| // |
| // Copyright (c) 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/bitset_utils.h" |
| #include "common/utilities.h" |
| #include "compiler/translator/blocklayoutHLSL.h" |
| #include "libANGLE/Framebuffer.h" |
| #include "libANGLE/FramebufferAttachment.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/Uniform.h" |
| #include "libANGLE/VaryingPacking.h" |
| #include "libANGLE/VertexArray.h" |
| #include "libANGLE/features.h" |
| #include "libANGLE/renderer/ContextImpl.h" |
| #include "libANGLE/renderer/d3d/DynamicHLSL.h" |
| #include "libANGLE/renderer/d3d/FramebufferD3D.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/ShaderD3D.h" |
| #include "libANGLE/renderer/d3d/ShaderExecutableD3D.h" |
| #include "libANGLE/renderer/d3d/VertexDataManager.h" |
| |
| using namespace angle; |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| gl::InputLayout GetDefaultInputLayoutFromShader(const gl::Shader *vertexShader) |
| { |
| gl::InputLayout defaultLayout; |
| for (const sh::Attribute &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::VertexFormatType defaultType = |
| gl::GetVertexFormatType(componentType, GL_FALSE, components, pureInt); |
| |
| defaultLayout.push_back(defaultType); |
| } |
| } |
| } |
| |
| return defaultLayout; |
| } |
| |
| std::vector<GLenum> GetDefaultOutputLayoutFromShader( |
| const std::vector<PixelShaderOutputVariable> &shaderOutputVars) |
| { |
| std::vector<GLenum> defaultPixelOutput; |
| |
| if (!shaderOutputVars.empty()) |
| { |
| defaultPixelOutput.push_back(GL_COLOR_ATTACHMENT0 + |
| static_cast<unsigned int>(shaderOutputVars[0].outputIndex)); |
| } |
| |
| return defaultPixelOutput; |
| } |
| |
| bool IsRowMajorLayout(const sh::InterfaceBlockField &var) |
| { |
| return var.isRowMajorLayout; |
| } |
| |
| bool IsRowMajorLayout(const sh::ShaderVariable &var) |
| { |
| return false; |
| } |
| |
| template <typename VarT> |
| void GetUniformBlockInfo(const std::vector<VarT> &fields, |
| const std::string &prefix, |
| sh::BlockLayoutEncoder *encoder, |
| bool inRowMajorLayout, |
| std::map<std::string, sh::BlockMemberInfo> *blockInfoOut) |
| { |
| for (const VarT &field : fields) |
| { |
| const std::string &fieldName = (prefix.empty() ? field.name : prefix + "." + field.name); |
| |
| if (field.isStruct()) |
| { |
| bool rowMajorLayout = (inRowMajorLayout || IsRowMajorLayout(field)); |
| |
| for (unsigned int arrayElement = 0; arrayElement < field.elementCount(); arrayElement++) |
| { |
| encoder->enterAggregateType(); |
| |
| const std::string uniformElementName = |
| fieldName + (field.isArray() ? ArrayString(arrayElement) : ""); |
| GetUniformBlockInfo(field.fields, uniformElementName, encoder, rowMajorLayout, |
| blockInfoOut); |
| |
| encoder->exitAggregateType(); |
| } |
| } |
| else |
| { |
| bool isRowMajorMatrix = (gl::IsMatrixType(field.type) && inRowMajorLayout); |
| (*blockInfoOut)[fieldName] = |
| encoder->encodeType(field.type, field.arraySize, isRowMajorMatrix); |
| } |
| } |
| } |
| |
| template <typename T> |
| static inline void SetIfDirty(T *dest, const T &source, bool *dirtyFlag) |
| { |
| ASSERT(dest != nullptr); |
| ASSERT(dirtyFlag != nullptr); |
| |
| *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0); |
| *dest = source; |
| } |
| |
| template <typename T, int cols, int rows> |
| bool TransposeExpandMatrix(T *target, const GLfloat *value) |
| { |
| constexpr int targetWidth = 4; |
| constexpr int targetHeight = rows; |
| constexpr int srcWidth = rows; |
| constexpr int srcHeight = cols; |
| |
| constexpr int copyWidth = std::min(targetHeight, srcWidth); |
| constexpr int copyHeight = std::min(targetWidth, srcHeight); |
| |
| T staging[targetWidth * targetHeight] = {0}; |
| |
| for (int x = 0; x < copyWidth; x++) |
| { |
| for (int y = 0; y < copyHeight; y++) |
| { |
| staging[x * targetWidth + y] = static_cast<T>(value[y * srcWidth + x]); |
| } |
| } |
| |
| if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0) |
| { |
| return false; |
| } |
| |
| memcpy(target, staging, targetWidth * targetHeight * sizeof(T)); |
| return true; |
| } |
| |
| template <typename T, int cols, int rows> |
| bool ExpandMatrix(T *target, const GLfloat *value) |
| { |
| constexpr int targetWidth = 4; |
| constexpr int targetHeight = rows; |
| constexpr int srcWidth = cols; |
| constexpr int srcHeight = rows; |
| |
| constexpr int copyWidth = std::min(targetWidth, srcWidth); |
| constexpr int copyHeight = std::min(targetHeight, srcHeight); |
| |
| T staging[targetWidth * targetHeight] = {0}; |
| |
| for (int y = 0; y < copyHeight; y++) |
| { |
| for (int x = 0; x < copyWidth; x++) |
| { |
| staging[y * targetWidth + x] = static_cast<T>(value[y * srcWidth + x]); |
| } |
| } |
| |
| if (memcmp(target, staging, targetWidth * targetHeight * sizeof(T)) == 0) |
| { |
| return false; |
| } |
| |
| memcpy(target, staging, targetWidth * targetHeight * sizeof(T)); |
| return true; |
| } |
| |
| gl::PrimitiveType GetGeometryShaderTypeFromDrawMode(GLenum drawMode) |
| { |
| switch (drawMode) |
| { |
| // Uses the point sprite geometry shader. |
| case GL_POINTS: |
| return gl::PRIMITIVE_POINTS; |
| |
| // All line drawing uses the same geometry shader. |
| case GL_LINES: |
| case GL_LINE_STRIP: |
| case GL_LINE_LOOP: |
| return gl::PRIMITIVE_LINES; |
| |
| // The triangle fan primitive is emulated with strips in D3D11. |
| case GL_TRIANGLES: |
| case GL_TRIANGLE_FAN: |
| return gl::PRIMITIVE_TRIANGLES; |
| |
| // Special case for triangle strips. |
| case GL_TRIANGLE_STRIP: |
| return gl::PRIMITIVE_TRIANGLE_STRIP; |
| |
| default: |
| UNREACHABLE(); |
| return gl::PRIMITIVE_TYPE_MAX; |
| } |
| } |
| |
| bool FindFlatInterpolationVarying(const std::vector<sh::Varying> &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; |
| } |
| |
| } // anonymous namespace |
| |
| // D3DUniform Implementation |
| |
| D3DUniform::D3DUniform(GLenum typeIn, |
| const std::string &nameIn, |
| unsigned int arraySizeIn, |
| bool defaultBlock) |
| : type(typeIn), |
| name(nameIn), |
| arraySize(arraySizeIn), |
| data(nullptr), |
| dirty(true), |
| vsRegisterIndex(GL_INVALID_INDEX), |
| psRegisterIndex(GL_INVALID_INDEX), |
| csRegisterIndex(GL_INVALID_INDEX), |
| registerCount(0), |
| registerElement(0) |
| { |
| // 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) |
| { |
| size_t bytes = gl::VariableInternalSize(type) * elementCount(); |
| data = new uint8_t[bytes]; |
| memset(data, 0, bytes); |
| |
| // Use the row count as register count, will work for non-square matrices. |
| registerCount = gl::VariableRowCount(type) * elementCount(); |
| } |
| } |
| |
| D3DUniform::~D3DUniform() |
| { |
| SafeDeleteArray(data); |
| } |
| |
| bool D3DUniform::isSampler() const |
| { |
| return gl::IsSamplerType(type); |
| } |
| |
| bool D3DUniform::isReferencedByVertexShader() const |
| { |
| return vsRegisterIndex != GL_INVALID_INDEX; |
| } |
| |
| bool D3DUniform::isReferencedByFragmentShader() const |
| { |
| return psRegisterIndex != GL_INVALID_INDEX; |
| } |
| |
| bool D3DUniform::isReferencedByComputeShader() const |
| { |
| return csRegisterIndex != GL_INVALID_INDEX; |
| } |
| |
| // 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 ShaderD3D *vertexShader, |
| const ShaderD3D *fragmentShader) |
| : mRendererMajorShaderModel(renderer->getMajorShaderModel()), |
| mShaderModelSuffix(renderer->getShaderModelSuffix()), |
