we load the binary again later, we can validate the device identifier before trying to | |
| // compile any HLSL | |
| DeviceIdentifier binaryIdentifier = mRenderer->getAdapterIdentifier(); | |
| stream->writeBytes(reinterpret_cast<unsigned char *>(&binaryIdentifier), | |
| sizeof(DeviceIdentifier)); | |
| stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL); | |
| for (int d3dSemantic : mAttribLocationToD3DSemantic) | |
| { | |
| stream->writeInt(d3dSemantic); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->writeInt(mShaderSamplers[shaderType].size()); | |
| for (unsigned int i = 0; i < mShaderSamplers[shaderType].size(); ++i) | |
| { | |
| stream->writeInt(mShaderSamplers[shaderType][i].active); | |
| stream->writeInt(mShaderSamplers[shaderType][i].logicalTextureUnit); | |
| stream->writeEnum(mShaderSamplers[shaderType][i].textureType); | |
| } | |
| stream->writeInt(mUsedShaderSamplerRanges[shaderType].low()); | |
| stream->writeInt(mUsedShaderSamplerRanges[shaderType].high()); | |
| } | |
| stream->writeInt(mImagesCS.size()); | |
| for (unsigned int i = 0; i < mImagesCS.size(); ++i) | |
| { | |
| stream->writeInt(mImagesCS[i].active); | |
| stream->writeInt(mImagesCS[i].logicalImageUnit); | |
| } | |
| stream->writeInt(mReadonlyImagesCS.size()); | |
| for (unsigned int i = 0; i < mReadonlyImagesCS.size(); ++i) | |
| { | |
| stream->writeInt(mReadonlyImagesCS[i].active); | |
| stream->writeInt(mReadonlyImagesCS[i].logicalImageUnit); | |
| } | |
| stream->writeInt(mUsedComputeImageRange.low()); | |
| stream->writeInt(mUsedComputeImageRange.high()); | |
| stream->writeInt(mUsedComputeReadonlyImageRange.low()); | |
| stream->writeInt(mUsedComputeReadonlyImageRange.high()); | |
| stream->writeInt(mUsedComputeAtomicCounterRange.low()); | |
| stream->writeInt(mUsedComputeAtomicCounterRange.high()); | |
| stream->writeInt(mD3DShaderStorageBlocks.size()); | |
| for (const D3DInterfaceBlock &shaderStorageBlock : mD3DShaderStorageBlocks) | |
| { | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->writeIntOrNegOne(shaderStorageBlock.mShaderRegisterIndexes[shaderType]); | |
| } | |
| } | |
| for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFERS; ++ii) | |
| { | |
| stream->writeInt(mComputeAtomicCounterBufferRegisterIndices[ii]); | |
| } | |
| stream->writeInt(mD3DUniforms.size()); | |
| for (const D3DUniform *uniform : mD3DUniforms) | |
| { | |
| // Type, name and arraySize are redundant, so aren't stored in the binary. | |
| stream->writeInt(static_cast<unsigned int>(uniform->regType)); | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->writeIntOrNegOne(uniform->mShaderRegisterIndexes[shaderType]); | |
| } | |
| stream->writeInt(uniform->registerCount); | |
| stream->writeInt(uniform->registerElement); | |
| } | |
| stream->writeInt(mD3DUniformBlocks.size()); | |
| for (const D3DInterfaceBlock &uniformBlock : mD3DUniformBlocks) | |
| { | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->writeIntOrNegOne(uniformBlock.mShaderRegisterIndexes[shaderType]); | |
| } | |
| } | |
| stream->writeInt(mStreamOutVaryings.size()); | |
| for (const auto &varying : mStreamOutVaryings) | |
| { | |
| stream->writeString(varying.semanticName); | |
| stream->writeInt(varying.semanticIndex); | |
| stream->writeInt(varying.componentCount); | |
| stream->writeInt(varying.outputSlot); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| stream->writeString(mShaderHLSL[shaderType]); | |
| stream->writeBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]), | |
| sizeof(angle::CompilerWorkaroundsD3D)); | |
| } | |
| stream->writeInt(mUsesFragDepth); | |
| stream->writeInt(mHasANGLEMultiviewEnabled); | |
| stream->writeInt(mUsesVertexID); | |
| stream->writeInt(mUsesViewID); | |
| stream->writeInt(mUsesPointSize); | |
| stream->writeInt(mUsesFlatInterpolation); | |
| const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey; | |
| stream->writeInt(pixelShaderKey.size()); | |
| for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size(); | |
| pixelShaderKeyIndex++) | |
| { | |
| const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex]; | |
| stream->writeInt(variable.type); | |
| stream->writeString(variable.name); | |
| stream->writeString(variable.source); | |
| stream->writeInt(variable.outputLocation); | |
| stream->writeInt(variable.outputIndex); | |
| } | |
| stream->writeString(mGeometryShaderPreamble); | |
| stream->writeInt(mVertexExecutables.size()); | |
| for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size(); | |
| vertexExecutableIndex++) | |
| { | |
| VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex].get(); | |
| const auto &inputLayout = vertexExecutable->inputs(); | |
| stream->writeInt(inputLayout.size()); | |
| for (size_t inputIndex = 0; inputIndex < inputLayout.size(); inputIndex++) | |
| { | |
| stream->writeInt(static_cast<unsigned int>(inputLayout[inputIndex])); | |
| } | |
| size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength(); | |
| stream->writeInt(vertexShaderSize); | |
| const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction(); | |
| stream->writeBytes(vertexBlob, vertexShaderSize); | |
| } | |
| stream->writeInt(mPixelExecutables.size()); | |
| for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size(); | |
| pixelExecutableIndex++) | |
| { | |
| PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex].get(); | |
| const std::vector<GLenum> outputs = pixelExecutable->outputSignature(); | |
| stream->writeInt(outputs.size()); | |
| for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++) | |
| { | |
| stream->writeInt(outputs[outputIndex]); | |
| } | |
| size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength(); | |
| stream->writeInt(pixelShaderSize); | |
| const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction(); | |
| stream->writeBytes(pixelBlob, pixelShaderSize); | |
| } | |
| for (auto const &geometryExecutable : mGeometryExecutables) | |
| { | |
| if (!geometryExecutable) | |
| { | |
| stream->writeInt(0); | |
| continue; | |
| } | |
| size_t geometryShaderSize = geometryExecutable->getLength(); | |
| stream->writeInt(geometryShaderSize); | |
| stream->writeBytes(geometryExecutable->getFunction(), geometryShaderSize); | |
| } | |
| stream->writeInt(mComputeExecutables.size()); | |
| for (size_t computeExecutableIndex = 0; computeExecutableIndex < mComputeExecutables.size(); | |
| computeExecutableIndex++) | |
| { | |
| ComputeExecutable *computeExecutable = mComputeExecutables[computeExecutableIndex].get(); | |
| const gl::ImageUnitTextureTypeMap signatures = computeExecutable->signature(); | |
| stream->writeInt(signatures.size()); | |
| for (const auto &signature : signatures) | |
| { | |
| stream->writeInt(signature.first); | |
| stream->writeInt(static_cast<unsigned int>(signature.second)); | |
| } | |
| size_t computeShaderSize = computeExecutable->shaderExecutable()->getLength(); | |
| stream->writeInt(computeShaderSize); | |
| const uint8_t *computeBlob = computeExecutable->shaderExecutable()->getFunction(); | |
| stream->writeBytes(computeBlob, computeShaderSize); | |
| } | |
| stream->writeInt(mComputeShaderImage2DBindLayoutCache.size()); | |
| for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache) | |
| { | |
| stream->writeInt(image2DBindLayout.first); | |
| } | |
| } | |
| void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */) {} | |
| void ProgramD3D::setSeparable(bool /* separable */) {} | |
| #if defined(STARBOARD) | |
| angle::Result ProgramD3D::getPixelExecutableForCachedHdrOutputLayout( | |
| d3d::Context *context, | |
| ShaderExecutableD3D **outExecutable, | |
| gl::InfoLog *infoLog) | |
| { | |
| if (mPixelHdrExecutable) | |
| { | |
| *outExecutable = mPixelHdrExecutable->shaderExecutable(); | |
| return angle::Result::Continue; | |
| } | |
| std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForHdrOutputSignature( | |
| mShaderHLSL[gl::ShaderType::Fragment], mPixelShaderKey, mUsesFragDepth, | |
