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//
// 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 < caps.maxShaderTextureImageUnits[type]);
const auto &samplers = mShaderSamplers[type];
if (samplerIndex < samplers.size() && samplers[samplerIndex].active)
{
logicalTextureUnit = samplers[samplerIndex].logicalTextureUnit;
}
if (logicalTextureUnit >= 0 &&
logicalTextureUnit < static_cast<GLint>(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 < 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 < static_cast<GLint>(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 < 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;
}