| mUsesInstancedPointSpriteEmulation( |
| renderer->getWorkarounds().useInstancedPointSpriteEmulation), |
| mUsesViewScale(renderer->presentPathFastEnabled()), |
| mVertexShader(vertexShader), |
| mFragmentShader(fragmentShader) |
| { |
| } |
| |
| int ProgramD3DMetadata::getRendererMajorShaderModel() const |
| { |
| return mRendererMajorShaderModel; |
| } |
| |
| bool ProgramD3DMetadata::usesBroadcast(const gl::ContextState &data) const |
| { |
| return (mFragmentShader->usesFragColor() && data.getClientMajorVersion() < 3); |
| } |
| |
| bool ProgramD3DMetadata::usesFragDepth() const |
| { |
| return mFragmentShader->usesFragDepth(); |
| } |
| |
| bool ProgramD3DMetadata::usesPointCoord() const |
| { |
| return mFragmentShader->usesPointCoord(); |
| } |
| |
| bool ProgramD3DMetadata::usesFragCoord() const |
| { |
| return mFragmentShader->usesFragCoord(); |
| } |
| |
| bool ProgramD3DMetadata::usesPointSize() const |
| { |
| return mVertexShader->usesPointSize(); |
| } |
| |
| bool ProgramD3DMetadata::usesInsertedPointCoordValue() const |
| { |
| return (!usesPointSize() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() && |
| mRendererMajorShaderModel >= 4; |
| } |
| |
| bool ProgramD3DMetadata::usesViewScale() const |
| { |
| return mUsesViewScale; |
| } |
| |
| 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 |
| { |
| return mFragmentShader->usesMultipleRenderTargets(); |
| } |
| |
| GLint ProgramD3DMetadata::getMajorShaderVersion() const |
| { |
| return mVertexShader->getData().getShaderVersion(); |
| } |
| |
| const ShaderD3D *ProgramD3DMetadata::getFragmentShader() const |
| { |
| return mFragmentShader; |
| } |
| |
| // 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) |
| { |
| gl::VertexFormatType vertexFormatType = inputLayout[index]; |
| if (vertexFormatType == gl::VERTEX_FORMAT_INVALID) |
| continue; |
| |
| VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatType); |
| if ((conversionType & VERTEX_CONVERT_GPU) == 0) |
| continue; |
| |
| GLenum componentType = renderer->getVertexComponentType(vertexFormatType); |
| (*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::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(GL_TEXTURE_2D) |
| { |
| } |
| |
| unsigned int ProgramD3D::mCurrentSerial = 1; |
| |
| ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer) |
| : ProgramImpl(state), |
| mRenderer(renderer), |
| mDynamicHLSL(nullptr), |
| mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX), |
| mComputeExecutable(nullptr), |
| mUsesPointSize(false), |
| mUsesFlatInterpolation(false), |
| mVertexUniformStorage(nullptr), |
| mFragmentUniformStorage(nullptr), |
| mComputeUniformStorage(nullptr), |
| mUsedVertexSamplerRange(0), |
| mUsedPixelSamplerRange(0), |
| mUsedComputeSamplerRange(0), |
| mDirtySamplerMapping(true), |
| mSerial(issueSerial()) |
| { |
| mDynamicHLSL = new DynamicHLSL(renderer); |
| } |
| |
| ProgramD3D::~ProgramD3D() |
| { |
| reset(); |
| SafeDelete(mDynamicHLSL); |
| } |
| |
| bool ProgramD3D::usesPointSpriteEmulation() const |
| { |
| return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; |
| } |
| |
| bool ProgramD3D::usesGeometryShader(GLenum drawMode) const |
| { |
| if (drawMode != GL_POINTS) |
| { |
| return mUsesFlatInterpolation; |
| } |
| |
| return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation(); |
| } |
| |
| bool ProgramD3D::usesInstancedPointSpriteEmulation() const |
| { |
| return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; |
| } |
| |
| GLint ProgramD3D::getSamplerMapping(gl::SamplerType type, |
| unsigned int samplerIndex, |
| const gl::Caps &caps) const |
| { |
| GLint logicalTextureUnit = -1; |
| |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| ASSERT(samplerIndex < caps.maxTextureImageUnits); |
| if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| case gl::SAMPLER_VERTEX: |
| ASSERT(samplerIndex < caps.maxVertexTextureImageUnits); |
| if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| case gl::SAMPLER_COMPUTE: |
| ASSERT(samplerIndex < caps.maxComputeTextureImageUnits); |
| if (samplerIndex < mSamplersCS.size() && mSamplersCS[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplersCS[samplerIndex].logicalTextureUnit; |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| 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). |
| GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const |
| { |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| ASSERT(samplerIndex < mSamplersPS.size()); |
| ASSERT(mSamplersPS[samplerIndex].active); |
| return mSamplersPS[samplerIndex].textureType; |
| case gl::SAMPLER_VERTEX: |
| ASSERT(samplerIndex < mSamplersVS.size()); |
| ASSERT(mSamplersVS[samplerIndex].active); |
| return mSamplersVS[samplerIndex].textureType; |
| case gl::SAMPLER_COMPUTE: |
| ASSERT(samplerIndex < mSamplersCS.size()); |
| ASSERT(mSamplersCS[samplerIndex].active); |
| return mSamplersCS[samplerIndex].textureType; |
| default: |
| UNREACHABLE(); |
| } |
| |
| return GL_TEXTURE_2D; |
| } |
| |
| GLuint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const |
| { |
| switch (type) |
| { |
| case gl::SAMPLER_PIXEL: |
| return mUsedPixelSamplerRange; |
| case gl::SAMPLER_VERTEX: |
| return mUsedVertexSamplerRange; |
| case gl::SAMPLER_COMPUTE: |
| return mUsedComputeSamplerRange; |
| default: |
| UNREACHABLE(); |
| return 0u; |
| } |
| } |
| |
| void ProgramD3D::updateSamplerMapping() |
| { |
| if (!mDirtySamplerMapping) |
| { |
| return; |
| } |
| |
| mDirtySamplerMapping = false; |
| |
| // Retrieve sampler uniform values |
| for (const D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| if (!d3dUniform->dirty) |
| continue; |
| |
| if (!d3dUniform->isSampler()) |
| continue; |
| |
| int count = d3dUniform->elementCount(); |
| const GLint(*v)[4] = reinterpret_cast<const GLint(*)[4]>(d3dUniform->data); |
| |
| if (d3dUniform->isReferencedByFragmentShader()) |
| { |
| unsigned int firstIndex = d3dUniform->psRegisterIndex; |
| |
| for (int i = 0; i < count; i++) |
| { |
| unsigned int samplerIndex = firstIndex + i; |
| |
| if (samplerIndex < mSamplersPS.size()) |
| { |
| ASSERT(mSamplersPS[samplerIndex].active); |
| mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| |
| if (d3dUniform->isReferencedByVertexShader()) |
| { |
| unsigned int firstIndex = d3dUniform->vsRegisterIndex; |
| |
| for (int i = 0; i < count; i++) |
| { |
| unsigned int samplerIndex = firstIndex + i; |
| |
| if (samplerIndex < mSamplersVS.size()) |
| { |
| ASSERT(mSamplersVS[samplerIndex].active); |
| mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| |
| if (d3dUniform->isReferencedByComputeShader()) |
| { |
| unsigned int firstIndex = d3dUniform->csRegisterIndex; |
| |
| for (int i = 0; i < count; i++) |
| { |
| unsigned int samplerIndex = firstIndex + i; |
| |
| if (samplerIndex < mSamplersCS.size()) |
| { |
| ASSERT(mSamplersCS[samplerIndex].active); |
| mSamplersCS[samplerIndex].logicalTextureUnit = v[i][0]; |
| } |
| } |
| } |
| } |
| } |
| |
| LinkResult ProgramD3D::load(const ContextImpl *contextImpl, |
| gl::InfoLog &infoLog, |
| gl::BinaryInputStream *stream) |
| { |
| // TODO(jmadill): Use Renderer from contextImpl. |
| |
| reset(); |
| |
| DeviceIdentifier binaryDeviceIdentifier = {0}; |
| 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 false; |
| } |
| |