| mPixelShaderOutputLayoutCache); | |
| // Generate new pixel executable | |
| ShaderExecutableD3D *pixelExecutable = nullptr; | |
| gl::InfoLog tempInfoLog; | |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; | |
| ANGLE_TRY(mRenderer->compileToExecutable( | |
| context, *currentInfoLog, finalPixelHLSL, gl::ShaderType::Fragment, mStreamOutVaryings, | |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), | |
| mShaderWorkarounds[gl::ShaderType::Fragment], &pixelExecutable)); | |
| if (pixelExecutable) | |
| { | |
| mPixelHdrExecutable = | |
| std::unique_ptr<PixelExecutable>( | |
| new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable)); | |
| } | |
| else if (!infoLog) | |
| { | |
| ERR() << "Error compiling dynamic pixel executable:" << std::endl | |
| << tempInfoLog.str() << std::endl; | |
| } | |
| *outExecutable = pixelExecutable; | |
| return angle::Result::Continue; | |
| } | |
| #endif // STARBOARD | |
| angle::Result ProgramD3D::getPixelExecutableForCachedOutputLayout( | |
| d3d::Context *context, | |
| ShaderExecutableD3D **outExecutable, | |
| gl::InfoLog *infoLog) | |
| { | |
| if (mCachedPixelExecutableIndex.valid()) | |
| { | |
| *outExecutable = mPixelExecutables[mCachedPixelExecutableIndex.value()]->shaderExecutable(); | |
| return angle::Result::Continue; | |
| } | |
| std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature( | |
| mShaderHLSL[gl::ShaderType::Fragment], mPixelShaderKey, mUsesFragDepth, | |
| mPixelShaderOutputLayoutCache); | |
| // Generate new pixel executable | |
| ShaderExecutableD3D *pixelExecutable = nullptr; | |
| gl::InfoLog tempInfoLog; | |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; | |
| ANGLE_TRY(mRenderer->compileToExecutable( | |
| context, *currentInfoLog, finalPixelHLSL, gl::ShaderType::Fragment, mStreamOutVaryings, | |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), | |
| mShaderWorkarounds[gl::ShaderType::Fragment], &pixelExecutable)); | |
| if (pixelExecutable) | |
| { | |
| mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>( | |
| new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable))); | |
| mCachedPixelExecutableIndex = mPixelExecutables.size() - 1; | |
| } | |
| else if (!infoLog) | |
| { | |
| ERR() << "Error compiling dynamic pixel executable:" << std::endl | |
| << tempInfoLog.str() << std::endl; | |
| } | |
| *outExecutable = pixelExecutable; | |
| return angle::Result::Continue; | |
| } | |
| angle::Result ProgramD3D::getVertexExecutableForCachedInputLayout( | |
| d3d::Context *context, | |
| ShaderExecutableD3D **outExectuable, | |
| gl::InfoLog *infoLog) | |
| { | |
| if (mCachedVertexExecutableIndex.valid()) | |
| { | |
| *outExectuable = | |
| mVertexExecutables[mCachedVertexExecutableIndex.value()]->shaderExecutable(); | |
| return angle::Result::Continue; | |
| } | |
| // Generate new dynamic layout with attribute conversions | |
| std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout( | |
| mShaderHLSL[gl::ShaderType::Vertex], mCachedInputLayout, mState.getProgramInputs()); | |
| // Generate new vertex executable | |
| ShaderExecutableD3D *vertexExecutable = nullptr; | |
| gl::InfoLog tempInfoLog; | |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; | |
| ANGLE_TRY(mRenderer->compileToExecutable( | |
| context, *currentInfoLog, finalVertexHLSL, gl::ShaderType::Vertex, mStreamOutVaryings, | |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), | |
| mShaderWorkarounds[gl::ShaderType::Vertex], &vertexExecutable)); | |
| if (vertexExecutable) | |
| { | |
| mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>( | |
| new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable))); | |
| mCachedVertexExecutableIndex = mVertexExecutables.size() - 1; | |
| } | |
| else if (!infoLog) | |
| { | |
| ERR() << "Error compiling dynamic vertex executable:" << std::endl | |
| << tempInfoLog.str() << std::endl; | |
| } | |
| *outExectuable = vertexExecutable; | |
| return angle::Result::Continue; | |
| } | |
| angle::Result ProgramD3D::getGeometryExecutableForPrimitiveType(d3d::Context *context, | |
| const gl::State &state, | |
| gl::PrimitiveMode drawMode, | |
| ShaderExecutableD3D **outExecutable, | |
| gl::InfoLog *infoLog) | |
| { | |
| if (outExecutable) | |
| { | |
| *outExecutable = nullptr; | |
| } | |
| // Return a null shader if the current rendering doesn't use a geometry shader | |
| if (!usesGeometryShader(state, drawMode)) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode); | |
| if (mGeometryExecutables[geometryShaderType]) | |
| { | |
| if (outExecutable) | |
| { | |
| *outExecutable = mGeometryExecutables[geometryShaderType].get(); | |
| } | |
| return angle::Result::Continue; | |
| } | |
| const gl::Caps &caps = state.getCaps(); | |
| std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL( | |
| caps, geometryShaderType, mState, mRenderer->presentPathFastEnabled(), | |
| mHasANGLEMultiviewEnabled, mRenderer->canSelectViewInVertexShader(), | |
| usesGeometryShaderForPointSpriteEmulation(), mGeometryShaderPreamble); | |
| gl::InfoLog tempInfoLog; | |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; | |
| ShaderExecutableD3D *geometryExecutable = nullptr; | |
| angle::Result result = mRenderer->compileToExecutable( | |
| context, *currentInfoLog, geometryHLSL, gl::ShaderType::Geometry, mStreamOutVaryings, | |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), | |
| angle::CompilerWorkaroundsD3D(), &geometryExecutable); | |
| if (!infoLog && result == angle::Result::Stop) | |
| { | |
| ERR() << "Error compiling dynamic geometry executable:" << std::endl | |
| << tempInfoLog.str() << std::endl; | |
| } | |
| if (geometryExecutable != nullptr) | |
| { | |
| mGeometryExecutables[geometryShaderType].reset(geometryExecutable); | |
| } | |
| if (outExecutable) | |
| { | |
| *outExecutable = mGeometryExecutables[geometryShaderType].get(); | |
| } | |
| return result; | |
| } | |
| class ProgramD3D::GetVertexExecutableTask : public ProgramD3D::GetExecutableTask | |
| { | |
| public: | |
| GetVertexExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {} | |
| angle::Result run() override | |
| { | |
| if (!mProgram->mState.getAttachedShader(gl::ShaderType::Vertex)) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| mProgram->updateCachedInputLayoutFromShader(); | |
| ANGLE_TRY(mProgram->getVertexExecutableForCachedInputLayout(this, &mExecutable, &mInfoLog)); | |
| return angle::Result::Continue; | |
| } | |
| }; | |
| void ProgramD3D::updateCachedInputLayoutFromShader() | |
| { | |
| GetDefaultInputLayoutFromShader(mState.getAttachedShader(gl::ShaderType::Vertex), | |
| &mCachedInputLayout); | |
| VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature); | |
| updateCachedVertexExecutableIndex(); | |
| } | |
| class ProgramD3D::GetPixelExecutableTask : public ProgramD3D::GetExecutableTask | |
| { | |
| public: | |
| GetPixelExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {} | |
| angle::Result run() override | |
| { | |
| if (!mProgram->mState.getAttachedShader(gl::ShaderType::Fragment)) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| mProgram->updateCachedOutputLayoutFromShader(); | |
| ANGLE_TRY(mProgram->getPixelExecutableForCachedOutputLayout(this, &mExecutable, &mInfoLog)); | |
| return angle::Result::Continue; | |
| } | |
| }; | |
| void ProgramD3D::updateCachedOutputLayoutFromShader() | |
| { | |
| GetDefaultOutputLayoutFromShader(mPixelShaderKey, &mPixelShaderOutputLayoutCache); | |
| updateCachedPixelExecutableIndex(); | |
| } | |
| void ProgramD3D::updateCachedImage2DBindLayoutFromComputeShader() | |
| { | |
| GetDefaultImage2DBindLayoutFromComputeShader(mImage2DUniforms, | |
| &mComputeShaderImage2DBindLayoutCache); | |
| updateCachedComputeExecutableIndex(); | |
| } | |
| class ProgramD3D::GetGeometryExecutableTask : public ProgramD3D::GetExecutableTask | |
| { | |
| public: | |
| GetGeometryExecutableTask(ProgramD3D *program, const gl::State &state) | |