| int compileFlags = stream->readInt<int>(); |
| if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL) |
| { |
| infoLog << "Mismatched compilation flags."; |
| return false; |
| } |
| |
| for (int &index : mAttribLocationToD3DSemantic) |
| { |
| stream->readInt(&index); |
| } |
| |
| const unsigned int psSamplerCount = stream->readInt<unsigned int>(); |
| for (unsigned int i = 0; i < psSamplerCount; ++i) |
| { |
| Sampler sampler; |
| stream->readBool(&sampler.active); |
| stream->readInt(&sampler.logicalTextureUnit); |
| stream->readInt(&sampler.textureType); |
| mSamplersPS.push_back(sampler); |
| } |
| const unsigned int vsSamplerCount = stream->readInt<unsigned int>(); |
| for (unsigned int i = 0; i < vsSamplerCount; ++i) |
| { |
| Sampler sampler; |
| stream->readBool(&sampler.active); |
| stream->readInt(&sampler.logicalTextureUnit); |
| stream->readInt(&sampler.textureType); |
| mSamplersVS.push_back(sampler); |
| } |
| |
| const unsigned int csSamplerCount = stream->readInt<unsigned int>(); |
| for (unsigned int i = 0; i < csSamplerCount; ++i) |
| { |
| Sampler sampler; |
| stream->readBool(&sampler.active); |
| stream->readInt(&sampler.logicalTextureUnit); |
| stream->readInt(&sampler.textureType); |
| mSamplersCS.push_back(sampler); |
| } |
| |
| stream->readInt(&mUsedVertexSamplerRange); |
| stream->readInt(&mUsedPixelSamplerRange); |
| stream->readInt(&mUsedComputeSamplerRange); |
| |
| const unsigned int uniformCount = stream->readInt<unsigned int>(); |
| if (stream->error()) |
| { |
| infoLog << "Invalid program binary."; |
| return false; |
| } |
| |
| 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, linkedUniform.name, linkedUniform.arraySize, |
| linkedUniform.isInDefaultBlock()); |
| stream->readInt(&d3dUniform->psRegisterIndex); |
| stream->readInt(&d3dUniform->vsRegisterIndex); |
| stream->readInt(&d3dUniform->csRegisterIndex); |
| 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 false; |
| } |
| |
| ASSERT(mD3DUniformBlocks.empty()); |
| for (unsigned int blockIndex = 0; blockIndex < blockCount; ++blockIndex) |
| { |
| D3DUniformBlock uniformBlock; |
| stream->readInt(&uniformBlock.psRegisterIndex); |
| stream->readInt(&uniformBlock.vsRegisterIndex); |
| stream->readInt(&uniformBlock.csRegisterIndex); |
| 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); |
| } |
| |
| stream->readString(&mVertexHLSL); |
| stream->readBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds), |
| sizeof(angle::CompilerWorkaroundsD3D)); |
| stream->readString(&mPixelHLSL); |
| stream->readBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds), |
| sizeof(angle::CompilerWorkaroundsD3D)); |
| stream->readBool(&mUsesFragDepth); |
| 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].outputIndex); |
| } |
| |
| stream->readString(&mGeometryShaderPreamble); |
| |
| 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, gl::VERTEX_FORMAT_INVALID); |
| |
| for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++) |
| { |
| inputLayout[inputIndex] = stream->readInt<gl::VertexFormatType>(); |
| } |
| |
| unsigned int vertexShaderSize = stream->readInt<unsigned int>(); |
| const unsigned char *vertexShaderFunction = binary + stream->offset(); |
| |
| ShaderExecutableD3D *shaderExecutable = nullptr; |
| |
| ANGLE_TRY(mRenderer->loadExecutable(vertexShaderFunction, vertexShaderSize, SHADER_VERTEX, |
| mStreamOutVaryings, separateAttribs, |
| &shaderExecutable)); |
| |
| if (!shaderExecutable) |
| { |
| infoLog << "Could not create vertex shader."; |
| return false; |
| } |
| |
| // 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(pixelShaderFunction, pixelShaderSize, SHADER_PIXEL, |
| mStreamOutVaryings, separateAttribs, |
| &shaderExecutable)); |
| |
| if (!shaderExecutable) |
| { |
| infoLog << "Could not create pixel shader."; |
| return false; |
| } |
| |
| // add new binary |
| mPixelExecutables.push_back( |
| std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable))); |
| |
| stream->skip(pixelShaderSize); |
| } |
| |
| for (unsigned int geometryExeIndex = 0; geometryExeIndex < gl::PRIMITIVE_TYPE_MAX; |
| ++geometryExeIndex) |
| { |
| 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(geometryShaderFunction, geometryShaderSize, |
| SHADER_GEOMETRY, mStreamOutVaryings, separateAttribs, |
| &geometryExecutable)); |
| |
| if (!geometryExecutable) |
| { |
| infoLog << "Could not create geometry shader."; |
| return false; |
| } |
| |
| mGeometryExecutables[geometryExeIndex].reset(geometryExecutable); |
| |
| stream->skip(geometryShaderSize); |
| } |
| |
| unsigned int computeShaderSize = stream->readInt<unsigned int>(); |
| if (computeShaderSize > 0) |
| { |
| const unsigned char *computeShaderFunction = binary + stream->offset(); |
| |
| ShaderExecutableD3D *computeExecutable = nullptr; |
| ANGLE_TRY(mRenderer->loadExecutable(computeShaderFunction, computeShaderSize, |
| SHADER_COMPUTE, std::vector<D3DVarying>(), false, |
| &computeExecutable)); |
| |
| if (!computeExecutable) |
| { |
| infoLog << "Could not create compute shader."; |
| return false; |
| } |
| |
| mComputeExecutable.reset(computeExecutable); |
| } |
| |
| initializeUniformStorage(); |
| |
| return true; |
| } |
| |
| gl::Error ProgramD3D::save(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); |
| } |
| |
| stream->writeInt(mSamplersPS.size()); |
| for (unsigned int i = 0; i < mSamplersPS.size(); ++i) |
| { |
| stream->writeInt(mSamplersPS[i].active); |
| stream->writeInt(mSamplersPS[i].logicalTextureUnit); |
| stream->writeInt(mSamplersPS[i].textureType); |
| } |
| |
| stream->writeInt(mSamplersVS.size()); |
| for (unsigned int i = 0; i < mSamplersVS.size(); ++i) |
| { |
| stream->writeInt(mSamplersVS[i].active); |
| stream->writeInt(mSamplersVS[i].logicalTextureUnit); |
| stream->writeInt(mSamplersVS[i].textureType); |
| } |
| |
| stream->writeInt(mSamplersCS.size()); |
| for (unsigned int i = 0; i < mSamplersCS.size(); ++i) |
| { |
| stream->writeInt(mSamplersCS[i].active); |
| stream->writeInt(mSamplersCS[i].logicalTextureUnit); |
| stream->writeInt(mSamplersCS[i].textureType); |
| } |
| |
| stream->writeInt(mUsedVertexSamplerRange); |
| stream->writeInt(mUsedPixelSamplerRange); |
| stream->writeInt(mUsedComputeSamplerRange); |
| |
| stream->writeInt(mD3DUniforms.size()); |
| for (const D3DUniform *uniform : mD3DUniforms) |
| { |
| // Type, name and arraySize are redundant, so aren't stored in the binary. |
| stream->writeIntOrNegOne(uniform->psRegisterIndex); |
| stream->writeIntOrNegOne(uniform->vsRegisterIndex); |
| stream->writeIntOrNegOne(uniform->csRegisterIndex); |
| stream->writeInt(uniform->registerCount); |
| stream->writeInt(uniform->registerElement); |
| } |
| |
| // Ensure we init the uniform block structure data if we should. |
| // http://anglebug.com/1637 |
| ensureUniformBlocksInitialized(); |
| |
| stream->writeInt(mD3DUniformBlocks.size()); |
| for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks) |
| { |
| stream->writeIntOrNegOne(uniformBlock.psRegisterIndex); |
| stream->writeIntOrNegOne(uniformBlock.vsRegisterIndex); |
| stream->writeIntOrNegOne(uniformBlock.csRegisterIndex); |
| } |
| |
| 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); |
| } |
| |
| stream->writeString(mVertexHLSL); |
| stream->writeBytes(reinterpret_cast<unsigned char *>(&mVertexWorkarounds), |
| sizeof(angle::CompilerWorkaroundsD3D)); |