| : GetExecutableTask(program), mState(state) | |
| {} | |
| angle::Result run() override | |
| { | |
| // Auto-generate the geometry shader here, if we expect to be using point rendering in | |
| // D3D11. | |
| if (mProgram->usesGeometryShader(mState, gl::PrimitiveMode::Points)) | |
| { | |
| ANGLE_TRY(mProgram->getGeometryExecutableForPrimitiveType( | |
| this, mState, gl::PrimitiveMode::Points, &mExecutable, &mInfoLog)); | |
| } | |
| return angle::Result::Continue; | |
| } | |
| private: | |
| const gl::State &mState; | |
| }; | |
| class ProgramD3D::GetComputeExecutableTask : public ProgramD3D::GetExecutableTask | |
| { | |
| public: | |
| GetComputeExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {} | |
| angle::Result run() override | |
| { | |
| mProgram->updateCachedImage2DBindLayoutFromComputeShader(); | |
| ShaderExecutableD3D *computeExecutable = nullptr; | |
| ANGLE_TRY(mProgram->getComputeExecutableForImage2DBindLayout(this, &computeExecutable, | |
| &mInfoLog)); | |
| return computeExecutable ? angle::Result::Continue : angle::Result::Incomplete; | |
| } | |
| }; | |
| // The LinkEvent implementation for linking a rendering(VS, FS, GS) program. | |
| class ProgramD3D::GraphicsProgramLinkEvent final : public LinkEvent | |
| { | |
| public: | |
| GraphicsProgramLinkEvent(gl::InfoLog &infoLog, | |
| std::shared_ptr<WorkerThreadPool> workerPool, | |
| std::shared_ptr<ProgramD3D::GetVertexExecutableTask> vertexTask, | |
| std::shared_ptr<ProgramD3D::GetPixelExecutableTask> pixelTask, | |
| std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> geometryTask, | |
| bool useGS, | |
| const ShaderD3D *vertexShader, | |
| const ShaderD3D *fragmentShader) | |
| : mInfoLog(infoLog), | |
| mVertexTask(vertexTask), | |
| mPixelTask(pixelTask), | |
| mGeometryTask(geometryTask), | |
| mWaitEvents({{std::shared_ptr<WaitableEvent>( | |
| angle::WorkerThreadPool::PostWorkerTask(workerPool, mVertexTask)), | |
| std::shared_ptr<WaitableEvent>( | |
| angle::WorkerThreadPool::PostWorkerTask(workerPool, mPixelTask)), | |
| std::shared_ptr<WaitableEvent>( | |
| angle::WorkerThreadPool::PostWorkerTask(workerPool, mGeometryTask))}}), | |
| mUseGS(useGS), | |
| mVertexShader(vertexShader), | |
| mFragmentShader(fragmentShader) | |
| {} | |
| angle::Result wait(const gl::Context *context) override | |
| { | |
| WaitableEvent::WaitMany(&mWaitEvents); | |
| ANGLE_TRY(checkTask(context, mVertexTask.get())); | |
| ANGLE_TRY(checkTask(context, mPixelTask.get())); | |
| ANGLE_TRY(checkTask(context, mGeometryTask.get())); | |
| if (mVertexTask->getResult() == angle::Result::Incomplete || | |
| mPixelTask->getResult() == angle::Result::Incomplete || | |
| mGeometryTask->getResult() == angle::Result::Incomplete) | |
| { | |
| return angle::Result::Incomplete; | |
| } | |
| ShaderExecutableD3D *defaultVertexExecutable = mVertexTask->getExecutable(); | |
| ShaderExecutableD3D *defaultPixelExecutable = mPixelTask->getExecutable(); | |
| ShaderExecutableD3D *pointGS = mGeometryTask->getExecutable(); | |
| if (mUseGS && pointGS) | |
| { | |
| // Geometry shaders are currently only used internally, so there is no corresponding | |
| // shader object at the interface level. For now the geometry shader debug info is | |
| // prepended to the vertex shader. | |
| mVertexShader->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n"); | |
| mVertexShader->appendDebugInfo(pointGS->getDebugInfo()); | |
| mVertexShader->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n"); | |
| } | |
| if (defaultVertexExecutable) | |
| { | |
| mVertexShader->appendDebugInfo(defaultVertexExecutable->getDebugInfo()); | |
| } | |
| if (defaultPixelExecutable) | |
| { | |
| mFragmentShader->appendDebugInfo(defaultPixelExecutable->getDebugInfo()); | |
| } | |
| bool isLinked = (defaultVertexExecutable && defaultPixelExecutable && (!mUseGS || pointGS)); | |
| if (!isLinked) | |
| { | |
| mInfoLog << "Failed to create D3D Shaders"; | |
| } | |
| return isLinked ? angle::Result::Continue : angle::Result::Incomplete; | |
| } | |
| bool isLinking() override | |
| { | |
| for (auto &event : mWaitEvents) | |
| { | |
| if (!event->isReady()) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| private: | |
| angle::Result checkTask(const gl::Context *context, ProgramD3D::GetExecutableTask *task) | |
| { | |
| if (!task->getInfoLog().empty()) | |
| { | |
| mInfoLog << task->getInfoLog().str(); | |
| } | |
| // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D. | |
| if (task->getResult() != angle::Result::Stop) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); | |
| task->popError(contextD3D); | |
| return angle::Result::Stop; | |
| } | |
| gl::InfoLog &mInfoLog; | |
| std::shared_ptr<ProgramD3D::GetVertexExecutableTask> mVertexTask; | |
| std::shared_ptr<ProgramD3D::GetPixelExecutableTask> mPixelTask; | |
| std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> mGeometryTask; | |
| std::array<std::shared_ptr<WaitableEvent>, 3> mWaitEvents; | |
| bool mUseGS; | |
| const ShaderD3D *mVertexShader; | |
| const ShaderD3D *mFragmentShader; | |
| }; | |
| // The LinkEvent implementation for linking a computing program. | |
| class ProgramD3D::ComputeProgramLinkEvent final : public LinkEvent | |
| { | |
| public: | |
| ComputeProgramLinkEvent(gl::InfoLog &infoLog, | |
| std::shared_ptr<ProgramD3D::GetComputeExecutableTask> computeTask, | |
| std::shared_ptr<WaitableEvent> event) | |
| : mInfoLog(infoLog), mComputeTask(computeTask), mWaitEvent(event) | |
| {} | |
| bool isLinking() override { return !mWaitEvent->isReady(); } | |
| angle::Result wait(const gl::Context *context) override | |
| { | |
| mWaitEvent->wait(); | |
| angle::Result result = mComputeTask->getResult(); | |
| if (result != angle::Result::Continue) | |
| { | |
| mInfoLog << "Failed to create D3D compute shader."; | |
| } | |
| return result; | |
| } | |
| private: | |
| gl::InfoLog &mInfoLog; | |
| std::shared_ptr<ProgramD3D::GetComputeExecutableTask> mComputeTask; | |
| std::shared_ptr<WaitableEvent> mWaitEvent; | |
| }; | |
| std::unique_ptr<LinkEvent> ProgramD3D::compileProgramExecutables(const gl::Context *context, | |
| gl::InfoLog &infoLog) | |
| { | |
| // Ensure the compiler is initialized to avoid race conditions. | |
| angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context)); | |
| if (result != angle::Result::Continue) | |
| { | |
| return std::make_unique<LinkEventDone>(result); | |
| } | |
| auto vertexTask = std::make_shared<GetVertexExecutableTask>(this); | |
| auto pixelTask = std::make_shared<GetPixelExecutableTask>(this); | |
| auto geometryTask = std::make_shared<GetGeometryExecutableTask>(this, context->getState()); | |
| bool useGS = usesGeometryShader(context->getState(), gl::PrimitiveMode::Points); | |
| gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex); | |
| gl::Shader *fragmentShader = mState.getAttachedShader(gl::ShaderType::Fragment); | |
| const ShaderD3D *vertexShaderD3D = vertexShader ? GetImplAs<ShaderD3D>(vertexShader) : nullptr; | |
| const ShaderD3D *fragmentShaderD3D = | |
| fragmentShader ? GetImplAs<ShaderD3D>(fragmentShader) : nullptr; | |
| return std::make_unique<GraphicsProgramLinkEvent>(infoLog, context->getWorkerThreadPool(), | |
| vertexTask, pixelTask, geometryTask, useGS, | |
| vertexShaderD3D, fragmentShaderD3D); | |
| } | |
| std::unique_ptr<LinkEvent> ProgramD3D::compileComputeExecutable(const gl::Context *context, | |
| gl::InfoLog &infoLog) | |
| { | |
| // Ensure the compiler is initialized to avoid race conditions. | |
| angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context)); | |
| if (result != angle::Result::Continue) | |
| { | |
| return std::make_unique<LinkEventDone>(result); | |
| } | |
| auto computeTask = std::make_shared<GetComputeExecutableTask>(this); | |
| std::shared_ptr<WaitableEvent> waitableEvent; | |
| // TODO(jie.a.chen@intel.com): Fix the flaky bug. | |
| // http://anglebug.com/3349 | |
| bool compileInParallel = false; | |