| stream->writeString(mPixelHLSL); |
| stream->writeBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds), |
| sizeof(angle::CompilerWorkaroundsD3D)); |
| stream->writeInt(mUsesFragDepth); |
| 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.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); |
| } |
| |
| if (mComputeExecutable) |
| { |
| size_t computeShaderSize = mComputeExecutable->getLength(); |
| stream->writeInt(computeShaderSize); |
| stream->writeBytes(mComputeExecutable->getFunction(), computeShaderSize); |
| } |
| else |
| { |
| stream->writeInt(0); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */) |
| { |
| } |
| |
| void ProgramD3D::setSeparable(bool /* separable */) |
| { |
| } |
| |
| gl::Error ProgramD3D::getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, |
| ShaderExecutableD3D **outExecutable) |
| { |
| mPixelShaderOutputFormatCache.clear(); |
| |
| const FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(fbo); |
| const gl::AttachmentList &colorbuffers = fboD3D->getColorAttachmentsForRender(); |
| |
| for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment) |
| { |
| const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment]; |
| |
| if (colorbuffer) |
| { |
| mPixelShaderOutputFormatCache.push_back(colorbuffer->getBinding() == GL_BACK |
| ? GL_COLOR_ATTACHMENT0 |
| : colorbuffer->getBinding()); |
| } |
| else |
| { |
| mPixelShaderOutputFormatCache.push_back(GL_NONE); |
| } |
| } |
| |
| return getPixelExecutableForOutputLayout(mPixelShaderOutputFormatCache, outExecutable, nullptr); |
| } |
| |
| gl::Error ProgramD3D::getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputSignature, |
| ShaderExecutableD3D **outExectuable, |
| gl::InfoLog *infoLog) |
| { |
| for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++) |
| { |
| if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature)) |
| { |
| *outExectuable = mPixelExecutables[executableIndex]->shaderExecutable(); |
| return gl::NoError(); |
| } |
| } |
| |
| std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature( |
| mPixelHLSL, mPixelShaderKey, mUsesFragDepth, outputSignature); |
| |
| // Generate new pixel executable |
| ShaderExecutableD3D *pixelExecutable = nullptr; |
| |
| gl::InfoLog tempInfoLog; |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; |
| |
| ANGLE_TRY(mRenderer->compileToExecutable( |
| *currentInfoLog, finalPixelHLSL, SHADER_PIXEL, mStreamOutVaryings, |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds, |
| &pixelExecutable)); |
| |
| if (pixelExecutable) |
| { |
| mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>( |
| new PixelExecutable(outputSignature, pixelExecutable))); |
| } |
| else if (!infoLog) |
| { |
| ERR() << "Error compiling dynamic pixel executable:" << std::endl |
| << tempInfoLog.str() << std::endl; |
| } |
| |
| *outExectuable = pixelExecutable; |
| return gl::NoError(); |
| } |
| |
| gl::Error ProgramD3D::getVertexExecutableForInputLayout(const gl::InputLayout &inputLayout, |
| ShaderExecutableD3D **outExectuable, |
| gl::InfoLog *infoLog) |
| { |
| VertexExecutable::getSignature(mRenderer, inputLayout, &mCachedVertexSignature); |
| |
| for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++) |
| { |
| if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature)) |
| { |
| *outExectuable = mVertexExecutables[executableIndex]->shaderExecutable(); |
| return gl::NoError(); |
| } |
| } |
| |
| // Generate new dynamic layout with attribute conversions |
| std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout( |
| mVertexHLSL, inputLayout, mState.getAttributes()); |
| |
| // Generate new vertex executable |
| ShaderExecutableD3D *vertexExecutable = nullptr; |
| |
| gl::InfoLog tempInfoLog; |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; |
| |
| ANGLE_TRY(mRenderer->compileToExecutable( |
| *currentInfoLog, finalVertexHLSL, SHADER_VERTEX, mStreamOutVaryings, |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds, |
| &vertexExecutable)); |
| |
| if (vertexExecutable) |
| { |
| mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>( |
| new VertexExecutable(inputLayout, mCachedVertexSignature, vertexExecutable))); |
| } |
| else if (!infoLog) |
| { |
| ERR() << "Error compiling dynamic vertex executable:" << std::endl |
| << tempInfoLog.str() << std::endl; |
| } |
| |
| *outExectuable = vertexExecutable; |
| return gl::NoError(); |
| } |
| |
| gl::Error ProgramD3D::getGeometryExecutableForPrimitiveType(const gl::ContextState &data, |
| GLenum 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(drawMode)) |
| { |
| return gl::NoError(); |
| } |
| |
| gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode); |
| |
| if (mGeometryExecutables[geometryShaderType]) |
| { |
| if (outExecutable) |
| { |
| *outExecutable = mGeometryExecutables[geometryShaderType].get(); |
| } |
| return gl::NoError(); |
| } |
| |
| std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL( |
| geometryShaderType, data, mState, mRenderer->presentPathFastEnabled(), |
| mGeometryShaderPreamble); |
| |
| gl::InfoLog tempInfoLog; |
| gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; |
| |
| ShaderExecutableD3D *geometryExecutable = nullptr; |
| gl::Error error = mRenderer->compileToExecutable( |
| *currentInfoLog, geometryHLSL, SHADER_GEOMETRY, mStreamOutVaryings, |
| (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), |
| angle::CompilerWorkaroundsD3D(), &geometryExecutable); |
| |
| if (!infoLog && error.isError()) |
| { |
| 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 error; |
| } |
| |
| class ProgramD3D::GetExecutableTask : public Closure |
| { |
| public: |
| GetExecutableTask(ProgramD3D *program) |
| : mProgram(program), mError(GL_NO_ERROR), mInfoLog(), mResult(nullptr) |
| { |
| } |
| |
| virtual gl::Error run() = 0; |
| |
| void operator()() override { mError = run(); } |
| |
| const gl::Error &getError() const { return mError; } |
| const gl::InfoLog &getInfoLog() const { return mInfoLog; } |
| ShaderExecutableD3D *getResult() { return mResult; } |
| |
| protected: |
| ProgramD3D *mProgram; |
| gl::Error mError; |
| gl::InfoLog mInfoLog; |
| ShaderExecutableD3D *mResult; |
| }; |
| |
| class ProgramD3D::GetVertexExecutableTask : public ProgramD3D::GetExecutableTask |
| { |
| public: |
| GetVertexExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {} |
| gl::Error run() override |
| { |
| const auto &defaultInputLayout = |
| GetDefaultInputLayoutFromShader(mProgram->mState.getAttachedVertexShader()); |
| |
| ANGLE_TRY( |
| mProgram->getVertexExecutableForInputLayout(defaultInputLayout, &mResult, &mInfoLog)); |
| |
| return gl::NoError(); |
| } |
| }; |
| |
| class ProgramD3D::GetPixelExecutableTask : public ProgramD3D::GetExecutableTask |
| { |
| public: |
| GetPixelExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {} |
| gl::Error run() override |
| { |
| const auto &defaultPixelOutput = |
| GetDefaultOutputLayoutFromShader(mProgram->getPixelShaderKey()); |
| |
| ANGLE_TRY( |
| mProgram->getPixelExecutableForOutputLayout(defaultPixelOutput, &mResult, &mInfoLog)); |
| |
| return gl::NoError(); |
| } |
| }; |
| |
| class ProgramD3D::GetGeometryExecutableTask : public ProgramD3D::GetExecutableTask |
| { |
| public: |
| GetGeometryExecutableTask(ProgramD3D *program, const gl::ContextState &contextState) |
| : GetExecutableTask(program), mContextState(contextState) |