| if (!compileInParallel) | |
| { | |
| (*computeTask)(); | |
| waitableEvent = std::make_shared<WaitableEventDone>(); | |
| } | |
| else | |
| { | |
| waitableEvent = | |
| WorkerThreadPool::PostWorkerTask(context->getWorkerThreadPool(), computeTask); | |
| } | |
| return std::make_unique<ComputeProgramLinkEvent>(infoLog, computeTask, waitableEvent); | |
| } | |
| angle::Result ProgramD3D::getComputeExecutableForImage2DBindLayout( | |
| d3d::Context *context, | |
| ShaderExecutableD3D **outExecutable, | |
| gl::InfoLog *infoLog) | |
| { | |
| if (mCachedComputeExecutableIndex.valid()) | |
| { | |
| *outExecutable = | |
| mComputeExecutables[mCachedComputeExecutableIndex.value()]->shaderExecutable(); | |
| return angle::Result::Continue; | |
| } | |
| std::string finalComputeHLSL = mDynamicHLSL->generateComputeShaderForImage2DBindSignature( | |
| context, *this, mState, mImage2DUniforms, mComputeShaderImage2DBindLayoutCache); | |
| // Generate new compute executable | |
| ShaderExecutableD3D *computeExecutable = nullptr; | |
| gl::InfoLog tempInfoLog; | |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; | |
| ANGLE_TRY(mRenderer->compileToExecutable( | |
| context, *currentInfoLog, finalComputeHLSL, gl::ShaderType::Compute, | |
| std::vector<D3DVarying>(), false, angle::CompilerWorkaroundsD3D(), &computeExecutable)); | |
| if (computeExecutable) | |
| { | |
| mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>( | |
| new ComputeExecutable(mComputeShaderImage2DBindLayoutCache, | |
| std::unique_ptr<ShaderExecutableD3D>(computeExecutable)))); | |
| mCachedComputeExecutableIndex = mComputeExecutables.size() - 1; | |
| } | |
| else if (!infoLog) | |
| { | |
| ERR() << "Error compiling dynamic compute executable:" << std::endl | |
| << tempInfoLog.str() << std::endl; | |
| } | |
| *outExecutable = computeExecutable; | |
| return angle::Result::Continue; | |
| } | |
| std::unique_ptr<LinkEvent> ProgramD3D::link(const gl::Context *context, | |
| const gl::ProgramLinkedResources &resources, | |
| gl::InfoLog &infoLog) | |
| { | |
| const auto &data = context->getState(); | |
| reset(); | |
| gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute); | |
| if (computeShader) | |
| { | |
| mShaderSamplers[gl::ShaderType::Compute].resize( | |
| data.getCaps().maxShaderTextureImageUnits[gl::ShaderType::Compute]); | |
| mImagesCS.resize(data.getCaps().maxImageUnits); | |
| mReadonlyImagesCS.resize(data.getCaps().maxImageUnits); | |
| mShaderUniformsDirty.set(gl::ShaderType::Compute); | |
| linkResources(resources); | |
| for (const sh::ShaderVariable &uniform : computeShader->getUniforms()) | |
| { | |
| if (gl::IsImageType(uniform.type) && gl::IsImage2DType(uniform.type)) | |
| { | |
| mImage2DUniforms.push_back(uniform); | |
| } | |
| } | |
| defineUniformsAndAssignRegisters(); | |
| return compileComputeExecutable(context, infoLog); | |
| } | |
| else | |
| { | |
| gl::ShaderMap<const ShaderD3D *> shadersD3D = {}; | |
| for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes) | |
| { | |
| if (mState.getAttachedShader(shaderType)) | |
| { | |
| shadersD3D[shaderType] = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); | |
| mShaderSamplers[shaderType].resize( | |
| data.getCaps().maxShaderTextureImageUnits[shaderType]); | |
| shadersD3D[shaderType]->generateWorkarounds(&mShaderWorkarounds[shaderType]); | |
| mShaderUniformsDirty.set(shaderType); | |
| } | |
| } | |
| if (mRenderer->getNativeLimitations().noFrontFacingSupport) | |
| { | |
| const ShaderD3D *fragmentShader = shadersD3D[gl::ShaderType::Fragment]; | |
| if (fragmentShader && fragmentShader->usesFrontFacing()) | |
| { | |
| infoLog << "The current renderer doesn't support gl_FrontFacing"; | |
| return std::make_unique<LinkEventDone>(angle::Result::Incomplete); | |
| } | |
| } | |
| ProgramD3DMetadata metadata(mRenderer, shadersD3D, context->getClientType()); | |
| BuiltinVaryingsD3D builtins(metadata, resources.varyingPacking); | |
| mDynamicHLSL->generateShaderLinkHLSL(context->getCaps(), mState, metadata, | |
| resources.varyingPacking, builtins, &mShaderHLSL); | |
| const ShaderD3D *vertexShader = shadersD3D[gl::ShaderType::Vertex]; | |
| mUsesPointSize = vertexShader && vertexShader->usesPointSize(); | |
| mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey); | |
| mUsesFragDepth = metadata.usesFragDepth(); | |
| mUsesVertexID = metadata.usesVertexID(); | |
| mUsesViewID = metadata.usesViewID(); | |
| mHasANGLEMultiviewEnabled = metadata.hasANGLEMultiviewEnabled(); | |
| // Cache if we use flat shading | |
| mUsesFlatInterpolation = FindFlatInterpolationVarying(mState.getAttachedShaders()); | |
| if (mRenderer->getMajorShaderModel() >= 4) | |
| { | |
| mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble( | |
| resources.varyingPacking, builtins, mHasANGLEMultiviewEnabled, | |
| metadata.canSelectViewInVertexShader()); | |
| } | |
| initAttribLocationsToD3DSemantic(); | |
| defineUniformsAndAssignRegisters(); | |
| gatherTransformFeedbackVaryings(resources.varyingPacking, builtins[gl::ShaderType::Vertex]); | |
| linkResources(resources); | |
| return compileProgramExecutables(context, infoLog); | |
| } | |
| } | |
| GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/) | |
| { | |
| // TODO(jmadill): Do something useful here? | |
| return GL_TRUE; | |
| } | |
| void ProgramD3D::initializeShaderStorageBlocks() | |
| { | |
| if (mState.getShaderStorageBlocks().empty()) | |
| { | |
| return; | |
| } | |
| ASSERT(mD3DShaderStorageBlocks.empty()); | |
| // Assign registers and update sizes. | |
| gl::ShaderMap<const ShaderD3D *> shadersD3D = {}; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); | |
| } | |
| for (const gl::InterfaceBlock &shaderStorageBlock : mState.getShaderStorageBlocks()) | |
| { | |
| unsigned int shaderStorageBlockElement = | |
| shaderStorageBlock.isArray ? shaderStorageBlock.arrayElement : 0; | |
| D3DInterfaceBlock d3dShaderStorageBlock; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (shaderStorageBlock.isActive(shaderType)) | |
| { | |
| ASSERT(shadersD3D[shaderType]); | |
| unsigned int baseRegister = | |
| shadersD3D[shaderType]->getShaderStorageBlockRegister(shaderStorageBlock.name); | |
| d3dShaderStorageBlock.mShaderRegisterIndexes[shaderType] = | |
| baseRegister + shaderStorageBlockElement; | |
| } | |
| } | |
| mD3DShaderStorageBlocks.push_back(d3dShaderStorageBlock); | |
| } | |
| } | |
| void ProgramD3D::initializeUniformBlocks() | |
| { | |
| if (mState.getUniformBlocks().empty()) | |
| { | |
| return; | |
| } | |
| ASSERT(mD3DUniformBlocks.empty()); | |
| // Assign registers and update sizes. | |
| gl::ShaderMap<const ShaderD3D *> shadersD3D = {}; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); | |
| } | |
| for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks()) | |
| { | |
| unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0; | |
| D3DInterfaceBlock d3dUniformBlock; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (uniformBlock.isActive(shaderType)) | |
| { | |
| ASSERT(shadersD3D[shaderType]); | |
| unsigned int baseRegister = | |
| shadersD3D[shaderType]->getUniformBlockRegister(uniformBlock.name); | |
| d3dUniformBlock.mShaderRegisterIndexes[shaderType] = | |
| baseRegister + uniformBlockElement; | |
| } | |
| } | |
| mD3DUniformBlocks.push_back(d3dUniformBlock); | |
| } | |
| } | |
| void ProgramD3D::initializeUniformStorage(const gl::ShaderBitSet &availableShaderStages) | |
| { | |
| // Compute total default block size | |
| gl::ShaderMap<unsigned int> shaderRegisters = {}; | |
| for (const D3DUniform *d3dUniform : mD3DUniforms) | |
| { | |
| if (d3dUniform->isSampler()) | |
| { | |
| continue; | |
| } | |
| for (gl::ShaderType shaderType : availableShaderStages) | |
| { | |
| if (d3dUniform->isReferencedByShader(shaderType)) | |
| { | |
| shaderRegisters[shaderType] = std::max( | |
| shaderRegisters[shaderType], | |
| d3dUniform->mShaderRegisterIndexes[shaderType] + d3dUniform->registerCount); | |
| } | |
| } | |
| } | |
| // We only reset uniform storages for the shader stages available in the program (attached | |
| // shaders in ProgramD3D::link() and linkedShaderStages in ProgramD3D::load()). | |
| for (gl::ShaderType shaderType : availableShaderStages) | |
| { | |
| mShaderUniformStorages[shaderType].reset( | |
| mRenderer->createUniformStorage(shaderRegisters[shaderType] * 16u)); | |
| } | |
| // Iterate the uniforms again to assign data pointers to default block uniforms. | |
| for (D3DUniform *d3dUniform : mD3DUniforms) | |
| { | |
| if (d3dUniform->isSampler()) | |
| { | |
| d3dUniform->mSamplerData.resize(d3dUniform->getArraySizeProduct(), 0); | |
| continue; | |
| } | |
| for (gl::ShaderType shaderType : availableShaderStages) | |
| { | |
| if (d3dUniform->isReferencedByShader(shaderType)) | |
| { | |
| d3dUniform->mShaderData[shaderType] = | |
| mShaderUniformStorages[shaderType]->getDataPointer( | |
| d3dUniform->mShaderRegisterIndexes[shaderType], | |
| d3dUniform->registerElement); | |
| } | |
| } | |
| } | |
| } | |
| void ProgramD3D::updateUniformBufferCache( | |
| const gl::Caps &caps, | |
| const gl::ShaderMap<unsigned int> &reservedShaderRegisterIndexes) | |
| { | |
| if (mState.getUniformBlocks().empty()) | |
| { | |
| return; | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| mShaderUBOCaches[shaderType].clear(); | |
| } | |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size(); | |
| uniformBlockIndex++) | |
| { | |
| const D3DInterfaceBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex]; | |
| GLuint blockBinding = mState.getUniformBlockBinding(uniformBlockIndex); | |
| // Unnecessary to apply an unreferenced standard or shared UBO | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (!uniformBlock.activeInShader(shaderType)) | |
| { | |
| continue; | |
| } | |
| unsigned int registerIndex = uniformBlock.mShaderRegisterIndexes[shaderType] - | |
| reservedShaderRegisterIndexes[shaderType]; | |
| ASSERT(registerIndex < | |
| static_cast<unsigned int>(caps.maxShaderUniformBlocks[shaderType])); | |
| std::vector<int> &shaderUBOcache = mShaderUBOCaches[shaderType]; | |
| if (shaderUBOcache.size() <= registerIndex) | |
| { | |
| shaderUBOcache.resize(registerIndex + 1, -1); | |
| } | |
| ASSERT(shaderUBOcache[registerIndex] == -1); | |
| shaderUBOcache[registerIndex] = blockBinding; | |
| } | |
| } | |
| } | |
| unsigned int ProgramD3D::getAtomicCounterBufferRegisterIndex(GLuint binding, | |
| gl::ShaderType shaderType) const | |
| { | |
| if (shaderType != gl::ShaderType::Compute) | |
| { | |
| // Implement atomic counters for non-compute shaders | |
| // http://anglebug.com/1729 | |
| UNIMPLEMENTED(); | |
| } | |
| return mComputeAtomicCounterBufferRegisterIndices[binding]; | |
| } | |
| unsigned int ProgramD3D::getShaderStorageBufferRegisterIndex(GLuint blockIndex, | |
| gl::ShaderType shaderType) const | |
| { | |
| return mD3DShaderStorageBlocks[blockIndex].mShaderRegisterIndexes[shaderType]; | |
| } | |
| const std::vector<GLint> &ProgramD3D::getShaderUniformBufferCache(gl::ShaderType shaderType) const | |
| { | |
| return mShaderUBOCaches[shaderType]; | |
| } | |
| void ProgramD3D::dirtyAllUniforms() | |
| { | |
| mShaderUniformsDirty = mState.getLinkedShaderStages(); | |
| } | |
| void ProgramD3D::markUniformsClean() | |
| { | |
| mShaderUniformsDirty.reset(); | |
| } | |
| void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count, v, GL_FLOAT); | |
| } | |
| void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count, v, GL_FLOAT_VEC2); | |
| } | |
| void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count, v, GL_FLOAT_VEC3); | |
| } | |
| void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) | |
| { | |
| setUniformInternal(location, count, v, GL_FLOAT_VEC4); | |
| } | |
| void ProgramD3D::setUniformMatrix2fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<2, 2>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix3fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<3, 3>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix4fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<4, 4>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix2x3fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<2, 3>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix3x2fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<3, 2>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix2x4fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<2, 4>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix4x2fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<4, 2>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix3x4fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<3, 4>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniformMatrix4x3fv(GLint location, | |
| GLsizei count, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| setUniformMatrixfvInternal<4, 3>(location, count, transpose, value); | |
| } | |
| void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_INT); | |
| } | |
| void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_INT_VEC2); | |
| } | |
| void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_INT_VEC3); | |
| } | |
| void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_INT_VEC4); | |
| } | |
| void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_UNSIGNED_INT); | |
| } | |
| void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2); | |
| } | |
| void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3); | |
| } | |
| void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) | |
| { | |
| setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4); | |
| } | |
| void ProgramD3D::defineUniformsAndAssignRegisters() | |
| { | |
| D3DUniformMap uniformMap; | |
| gl::ShaderBitSet attachedShaders; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| gl::Shader *shader = mState.getAttachedShader(shaderType); | |
| if (shader) | |
| { | |
| for (const sh::ShaderVariable &uniform : shader->getUniforms()) | |
| { | |
| if (uniform.active) | |
| { | |
| defineUniformBase(shader, uniform, &uniformMap); | |
| } | |
| } | |
| attachedShaders.set(shader->getType()); | |
| } | |
| } | |
| // Initialize the D3DUniform list to mirror the indexing of the GL layer. | |
| for (const gl::LinkedUniform &glUniform : mState.getUniforms()) | |
| { | |
| if (!glUniform.isInDefaultBlock()) | |
| continue; | |
| std::string name = glUniform.name; | |
| if (glUniform.isArray()) | |
| { | |
| // In the program state, array uniform names include [0] as in the program resource | |
| // spec. Here we don't include it. | |
| // TODO(oetuaho@nvidia.com): consider using the same uniform naming here as in the GL | |
| // layer. | |
| ASSERT(angle::EndsWith(name, "[0]")); | |
| name.resize(name.length() - 3); | |
| } | |
| auto mapEntry = uniformMap.find(name); | |
| ASSERT(mapEntry != uniformMap.end()); | |
| mD3DUniforms.push_back(mapEntry->second); | |
| } | |
| assignAllSamplerRegisters(); | |
| assignAllAtomicCounterRegisters(); | |
| // Samplers and readonly images share shader input resource slot, adjust low value of | |
| // readonly image range. | |
| mUsedComputeReadonlyImageRange = | |
| gl::RangeUI(mUsedShaderSamplerRanges[gl::ShaderType::Compute].high(), | |
| mUsedShaderSamplerRanges[gl::ShaderType::Compute].high()); | |
| // Atomic counter buffers and non-readonly images share input resource slots | |
| mUsedComputeImageRange = | |
| gl::RangeUI(mUsedComputeAtomicCounterRange.high(), mUsedComputeAtomicCounterRange.high()); | |
| assignAllImageRegisters(); | |
| initializeUniformStorage(attachedShaders); | |
| } | |
| void ProgramD3D::defineUniformBase(const gl::Shader *shader, | |
| const sh::ShaderVariable &uniform, | |
| D3DUniformMap *uniformMap) | |
| { | |
| sh::DummyBlockEncoder dummyEncoder; | |
| // Samplers get their registers assigned in assignAllSamplerRegisters, and images get their | |
| // registers assigned in assignAllImageRegisters. | |