| { |
| } |
| |
| gl::Error run() override |
| { |
| // Auto-generate the geometry shader here, if we expect to be using point rendering in |
| // D3D11. |
| if (mProgram->usesGeometryShader(GL_POINTS)) |
| { |
| ANGLE_TRY(mProgram->getGeometryExecutableForPrimitiveType(mContextState, GL_POINTS, |
| &mResult, &mInfoLog)); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| private: |
| const gl::ContextState &mContextState; |
| }; |
| |
| gl::Error ProgramD3D::getComputeExecutable(ShaderExecutableD3D **outExecutable) |
| { |
| if (outExecutable) |
| { |
| *outExecutable = mComputeExecutable.get(); |
| } |
| |
| return gl::NoError(); |
| } |
| |
| LinkResult ProgramD3D::compileProgramExecutables(const gl::ContextState &contextState, |
| gl::InfoLog &infoLog) |
| { |
| // Ensure the compiler is initialized to avoid race conditions. |
| ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized()); |
| |
| WorkerThreadPool *workerPool = mRenderer->getWorkerThreadPool(); |
| |
| GetVertexExecutableTask vertexTask(this); |
| GetPixelExecutableTask pixelTask(this); |
| GetGeometryExecutableTask geometryTask(this, contextState); |
| |
| std::array<WaitableEvent, 3> waitEvents = {{workerPool->postWorkerTask(&vertexTask), |
| workerPool->postWorkerTask(&pixelTask), |
| workerPool->postWorkerTask(&geometryTask)}}; |
| |
| WaitableEvent::WaitMany(&waitEvents); |
| |
| infoLog << vertexTask.getInfoLog().str(); |
| infoLog << pixelTask.getInfoLog().str(); |
| infoLog << geometryTask.getInfoLog().str(); |
| |
| ANGLE_TRY(vertexTask.getError()); |
| ANGLE_TRY(pixelTask.getError()); |
| ANGLE_TRY(geometryTask.getError()); |
| |
| ShaderExecutableD3D *defaultVertexExecutable = vertexTask.getResult(); |
| ShaderExecutableD3D *defaultPixelExecutable = pixelTask.getResult(); |
| ShaderExecutableD3D *pointGS = geometryTask.getResult(); |
| |
| const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedVertexShader()); |
| |
| if (usesGeometryShader(GL_POINTS) && 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. |
| vertexShaderD3D->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n"); |
| vertexShaderD3D->appendDebugInfo(pointGS->getDebugInfo()); |
| vertexShaderD3D->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n"); |
| } |
| |
| if (defaultVertexExecutable) |
| { |
| vertexShaderD3D->appendDebugInfo(defaultVertexExecutable->getDebugInfo()); |
| } |
| |
| if (defaultPixelExecutable) |
| { |
| const ShaderD3D *fragmentShaderD3D = |
| GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader()); |
| fragmentShaderD3D->appendDebugInfo(defaultPixelExecutable->getDebugInfo()); |
| } |
| |
| return (defaultVertexExecutable && defaultPixelExecutable && |
| (!usesGeometryShader(GL_POINTS) || pointGS)); |
| } |
| |
| LinkResult ProgramD3D::compileComputeExecutable(gl::InfoLog &infoLog) |
| { |
| // Ensure the compiler is initialized to avoid race conditions. |
| ANGLE_TRY(mRenderer->ensureHLSLCompilerInitialized()); |
| |
| std::string computeShader = mDynamicHLSL->generateComputeShaderLinkHLSL(mState); |
| |
| ShaderExecutableD3D *computeExecutable = nullptr; |
| ANGLE_TRY(mRenderer->compileToExecutable(infoLog, computeShader, SHADER_COMPUTE, |
| std::vector<D3DVarying>(), false, |
| angle::CompilerWorkaroundsD3D(), &computeExecutable)); |
| |
| if (computeExecutable == nullptr) |
| { |
| ERR() << "Error compiling dynamic compute executable:" << std::endl |
| << infoLog.str() << std::endl; |
| } |
| else |
| { |
| const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedComputeShader()); |
| computeShaderD3D->appendDebugInfo(computeExecutable->getDebugInfo()); |
| mComputeExecutable.reset(computeExecutable); |
| } |
| |
| return mComputeExecutable.get() != nullptr; |
| } |
| |
| LinkResult ProgramD3D::link(ContextImpl *contextImpl, |
| const gl::VaryingPacking &packing, |
| gl::InfoLog &infoLog) |
| { |
| const auto &data = contextImpl->getContextState(); |
| |
| reset(); |
| |
| const gl::Shader *computeShader = mState.getAttachedComputeShader(); |
| if (computeShader) |
| { |
| mSamplersCS.resize(data.getCaps().maxComputeTextureImageUnits); |
| |
| defineUniformsAndAssignRegisters(); |
| |
| LinkResult result = compileComputeExecutable(infoLog); |
| if (result.isError()) |
| { |
| infoLog << result.getError().getMessage(); |
| return result; |
| } |
| else if (!result.getResult()) |
| { |
| infoLog << "Failed to create D3D compute shader."; |
| return result; |
| } |
| |
| initUniformBlockInfo(computeShader); |
| } |
| else |
| { |
| const gl::Shader *vertexShader = mState.getAttachedVertexShader(); |
| const gl::Shader *fragmentShader = mState.getAttachedFragmentShader(); |
| |
| const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(vertexShader); |
| const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(fragmentShader); |
| |
| mSamplersVS.resize(data.getCaps().maxVertexTextureImageUnits); |
| mSamplersPS.resize(data.getCaps().maxTextureImageUnits); |
| |
| vertexShaderD3D->generateWorkarounds(&mVertexWorkarounds); |
| fragmentShaderD3D->generateWorkarounds(&mPixelWorkarounds); |
| |
| if (mRenderer->getNativeLimitations().noFrontFacingSupport) |
| { |
| if (fragmentShaderD3D->usesFrontFacing()) |
| { |
| infoLog << "The current renderer doesn't support gl_FrontFacing"; |
| return false; |
| } |
| } |
| |
| // TODO(jmadill): Implement more sophisticated component packing in D3D9. |
| // We can fail here because we use one semantic per GLSL varying. D3D11 can pack varyings |
| // intelligently, but D3D9 assumes one semantic per register. |
| if (mRenderer->getRendererClass() == RENDERER_D3D9 && |
| packing.getMaxSemanticIndex() > data.getCaps().maxVaryingVectors) |
| { |
| infoLog << "Cannot pack these varyings on D3D9."; |
| return false; |
| } |
| |
| ProgramD3DMetadata metadata(mRenderer, vertexShaderD3D, fragmentShaderD3D); |
| BuiltinVaryingsD3D builtins(metadata, packing); |
| |
| mDynamicHLSL->generateShaderLinkHLSL(data, mState, metadata, packing, builtins, &mPixelHLSL, |
| &mVertexHLSL); |
| |
| mUsesPointSize = vertexShaderD3D->usesPointSize(); |
| mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey); |
| mUsesFragDepth = metadata.usesFragDepth(); |
| |
| // Cache if we use flat shading |
| mUsesFlatInterpolation = (FindFlatInterpolationVarying(fragmentShader->getVaryings()) || |
| FindFlatInterpolationVarying(vertexShader->getVaryings())); |
| |
| if (mRenderer->getMajorShaderModel() >= 4) |
| { |
| mGeometryShaderPreamble = |
| mDynamicHLSL->generateGeometryShaderPreamble(packing, builtins); |
| } |
| |
| initAttribLocationsToD3DSemantic(); |
| |
| defineUniformsAndAssignRegisters(); |
| |
| gatherTransformFeedbackVaryings(packing, builtins[SHADER_VERTEX]); |
| |
| LinkResult result = compileProgramExecutables(data, infoLog); |
| if (result.isError()) |
| { |
| infoLog << result.getError().getMessage(); |
| return result; |
| } |
| else if (!result.getResult()) |
| { |
| infoLog << "Failed to create D3D shaders."; |
| return result; |
| } |
| |
| initUniformBlockInfo(vertexShader); |
| initUniformBlockInfo(fragmentShader); |
| } |
| |
| return true; |
| } |
| |
| GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/) |
| { |
| // TODO(jmadill): Do something useful here? |
| return GL_TRUE; |
| } |
| |
| void ProgramD3D::initUniformBlockInfo(const gl::Shader *shader) |
| { |