| if (gl::IsSamplerType(uniform.type)) | |
| { | |
| UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture, | |
| &dummyEncoder, uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| return; | |
| } | |
| if (gl::IsImageType(uniform.type)) | |
| { | |
| if (uniform.readonly) | |
| { | |
| UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture, | |
| &dummyEncoder, uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| } | |
| else | |
| { | |
| UniformEncodingVisitorD3D visitor(shader->getType(), | |
| HLSLRegisterType::UnorderedAccessView, &dummyEncoder, | |
| uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| } | |
| mImageBindingMap[uniform.name] = uniform.binding; | |
| return; | |
| } | |
| if (uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn()) | |
| { | |
| UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &dummyEncoder, | |
| uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| return; | |
| } | |
| else if (gl::IsAtomicCounterType(uniform.type)) | |
| { | |
| UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::UnorderedAccessView, | |
| &dummyEncoder, uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| mAtomicBindingMap[uniform.name] = uniform.binding; | |
| return; | |
| } | |
| const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader); | |
| unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name); | |
| ShShaderOutput outputType = shaderD3D->getCompilerOutputType(); | |
| sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType), true); | |
| encoder.skipRegisters(startRegister); | |
| UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &encoder, | |
| uniformMap); | |
| sh::TraverseShaderVariable(uniform, false, &visitor); | |
| } | |
| bool ProgramD3D::hasNamedUniform(const std::string &name) | |
| { | |
| for (D3DUniform *d3dUniform : mD3DUniforms) | |
| { | |
| if (d3dUniform->name == name) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| // Assume count is already clamped. | |
| template <typename T> | |
| void ProgramD3D::setUniformImpl(const gl::VariableLocation &locationInfo, | |
| GLsizei count, | |
| const T *v, | |
| uint8_t *targetData, | |
| GLenum uniformType) | |
| { | |
| D3DUniform *targetUniform = mD3DUniforms[locationInfo.index]; | |
| const int components = targetUniform->typeInfo.componentCount; | |
| const unsigned int arrayElementOffset = locationInfo.arrayIndex; | |
| if (targetUniform->typeInfo.type == uniformType) | |
| { | |
| T *dest = reinterpret_cast<T *>(targetData) + arrayElementOffset * 4; | |
| const T *source = v; | |
| for (GLint i = 0; i < count; i++, dest += 4, source += components) | |
| { | |
| memcpy(dest, source, components * sizeof(T)); | |
| } | |
| } | |
| else | |
| { | |
| ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType)); | |
| GLint *boolParams = reinterpret_cast<GLint *>(targetData) + arrayElementOffset * 4; | |
| for (GLint i = 0; i < count; i++) | |
| { | |
| GLint *dest = boolParams + (i * 4); | |
| const T *source = v + (i * components); | |
| for (int c = 0; c < components; c++) | |
| { | |
| dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE; | |
| } | |
| } | |
| } | |
| } | |
| template <typename T> | |
| void ProgramD3D::setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType) | |
| { | |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; | |
| D3DUniform *targetUniform = mD3DUniforms[locationInfo.index]; | |
| if (targetUniform->typeInfo.isSampler) | |
| { | |
| ASSERT(uniformType == GL_INT); | |
| size_t size = count * sizeof(T); | |
| GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex]; | |
| if (memcmp(dest, v, size) != 0) | |
| { | |
| memcpy(dest, v, size); | |
| mDirtySamplerMapping = true; | |
| } | |
| return; | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (targetUniform->mShaderData[shaderType]) | |
| { | |
| setUniformImpl(locationInfo, count, v, targetUniform->mShaderData[shaderType], | |
| uniformType); | |
| mShaderUniformsDirty.set(shaderType); | |
| } | |
| } | |
| } | |
| template <int cols, int rows> | |
| void ProgramD3D::setUniformMatrixfvInternal(GLint location, | |
| GLsizei countIn, | |
| GLboolean transpose, | |
| const GLfloat *value) | |
| { | |
| D3DUniform *targetUniform = getD3DUniformFromLocation(location); | |
| const gl::VariableLocation &uniformLocation = mState.getUniformLocations()[location]; | |
| unsigned int arrayElementOffset = uniformLocation.arrayIndex; | |
| unsigned int elementCount = targetUniform->getArraySizeProduct(); | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (targetUniform->mShaderData[shaderType]) | |
| { | |
| SetFloatUniformMatrixHLSL<cols, rows>::Run(arrayElementOffset, elementCount, countIn, | |
| transpose, value, | |
| targetUniform->mShaderData[shaderType]); | |
| mShaderUniformsDirty.set(shaderType); | |
| } | |
| } | |
| } | |
| void ProgramD3D::assignAllSamplerRegisters() | |
| { | |
| for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex) | |
| { | |
| if (mD3DUniforms[uniformIndex]->isSampler()) | |
| { | |
| assignSamplerRegisters(uniformIndex); | |
| } | |
| } | |
| } | |
| void ProgramD3D::assignSamplerRegisters(size_t uniformIndex) | |
| { | |
| D3DUniform *d3dUniform = mD3DUniforms[uniformIndex]; | |
| ASSERT(d3dUniform->isSampler()); | |
| // If the uniform is an array of arrays, then we have separate entries for each inner array in | |
| // mD3DUniforms. However, the sampler register info is stored in the shader only for the | |
| // outermost array. | |
| std::vector<unsigned int> subscripts; | |
| const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts); | |
| unsigned int registerOffset = | |
| mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct(); | |
| bool hasUniform = false; | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| if (!mState.getAttachedShader(shaderType)) | |
| { | |
| continue; | |
| } | |
| const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); | |
| if (shaderD3D->hasUniform(baseName)) | |
| { | |
| d3dUniform->mShaderRegisterIndexes[shaderType] = | |
| shaderD3D->getUniformRegister(baseName) + registerOffset; | |
| ASSERT(d3dUniform->mShaderRegisterIndexes[shaderType] != GL_INVALID_VALUE); | |
| AssignSamplers(d3dUniform->mShaderRegisterIndexes[shaderType], d3dUniform->typeInfo, | |
| d3dUniform->getArraySizeProduct(), mShaderSamplers[shaderType], | |
| &mUsedShaderSamplerRanges[shaderType]); | |
| hasUniform = true; | |
| } | |
| } | |
| ASSERT(hasUniform); | |
| } | |
| // static | |
| void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex, | |
| const gl::UniformTypeInfo &typeInfo, | |
| unsigned int samplerCount, | |
| std::vector<Sampler> &outSamplers, | |
| gl::RangeUI *outUsedRange) | |
| { | |
| unsigned int samplerIndex = startSamplerIndex; | |
| unsigned int low = outUsedRange->low(); | |
| unsigned int high = outUsedRange->high(); | |
| do | |
| { | |
| ASSERT(samplerIndex < outSamplers.size()); | |
| Sampler *sampler = &outSamplers[samplerIndex]; | |
| sampler->active = true; | |
| sampler->textureType = gl::FromGLenum<gl::TextureType>(typeInfo.textureType); | |
| sampler->logicalTextureUnit = 0; | |
| low = std::min(samplerIndex, low); | |
| high = std::max(samplerIndex + 1, high); | |
| samplerIndex++; | |
| } while (samplerIndex < startSamplerIndex + samplerCount); | |
| ASSERT(low < high); | |
| *outUsedRange = gl::RangeUI(low, high); | |
| } | |
| void ProgramD3D::assignAllImageRegisters() | |
| { | |
| for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex) | |
| { | |
| if (mD3DUniforms[uniformIndex]->isImage() && !mD3DUniforms[uniformIndex]->isImage2D()) | |
| { | |
| assignImageRegisters(uniformIndex); | |
| } | |
| } | |
| } | |
| void ProgramD3D::assignAllAtomicCounterRegisters() | |
| { | |
| if (mAtomicBindingMap.empty()) | |
| { | |
| return; | |
| } | |
| gl::ShaderType shaderType = gl::ShaderType::Compute; | |
| const gl::Shader *computeShader = mState.getAttachedShader(shaderType); | |
| if (computeShader) | |