| for (const sh::InterfaceBlock &interfaceBlock : shader->getInterfaceBlocks()) |
| { |
| if (!interfaceBlock.staticUse && interfaceBlock.layout == sh::BLOCKLAYOUT_PACKED) |
| continue; |
| |
| if (mBlockDataSizes.count(interfaceBlock.name) > 0) |
| continue; |
| |
| size_t dataSize = getUniformBlockInfo(interfaceBlock); |
| mBlockDataSizes[interfaceBlock.name] = dataSize; |
| } |
| } |
| |
| void ProgramD3D::ensureUniformBlocksInitialized() |
| { |
| // Lazy init. |
| if (mState.getUniformBlocks().empty() || !mD3DUniformBlocks.empty()) |
| { |
| return; |
| } |
| |
| // Assign registers and update sizes. |
| const ShaderD3D *vertexShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedVertexShader()); |
| const ShaderD3D *fragmentShaderD3D = |
| SafeGetImplAs<ShaderD3D>(mState.getAttachedFragmentShader()); |
| const ShaderD3D *computeShaderD3D = SafeGetImplAs<ShaderD3D>(mState.getAttachedComputeShader()); |
| |
| for (const gl::UniformBlock &uniformBlock : mState.getUniformBlocks()) |
| { |
| unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0; |
| |
| D3DUniformBlock d3dUniformBlock; |
| |
| if (uniformBlock.vertexStaticUse) |
| { |
| ASSERT(vertexShaderD3D != nullptr); |
| unsigned int baseRegister = |
| vertexShaderD3D->getInterfaceBlockRegister(uniformBlock.name); |
| d3dUniformBlock.vsRegisterIndex = baseRegister + uniformBlockElement; |
| } |
| |
| if (uniformBlock.fragmentStaticUse) |
| { |
| ASSERT(fragmentShaderD3D != nullptr); |
| unsigned int baseRegister = |
| fragmentShaderD3D->getInterfaceBlockRegister(uniformBlock.name); |
| d3dUniformBlock.psRegisterIndex = baseRegister + uniformBlockElement; |
| } |
| |
| if (uniformBlock.computeStaticUse) |
| { |
| ASSERT(computeShaderD3D != nullptr); |
| unsigned int baseRegister = |
| computeShaderD3D->getInterfaceBlockRegister(uniformBlock.name); |
| d3dUniformBlock.csRegisterIndex = baseRegister + uniformBlockElement; |
| } |
| |
| mD3DUniformBlocks.push_back(d3dUniformBlock); |
| } |
| } |
| |
| void ProgramD3D::initializeUniformStorage() |
| { |
| // Compute total default block size |
| unsigned int vertexRegisters = 0; |
| unsigned int fragmentRegisters = 0; |
| unsigned int computeRegisters = 0; |
| for (const D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| if (!d3dUniform->isSampler()) |
| { |
| if (d3dUniform->isReferencedByVertexShader()) |
| { |
| vertexRegisters = std::max(vertexRegisters, |
| d3dUniform->vsRegisterIndex + d3dUniform->registerCount); |
| } |
| if (d3dUniform->isReferencedByFragmentShader()) |
| { |
| fragmentRegisters = std::max( |
| fragmentRegisters, d3dUniform->psRegisterIndex + d3dUniform->registerCount); |
| } |
| if (d3dUniform->isReferencedByComputeShader()) |
| { |
| computeRegisters = std::max( |
| computeRegisters, d3dUniform->csRegisterIndex + d3dUniform->registerCount); |
| } |
| } |
| } |
| |
| mVertexUniformStorage = |
| std::unique_ptr<UniformStorageD3D>(mRenderer->createUniformStorage(vertexRegisters * 16u)); |
| mFragmentUniformStorage = std::unique_ptr<UniformStorageD3D>( |
| mRenderer->createUniformStorage(fragmentRegisters * 16u)); |
| mComputeUniformStorage = |
| std::unique_ptr<UniformStorageD3D>(mRenderer->createUniformStorage(computeRegisters * 16u)); |
| } |
| |
| gl::Error ProgramD3D::applyUniforms(GLenum drawMode) |
| { |
| ASSERT(!mDirtySamplerMapping); |
| |
| ANGLE_TRY(mRenderer->applyUniforms(*this, drawMode, mD3DUniforms)); |
| |
| for (D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| d3dUniform->dirty = false; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error ProgramD3D::applyComputeUniforms() |
| { |
| ASSERT(!mDirtySamplerMapping); |
| ANGLE_TRY(mRenderer->applyComputeUniforms(*this, mD3DUniforms)); |
| |
| for (D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| d3dUniform->dirty = false; |
| } |
| |
| return gl::NoError(); |
| } |
| |
| gl::Error ProgramD3D::applyUniformBuffers(const gl::ContextState &data) |
| { |
| if (mState.getUniformBlocks().empty()) |
| { |
| return gl::NoError(); |
| } |
| |
| ensureUniformBlocksInitialized(); |
| |
| mVertexUBOCache.clear(); |
| mFragmentUBOCache.clear(); |
| |
| const unsigned int reservedBuffersInVS = mRenderer->getReservedVertexUniformBuffers(); |
| const unsigned int reservedBuffersInFS = mRenderer->getReservedFragmentUniformBuffers(); |
| |
| for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size(); |
| uniformBlockIndex++) |
| { |
| const D3DUniformBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex]; |
| GLuint blockBinding = mState.getUniformBlockBinding(uniformBlockIndex); |
| |
| // Unnecessary to apply an unreferenced standard or shared UBO |
| if (!uniformBlock.vertexStaticUse() && !uniformBlock.fragmentStaticUse()) |
| { |
| continue; |
| } |
| |
| if (uniformBlock.vertexStaticUse()) |
| { |
| unsigned int registerIndex = uniformBlock.vsRegisterIndex - reservedBuffersInVS; |
| ASSERT(registerIndex < data.getCaps().maxVertexUniformBlocks); |
| |
| if (mVertexUBOCache.size() <= registerIndex) |
| { |
| mVertexUBOCache.resize(registerIndex + 1, -1); |
| } |
| |
| ASSERT(mVertexUBOCache[registerIndex] == -1); |
| mVertexUBOCache[registerIndex] = blockBinding; |
| } |
| |
| if (uniformBlock.fragmentStaticUse()) |
| { |
| unsigned int registerIndex = uniformBlock.psRegisterIndex - reservedBuffersInFS; |
| ASSERT(registerIndex < data.getCaps().maxFragmentUniformBlocks); |
| |
| if (mFragmentUBOCache.size() <= registerIndex) |
| { |
| mFragmentUBOCache.resize(registerIndex + 1, -1); |
| } |
| |
| ASSERT(mFragmentUBOCache[registerIndex] == -1); |
| mFragmentUBOCache[registerIndex] = blockBinding; |
| } |
| } |
| |
| return mRenderer->setUniformBuffers(data, mVertexUBOCache, mFragmentUBOCache); |
| } |
| |
| void ProgramD3D::dirtyAllUniforms() |
| { |
| for (D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| d3dUniform->dirty = true; |
| } |
| } |
| |
| void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT); |
| } |
| |
| void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| setUniform(location, count, v, GL_FLOAT_VEC4); |
| } |
| |
| void ProgramD3D::setUniformMatrix2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 2>(location, count, transpose, value, GL_FLOAT_MAT2); |
| } |
| |
| void ProgramD3D::setUniformMatrix3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 3>(location, count, transpose, value, GL_FLOAT_MAT3); |
| } |
| |
| void ProgramD3D::setUniformMatrix4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 4>(location, count, transpose, value, GL_FLOAT_MAT4); |
| } |
| |
| void ProgramD3D::setUniformMatrix2x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 3>(location, count, transpose, value, GL_FLOAT_MAT2x3); |
| } |
| |
| void ProgramD3D::setUniformMatrix3x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 2>(location, count, transpose, value, GL_FLOAT_MAT3x2); |
| } |
| |
| void ProgramD3D::setUniformMatrix2x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<2, 4>(location, count, transpose, value, GL_FLOAT_MAT2x4); |
| } |
| |
| void ProgramD3D::setUniformMatrix4x2fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 2>(location, count, transpose, value, GL_FLOAT_MAT4x2); |
| } |
| |
| void ProgramD3D::setUniformMatrix3x4fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<3, 4>(location, count, transpose, value, GL_FLOAT_MAT3x4); |
| } |
| |
| void ProgramD3D::setUniformMatrix4x3fv(GLint location, |
| GLsizei count, |
| GLboolean transpose, |
| const GLfloat *value) |
| { |
| setUniformMatrixfv<4, 3>(location, count, transpose, value, GL_FLOAT_MAT4x3); |
| } |
| |
| void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT); |
| } |
| |
| void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| setUniform(location, count, v, GL_INT_VEC4); |
| } |
| |
| void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT); |
| } |
| |
| void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC2); |
| } |
| |
| void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC3); |
| } |
| |
| void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| setUniform(location, count, v, GL_UNSIGNED_INT_VEC4); |
| } |
| |
| void ProgramD3D::setUniformBlockBinding(GLuint /*uniformBlockIndex*/, |
| GLuint /*uniformBlockBinding*/) |
| { |
| } |
| |
| void ProgramD3D::defineUniformsAndAssignRegisters() |
| { |
| D3DUniformMap uniformMap; |
| const gl::Shader *computeShader = mState.getAttachedComputeShader(); |
| if (computeShader) |
| { |
| for (const sh::Uniform &computeUniform : computeShader->getUniforms()) |
| { |
| if (computeUniform.staticUse) |
| { |
| defineUniformBase(computeShader, computeUniform, &uniformMap); |
| } |
| } |
| } |
| else |
| { |
| const gl::Shader *vertexShader = mState.getAttachedVertexShader(); |
| for (const sh::Uniform &vertexUniform : vertexShader->getUniforms()) |
| { |
| if (vertexUniform.staticUse) |
| { |
| defineUniformBase(vertexShader, vertexUniform, &uniformMap); |
| } |
| } |
| |
| const gl::Shader *fragmentShader = mState.getAttachedFragmentShader(); |
| for (const sh::Uniform &fragmentUniform : fragmentShader->getUniforms()) |
| { |
| if (fragmentUniform.staticUse) |
| { |
| defineUniformBase(fragmentShader, fragmentUniform, &uniformMap); |
| } |
| } |
| } |
| |
| // Initialize the D3DUniform list to mirror the indexing of the GL layer. |
| for (const gl::LinkedUniform &glUniform : mState.getUniforms()) |
| { |
| if (!glUniform.isInDefaultBlock()) |
| continue; |
| |
| auto mapEntry = uniformMap.find(glUniform.name); |
| ASSERT(mapEntry != uniformMap.end()); |
| mD3DUniforms.push_back(mapEntry->second); |
| } |
| |
| assignAllSamplerRegisters(); |
| initializeUniformStorage(); |
| } |
| |
| void ProgramD3D::defineUniformBase(const gl::Shader *shader, |
| const sh::Uniform &uniform, |
| D3DUniformMap *uniformMap) |
| { |
| // Samplers get their registers assigned in assignAllSamplerRegisters. |
| if (uniform.isBuiltIn() || gl::IsSamplerType(uniform.type)) |
| { |
| defineUniform(shader->getType(), uniform, uniform.name, nullptr, uniformMap); |
| 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); |
| |
| defineUniform(shader->getType(), uniform, uniform.name, &encoder, uniformMap); |
| } |
| |
| D3DUniform *ProgramD3D::getD3DUniformByName(const std::string &name) |
| { |
| for (D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| if (d3dUniform->name == name) |
| { |
| return d3dUniform; |
| } |
| } |
| |
| return nullptr; |
| } |
| |
| void ProgramD3D::defineUniform(GLenum shaderType, |
| const sh::ShaderVariable &uniform, |
| const std::string &fullName, |
| sh::HLSLBlockEncoder *encoder, |
| D3DUniformMap *uniformMap) |
| { |
| if (uniform.isStruct()) |
| { |
| for (unsigned int elementIndex = 0; elementIndex < uniform.elementCount(); elementIndex++) |
| { |
| const std::string &elementString = (uniform.isArray() ? ArrayString(elementIndex) : ""); |
| |
| if (encoder) |
| encoder->enterAggregateType(); |
| |
| for (size_t fieldIndex = 0; fieldIndex < uniform.fields.size(); fieldIndex++) |
| { |
| const sh::ShaderVariable &field = uniform.fields[fieldIndex]; |
| const std::string &fieldFullName = (fullName + elementString + "." + field.name); |
| |
| // Samplers get their registers assigned in assignAllSamplerRegisters. |
| // Also they couldn't use the same encoder as the rest of the struct, since they are |
| // extracted out of the struct by the shader translator. |
| if (gl::IsSamplerType(field.type)) |
| { |
| defineUniform(shaderType, field, fieldFullName, nullptr, uniformMap); |
| } |
| else |
| { |
| defineUniform(shaderType, field, fieldFullName, encoder, uniformMap); |
| } |
| } |
| |
| if (encoder) |
| encoder->exitAggregateType(); |
| } |
| return; |
| } |
| |
| // Not a struct. Arrays are treated as aggregate types. |
| if (uniform.isArray() && encoder) |
| { |
| encoder->enterAggregateType(); |
| } |
| |
| // Advance the uniform offset, to track registers allocation for structs |
| sh::BlockMemberInfo blockInfo = |
| encoder ? encoder->encodeType(uniform.type, uniform.arraySize, false) |
| : sh::BlockMemberInfo::getDefaultBlockInfo(); |
| |
| auto uniformMapEntry = uniformMap->find(fullName); |
| D3DUniform *d3dUniform = nullptr; |
| |
| if (uniformMapEntry != uniformMap->end()) |
| { |
| d3dUniform = uniformMapEntry->second; |
| } |
| else |
| { |
| d3dUniform = new D3DUniform(uniform.type, fullName, uniform.arraySize, true); |
| (*uniformMap)[fullName] = d3dUniform; |
| } |
| |
| if (encoder) |
| { |
| d3dUniform->registerElement = |
| static_cast<unsigned int>(sh::HLSLBlockEncoder::getBlockRegisterElement(blockInfo)); |
| unsigned int reg = |
| static_cast<unsigned int>(sh::HLSLBlockEncoder::getBlockRegister(blockInfo)); |
| if (shaderType == GL_FRAGMENT_SHADER) |
| { |
| d3dUniform->psRegisterIndex = reg; |
| } |
| else if (shaderType == GL_VERTEX_SHADER) |
| { |
| d3dUniform->vsRegisterIndex = reg; |
| } |
| else |
| { |
| ASSERT(shaderType == GL_COMPUTE_SHADER); |
| d3dUniform->csRegisterIndex = reg; |
| } |
| |
| // Arrays are treated as aggregate types |
| if (uniform.isArray()) |
| { |
| encoder->exitAggregateType(); |
| } |
| } |
| } |
| |
| template <typename T> |
| void ProgramD3D::setUniform(GLint location, GLsizei countIn, const T *v, GLenum targetUniformType) |
| { |
| const int components = gl::VariableComponentCount(targetUniformType); |
| const GLenum targetBoolType = gl::VariableBoolVectorType(targetUniformType); |
| |
| D3DUniform *targetUniform = getD3DUniformFromLocation(location); |
| |
| unsigned int elementCount = targetUniform->elementCount(); |
| unsigned int arrayElement = mState.getUniformLocations()[location].element; |
| unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn)); |
| |
| if (targetUniform->type == targetUniformType) |
| { |
| T *target = reinterpret_cast<T *>(targetUniform->data) + arrayElement * 4; |
| |
| for (unsigned int i = 0; i < count; i++) |
| { |
| T *dest = target + (i * 4); |
| const T *source = v + (i * components); |
| |
| for (int c = 0; c < components; c++) |
| { |
| SetIfDirty(dest + c, source[c], &targetUniform->dirty); |
| } |
| for (int c = components; c < 4; c++) |
| { |
| SetIfDirty(dest + c, T(0), &targetUniform->dirty); |
| } |
| } |
| } |
| else if (targetUniform->type == targetBoolType) |
| { |
| GLint *boolParams = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4; |
| |
| for (unsigned int i = 0; i < count; i++) |
| { |
| GLint *dest = boolParams + (i * 4); |
| const T *source = v + (i * components); |
| |
| for (int c = 0; c < components; c++) |
| { |
| SetIfDirty(dest + c, (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE, |
| &targetUniform->dirty); |
| } |
| for (int c = components; c < 4; c++) |
| { |
| SetIfDirty(dest + c, GL_FALSE, &targetUniform->dirty); |
| } |
| } |
| } |