| { | |
| const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(computeShader); | |
| auto ®isterIndices = mComputeAtomicCounterBufferRegisterIndices; | |
| unsigned int firstRegister = GL_INVALID_VALUE; | |
| unsigned int lastRegister = 0; | |
| for (auto &atomicBinding : mAtomicBindingMap) | |
| { | |
| ASSERT(computeShaderD3D->hasUniform(atomicBinding.first)); | |
| unsigned int currentRegister = | |
| computeShaderD3D->getUniformRegister(atomicBinding.first); | |
| ASSERT(currentRegister != GL_INVALID_INDEX); | |
| const int kBinding = atomicBinding.second; | |
| registerIndices[kBinding] = currentRegister; | |
| firstRegister = std::min(firstRegister, currentRegister); | |
| lastRegister = std::max(lastRegister, currentRegister); | |
| } | |
| ASSERT(firstRegister != GL_INVALID_VALUE); | |
| ASSERT(lastRegister != GL_INVALID_VALUE); | |
| mUsedComputeAtomicCounterRange = gl::RangeUI(firstRegister, lastRegister + 1); | |
| } | |
| else | |
| { | |
| // Implement atomic counters for non-compute shaders | |
| // http://anglebug.com/1729 | |
| UNIMPLEMENTED(); | |
| } | |
| } | |
| void ProgramD3D::assignImageRegisters(size_t uniformIndex) | |
| { | |
| D3DUniform *d3dUniform = mD3DUniforms[uniformIndex]; | |
| ASSERT(d3dUniform->isImage()); | |
| // If the uniform is an array of arrays, then we have separate entries for each inner array in | |
| // mD3DUniforms. However, the image register info is stored in the shader only for the | |
| // outermost array. | |
| std::vector<unsigned int> subscripts; | |
| const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts); | |
| unsigned int registerOffset = | |
| mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct(); | |
| const gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute); | |
| if (computeShader) | |
| { | |
| const ShaderD3D *computeShaderD3D = | |
| GetImplAs<ShaderD3D>(mState.getAttachedShader(gl::ShaderType::Compute)); | |
| ASSERT(computeShaderD3D->hasUniform(baseName)); | |
| d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] = | |
| computeShaderD3D->getUniformRegister(baseName) + registerOffset; | |
| ASSERT(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] != GL_INVALID_INDEX); | |
| auto bindingIter = mImageBindingMap.find(baseName); | |
| ASSERT(bindingIter != mImageBindingMap.end()); | |
| if (d3dUniform->regType == HLSLRegisterType::Texture) | |
| { | |
| AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute], | |
| bindingIter->second, d3dUniform->getArraySizeProduct(), mReadonlyImagesCS, | |
| &mUsedComputeReadonlyImageRange); | |
| } | |
| else if (d3dUniform->regType == HLSLRegisterType::UnorderedAccessView) | |
| { | |
| AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute], | |
| bindingIter->second, d3dUniform->getArraySizeProduct(), mImagesCS, | |
| &mUsedComputeImageRange); | |
| } | |
| else | |
| { | |
| UNREACHABLE(); | |
| } | |
| } | |
| else | |
| { | |
| // TODO(xinghua.cao@intel.com): Implement image variables in vertex shader and pixel shader. | |
| UNIMPLEMENTED(); | |
| } | |
| } | |
| // static | |
| void ProgramD3D::AssignImages(unsigned int startImageIndex, | |
| int startLogicalImageUnit, | |
| unsigned int imageCount, | |
| std::vector<Image> &outImages, | |
| gl::RangeUI *outUsedRange) | |
| { | |
| unsigned int imageIndex = startImageIndex; | |
| unsigned int low = outUsedRange->low(); | |
| unsigned int high = outUsedRange->high(); | |
| // If declare without a binding qualifier, any uniform image variable (include all elements of | |
| // unbound image array) shoud be bound to unit zero. | |
| if (startLogicalImageUnit == -1) | |
| { | |
| ASSERT(imageIndex < outImages.size()); | |
| Image *image = &outImages[imageIndex]; | |
| image->active = true; | |
| image->logicalImageUnit = 0; | |
| low = std::min(imageIndex, low); | |
| high = std::max(imageIndex + 1, high); | |
| ASSERT(low < high); | |
| *outUsedRange = gl::RangeUI(low, high); | |
| return; | |
| } | |
| unsigned int logcalImageUnit = startLogicalImageUnit; | |
| do | |
| { | |
| ASSERT(imageIndex < outImages.size()); | |
| Image *image = &outImages[imageIndex]; | |
| image->active = true; | |
| image->logicalImageUnit = logcalImageUnit; | |
| low = std::min(imageIndex, low); | |
| high = std::max(imageIndex + 1, high); | |
| imageIndex++; | |
| logcalImageUnit++; | |
| } while (imageIndex < startImageIndex + imageCount); | |
| ASSERT(low < high); | |
| *outUsedRange = gl::RangeUI(low, high); | |
| } | |
| void ProgramD3D::assignImage2DRegisters(unsigned int startImageIndex, | |
| int startLogicalImageUnit, | |
| bool readonly) | |
| { | |
| if (readonly) | |
| { | |
| AssignImages(startImageIndex, startLogicalImageUnit, 1, mReadonlyImagesCS, | |
| &mUsedComputeReadonlyImageRange); | |
| } | |
| else | |
| { | |
| AssignImages(startImageIndex, startLogicalImageUnit, 1, mImagesCS, &mUsedComputeImageRange); | |
| } | |
| } | |
| void ProgramD3D::reset() | |
| { | |
| mVertexExecutables.clear(); | |
| mPixelExecutables.clear(); | |
| #if defined(STARBOARD) | |
| mPixelHdrExecutable.reset(); | |
| #endif // STARBOARD | |
| mComputeExecutables.clear(); | |
| for (auto &geometryExecutable : mGeometryExecutables) | |
| { | |
| geometryExecutable.reset(nullptr); | |
| } | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| mShaderHLSL[shaderType].clear(); | |
| } | |
| mUsesFragDepth = false; | |
| mHasANGLEMultiviewEnabled = false; | |
| mUsesVertexID = false; | |
| mUsesViewID = false; | |
| mPixelShaderKey.clear(); | |
| mUsesPointSize = false; | |
| mUsesFlatInterpolation = false; | |
| SafeDeleteContainer(mD3DUniforms); | |
| mD3DUniformBlocks.clear(); | |
| mD3DShaderStorageBlocks.clear(); | |
| mComputeAtomicCounterBufferRegisterIndices.fill({}); | |
| for (gl::ShaderType shaderType : gl::AllShaderTypes()) | |
| { | |
| mShaderUniformStorages[shaderType].reset(); | |
| mShaderSamplers[shaderType].clear(); | |
| } | |
| mImagesCS.clear(); | |
| mReadonlyImagesCS.clear(); | |
| mUsedShaderSamplerRanges.fill({0, 0}); | |
| mUsedComputeAtomicCounterRange = {0, 0}; | |
| mDirtySamplerMapping = true; | |
| mUsedComputeImageRange = {0, 0}; | |
| mUsedComputeReadonlyImageRange = {0, 0}; | |
| mAttribLocationToD3DSemantic.fill(-1); | |
| mStreamOutVaryings.clear(); | |
| mGeometryShaderPreamble.clear(); | |
| markUniformsClean(); | |
| mCachedPixelExecutableIndex.reset(); | |
| mCachedVertexExecutableIndex.reset(); | |
| } | |
| unsigned int ProgramD3D::getSerial() const | |
| { | |
| return mSerial; | |
| } | |
| unsigned int ProgramD3D::issueSerial() | |
| { | |
| return mCurrentSerial++; | |
| } | |
| void ProgramD3D::initAttribLocationsToD3DSemantic() | |
| { | |
| gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex); | |
| if (!vertexShader) | |
| { | |
| return; | |
| } | |
| // Init semantic index | |
| int semanticIndex = 0; | |
| for (const sh::ShaderVariable &attribute : vertexShader->getActiveAttributes()) | |
| { | |
| int regCount = gl::VariableRegisterCount(attribute.type); | |
| GLuint location = mState.getAttributeLocation(attribute.name); | |
| ASSERT(location != std::numeric_limits<GLuint>::max()); | |
| for (int reg = 0; reg < regCount; ++reg) | |
| { | |
| mAttribLocationToD3DSemantic[location + reg] = semanticIndex++; | |
| } | |
| } | |
| } | |
| void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::State &state) | |
| { | |
| if (mCurrentVertexArrayStateSerial == associatedSerial) | |
| { | |
| return; | |
| } | |
| mCurrentVertexArrayStateSerial = associatedSerial; | |
| mCachedInputLayout.clear(); | |
| const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes(); | |
| for (size_t locationIndex : mState.getActiveAttribLocationsMask()) | |
| { | |
| int d3dSemantic = mAttribLocationToD3DSemantic[locationIndex]; | |
| if (d3dSemantic != -1) | |
| { | |
| if (mCachedInputLayout.size() < static_cast<size_t>(d3dSemantic + 1)) | |
| { | |
| mCachedInputLayout.resize(d3dSemantic + 1, angle::FormatID::NONE); | |
| } | |
| mCachedInputLayout[d3dSemantic] = | |
| GetVertexFormatID(vertexAttributes[locationIndex], | |
| state.getVertexAttribCurrentValue(locationIndex).Type); | |
| } | |
| } | |
| VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature); | |
| updateCachedVertexExecutableIndex(); | |
| } | |
| void ProgramD3D::updateCachedOutputLayout(const gl::Context *context, | |
| const gl::Framebuffer *framebuffer) | |
| { | |
| mPixelShaderOutputLayoutCache.clear(); | |
| FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(framebuffer); | |
| const auto &colorbuffers = fboD3D->getColorAttachmentsForRender(context); | |
| for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) | |
| { | |
| const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; | |
| if (colorbuffer) | |
| { | |
| auto binding = colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0 | |
| : colorbuffer->getBinding(); | |
| size_t maxIndex = binding != GL_NONE ? GetMaxOutputIndex(mPixelShaderKey, | |
| binding - GL_COLOR_ATTACHMENT0) | |
| : 0; | |
| mPixelShaderOutputLayoutCache.insert(mPixelShaderOutputLayoutCache.end(), maxIndex + 1, | |
| binding); | |
| } | |
| else | |
| { | |
| mPixelShaderOutputLayoutCache.push_back(GL_NONE); | |
| } | |
| } | |
| updateCachedPixelExecutableIndex(); | |
| } | |
| void ProgramD3D::updateCachedComputeImage2DBindLayout(const gl::Context *context) | |
| { | |
| const auto &glState = context->getState(); | |
| for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache) | |
| { | |
| const gl::ImageUnit &imageUnit = glState.getImageUnit(image2DBindLayout.first); | |
| if (imageUnit.texture.get()) | |
| { | |
| image2DBindLayout.second = imageUnit.texture->getType(); | |
| } | |
| else | |
| { | |
| image2DBindLayout.second = gl::TextureType::_2D; | |
| } | |
| } | |
| updateCachedComputeExecutableIndex(); | |
| } | |
| void ProgramD3D::gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyingPacking, | |
| const BuiltinInfo &builtins) | |
| { | |
| const std::string &varyingSemantic = | |
| GetVaryingSemantic(mRenderer->getMajorShaderModel(), usesPointSize()); | |
| // Gather the linked varyings that are used for transform feedback, they should all exist. | |
| mStreamOutVaryings.clear(); | |
| const auto &tfVaryingNames = mState.getTransformFeedbackVaryingNames(); | |
| for (unsigned int outputSlot = 0; outputSlot < static_cast<unsigned int>(tfVaryingNames.size()); | |
| ++outputSlot) | |
| { | |
| const auto &tfVaryingName = tfVaryingNames[outputSlot]; | |
| if (tfVaryingName == "gl_Position") | |
| { | |
| if (builtins.glPosition.enabled) | |
| { | |
| mStreamOutVaryings.emplace_back(builtins.glPosition.semantic, | |
| builtins.glPosition.index, 4, outputSlot); | |
| } | |
| } | |
| else if (tfVaryingName == "gl_FragCoord") | |
| { | |
| if (builtins.glFragCoord.enabled) | |
| { | |
| mStreamOutVaryings.emplace_back(builtins.glFragCoord.semantic, | |
| builtins.glFragCoord.index, 4, outputSlot); | |
| } | |
| } | |
| else if (tfVaryingName == "gl_PointSize") | |
| { | |
| if (builtins.glPointSize.enabled) | |
| { | |
| mStreamOutVaryings.emplace_back("PSIZE", 0, 1, outputSlot); | |
| } | |
| } | |
| else | |
| { | |
| const auto ®isterInfos = varyingPacking.getRegisterList(); | |
| for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) | |
| { | |
| const auto ®isterInfo = registerInfos[registerIndex]; | |
| const auto &varying = *registerInfo.packedVarying->varying; | |
| GLenum transposedType = gl::TransposeMatrixType(varying.type); | |
| int componentCount = gl::VariableColumnCount(transposedType); | |
| ASSERT(!varying.isBuiltIn() && !varying.isStruct()); | |
| // There can be more than one register assigned to a particular varying, and each | |
| // register needs its own stream out entry. | |
| if (registerInfo.tfVaryingName() == tfVaryingName) | |
| { | |
| mStreamOutVaryings.emplace_back(varyingSemantic, registerIndex, componentCount, | |
| outputSlot); | |
| } | |
| } | |
| } | |
| } | |
| } | |
| D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) | |
| { | |
| return mD3DUniforms[mState.getUniformLocations()[location].index]; | |
| } | |
| const D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) const | |
| { | |
| return mD3DUniforms[mState.getUniformLocations()[location].index]; | |
| } | |
| void ProgramD3D::setPathFragmentInputGen(const std::string &inputName, | |
| GLenum genMode, | |
| GLint components, | |
| const GLfloat *coeffs) | |
| { | |
| UNREACHABLE(); | |
| } | |
| bool ProgramD3D::hasVertexExecutableForCachedInputLayout() | |
| { | |
| return mCachedVertexExecutableIndex.valid(); | |
| } | |
| bool ProgramD3D::hasGeometryExecutableForPrimitiveType(const gl::State &state, | |
| gl::PrimitiveMode drawMode) | |
| { | |
| if (!usesGeometryShader(state, drawMode)) | |
| { | |
| // No shader necessary mean we have the required (null) executable. | |
| return true; | |
| } | |
| gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode); | |
| return mGeometryExecutables[geometryShaderType].get() != nullptr; | |
| } | |
| bool ProgramD3D::hasPixelExecutableForCachedOutputLayout() | |
| { | |
| return mCachedPixelExecutableIndex.valid(); | |
| } | |
| bool ProgramD3D::hasComputeExecutableForCachedImage2DBindLayout() | |
| { | |
| return mCachedComputeExecutableIndex.valid(); | |
| } | |
| template <typename DestT> | |
| void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const | |
| { | |
| const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location]; | |
| const gl::LinkedUniform &uniform = mState.getUniforms()[locationInfo.index]; | |
| const D3DUniform *targetUniform = getD3DUniformFromLocation(location); | |
| const uint8_t *srcPointer = targetUniform->getDataPtrToElement(locationInfo.arrayIndex); | |
| if (gl::IsMatrixType(uniform.type)) | |
| { | |
| GetMatrixUniform(uniform.type, dataOut, reinterpret_cast<const DestT *>(srcPointer), true); | |
| } | |
| else | |
| { | |
| memcpy(dataOut, srcPointer, uniform.getElementSize()); | |
| } | |
| } | |
| void ProgramD3D::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const | |
| { | |
| getUniformInternal(location, params); | |
| } | |
| void ProgramD3D::getUniformiv(const gl::Context *context, GLint location, GLint *params) const | |
| { | |
| getUniformInternal(location, params); | |
| } | |
| void ProgramD3D::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const | |
| { | |
| getUniformInternal(location, params); | |
| } | |
| void ProgramD3D::updateCachedVertexExecutableIndex() | |
| { | |
| mCachedVertexExecutableIndex.reset(); | |
| for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++) | |
| { | |
| if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature)) | |
| { | |
| mCachedVertexExecutableIndex = executableIndex; | |
| break; | |
| } | |
| } | |
| } | |
| void ProgramD3D::updateCachedPixelExecutableIndex() | |
| { | |
| mCachedPixelExecutableIndex.reset(); | |
| for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++) | |
| { | |
| if (mPixelExecutables[executableIndex]->matchesSignature(mPixelShaderOutputLayoutCache)) | |
| { | |
| mCachedPixelExecutableIndex = executableIndex; | |
| break; | |
| } | |
| } | |
| } | |
| void ProgramD3D::updateCachedComputeExecutableIndex() | |
| { | |
| mCachedComputeExecutableIndex.reset(); | |
| for (size_t executableIndex = 0; executableIndex < mComputeExecutables.size(); | |
| executableIndex++) | |
| { | |
| if (mComputeExecutables[executableIndex]->matchesSignature( | |
| mComputeShaderImage2DBindLayoutCache)) | |
| { | |
| mCachedComputeExecutableIndex = executableIndex; | |
| break; | |
| } | |
| } | |
| } | |
| void ProgramD3D::linkResources(const gl::ProgramLinkedResources &resources) | |
| { | |
| HLSLBlockLayoutEncoderFactory hlslEncoderFactory; | |
| gl::ProgramLinkedResourcesLinker linker(&hlslEncoderFactory); | |
| linker.linkResources(mState, resources); | |
| initializeUniformBlocks(); | |
| initializeShaderStorageBlocks(); | |
| } | |
| } // namespace rx |