| else if (targetUniform->isSampler()) |
| { |
| ASSERT(targetUniformType == GL_INT); |
| |
| GLint *target = reinterpret_cast<GLint *>(targetUniform->data) + arrayElement * 4; |
| |
| bool wasDirty = targetUniform->dirty; |
| |
| for (unsigned int i = 0; i < count; i++) |
| { |
| GLint *dest = target + (i * 4); |
| const GLint *source = reinterpret_cast<const GLint *>(v) + (i * components); |
| |
| SetIfDirty(dest + 0, source[0], &targetUniform->dirty); |
| SetIfDirty(dest + 1, 0, &targetUniform->dirty); |
| SetIfDirty(dest + 2, 0, &targetUniform->dirty); |
| SetIfDirty(dest + 3, 0, &targetUniform->dirty); |
| } |
| |
| if (!wasDirty && targetUniform->dirty) |
| { |
| mDirtySamplerMapping = true; |
| } |
| } |
| else |
| UNREACHABLE(); |
| } |
| |
| template <int cols, int rows> |
| void ProgramD3D::setUniformMatrixfv(GLint location, |
| GLsizei countIn, |
| GLboolean transpose, |
| const GLfloat *value, |
| GLenum targetUniformType) |
| { |
| D3DUniform *targetUniform = getD3DUniformFromLocation(location); |
| |
| unsigned int elementCount = targetUniform->elementCount(); |
| unsigned int arrayElement = mState.getUniformLocations()[location].element; |
| unsigned int count = std::min(elementCount - arrayElement, static_cast<unsigned int>(countIn)); |
| |
| const unsigned int targetMatrixStride = (4 * rows); |
| GLfloat *target = |
| (GLfloat *)(targetUniform->data + arrayElement * sizeof(GLfloat) * targetMatrixStride); |
| |
| for (unsigned int i = 0; i < count; i++) |
| { |
| // Internally store matrices as transposed versions to accomodate HLSL matrix indexing |
| if (transpose == GL_FALSE) |
| { |
| targetUniform->dirty = |
| TransposeExpandMatrix<GLfloat, cols, rows>(target, value) || targetUniform->dirty; |
| } |
| else |
| { |
| targetUniform->dirty = |
| ExpandMatrix<GLfloat, cols, rows>(target, value) || targetUniform->dirty; |
| } |
| target += targetMatrixStride; |
| value += cols * rows; |
| } |
| } |
| |
| size_t ProgramD3D::getUniformBlockInfo(const sh::InterfaceBlock &interfaceBlock) |
| { |
| ASSERT(interfaceBlock.staticUse || interfaceBlock.layout != sh::BLOCKLAYOUT_PACKED); |
| |
| // define member uniforms |
| sh::Std140BlockEncoder std140Encoder; |
| sh::HLSLBlockEncoder hlslEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false); |
| sh::BlockLayoutEncoder *encoder = nullptr; |
| |
| if (interfaceBlock.layout == sh::BLOCKLAYOUT_STANDARD) |
| { |
| encoder = &std140Encoder; |
| } |
| else |
| { |
| encoder = &hlslEncoder; |
| } |
| |
| GetUniformBlockInfo(interfaceBlock.fields, interfaceBlock.fieldPrefix(), encoder, |
| interfaceBlock.isRowMajorLayout, &mBlockInfo); |
| |
| return encoder->getBlockSize(); |
| } |
| |
| void ProgramD3D::assignAllSamplerRegisters() |
| { |
| for (D3DUniform *d3dUniform : mD3DUniforms) |
| { |
| if (d3dUniform->isSampler()) |
| { |
| assignSamplerRegisters(d3dUniform); |
| } |
| } |
| } |
| |
| void ProgramD3D::assignSamplerRegisters(D3DUniform *d3dUniform) |
| { |
| ASSERT(d3dUniform->isSampler()); |
| const gl::Shader *computeShader = mState.getAttachedComputeShader(); |
| if (computeShader) |
| { |
| const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedComputeShader()); |
| ASSERT(computeShaderD3D->hasUniform(d3dUniform)); |
| d3dUniform->csRegisterIndex = computeShaderD3D->getUniformRegister(d3dUniform->name); |
| ASSERT(d3dUniform->csRegisterIndex != GL_INVALID_INDEX); |
| AssignSamplers(d3dUniform->csRegisterIndex, d3dUniform->type, d3dUniform->arraySize, |
| mSamplersCS, &mUsedComputeSamplerRange); |
| } |
| else |
| { |
| const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedVertexShader()); |
| const ShaderD3D *fragmentShaderD3D = |
| GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader()); |
| ASSERT(vertexShaderD3D->hasUniform(d3dUniform) || |
| fragmentShaderD3D->hasUniform(d3dUniform)); |
| if (vertexShaderD3D->hasUniform(d3dUniform)) |
| { |
| d3dUniform->vsRegisterIndex = vertexShaderD3D->getUniformRegister(d3dUniform->name); |
| ASSERT(d3dUniform->vsRegisterIndex != GL_INVALID_INDEX); |
| AssignSamplers(d3dUniform->vsRegisterIndex, d3dUniform->type, d3dUniform->arraySize, |
| mSamplersVS, &mUsedVertexSamplerRange); |
| } |
| if (fragmentShaderD3D->hasUniform(d3dUniform)) |
| { |
| d3dUniform->psRegisterIndex = fragmentShaderD3D->getUniformRegister(d3dUniform->name); |
| ASSERT(d3dUniform->psRegisterIndex != GL_INVALID_INDEX); |
| AssignSamplers(d3dUniform->psRegisterIndex, d3dUniform->type, d3dUniform->arraySize, |
| mSamplersPS, &mUsedPixelSamplerRange); |
| } |
| } |
| } |
| |
| // static |
| void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex, |
| GLenum samplerType, |
| unsigned int samplerCount, |
| std::vector<Sampler> &outSamplers, |
| GLuint *outUsedRange) |
| { |
| unsigned int samplerIndex = startSamplerIndex; |
| |
| do |
| { |
| ASSERT(samplerIndex < outSamplers.size()); |
| Sampler *sampler = &outSamplers[samplerIndex]; |
| sampler->active = true; |
| sampler->textureType = gl::SamplerTypeToTextureType(samplerType); |
| sampler->logicalTextureUnit = 0; |
| *outUsedRange = std::max(samplerIndex + 1, *outUsedRange); |
| samplerIndex++; |
| } while (samplerIndex < startSamplerIndex + samplerCount); |
| } |
| |
| void ProgramD3D::reset() |
| { |
| mVertexExecutables.clear(); |
| mPixelExecutables.clear(); |
| |
| for (auto &geometryExecutable : mGeometryExecutables) |
| { |
| geometryExecutable.reset(nullptr); |
| } |
| |
| mComputeExecutable.reset(nullptr); |
| |
| mVertexHLSL.clear(); |
| mVertexWorkarounds = angle::CompilerWorkaroundsD3D(); |
| |
| mPixelHLSL.clear(); |
| mPixelWorkarounds = angle::CompilerWorkaroundsD3D(); |
| mUsesFragDepth = false; |
| mPixelShaderKey.clear(); |
| mUsesPointSize = false; |
| mUsesFlatInterpolation = false; |
| |
| SafeDeleteContainer(mD3DUniforms); |
| mD3DUniformBlocks.clear(); |
| |
| mVertexUniformStorage.reset(nullptr); |
| mFragmentUniformStorage.reset(nullptr); |
| mComputeUniformStorage.reset(nullptr); |
| |
| mSamplersPS.clear(); |
| mSamplersVS.clear(); |
| mSamplersCS.clear(); |
| |
| mUsedVertexSamplerRange = 0; |
| mUsedPixelSamplerRange = 0; |
| mUsedComputeSamplerRange = 0; |
| mDirtySamplerMapping = true; |
| |
| mAttribLocationToD3DSemantic.fill(-1); |
| |
| mStreamOutVaryings.clear(); |
| |
| mGeometryShaderPreamble.clear(); |
| } |
| |
| unsigned int ProgramD3D::getSerial() const |
| { |
| return mSerial; |
| } |
| |
| unsigned int ProgramD3D::issueSerial() |
| { |
| return mCurrentSerial++; |
| } |
| |
| void ProgramD3D::initAttribLocationsToD3DSemantic() |
| { |
| const gl::Shader *vertexShader = mState.getAttachedVertexShader(); |
| ASSERT(vertexShader != nullptr); |
| |
| // Init semantic index |
| for (const sh::Attribute &attribute : mState.getAttributes()) |
| { |
| int d3dSemantic = vertexShader->getSemanticIndex(attribute.name); |
| int regCount = gl::VariableRegisterCount(attribute.type); |
| |
| for (int reg = 0; reg < regCount; ++reg) |
| { |
| mAttribLocationToD3DSemantic[attribute.location + reg] = d3dSemantic + reg; |
| } |
| } |
| } |
| |
| void ProgramD3D::updateCachedInputLayout(const gl::State &state) |
| { |
| 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, gl::VERTEX_FORMAT_INVALID); |
| } |
| mCachedInputLayout[d3dSemantic] = |
| GetVertexFormatType(vertexAttributes[locationIndex], |
| state.getVertexAttribCurrentValue(locationIndex).Type); |
| } |
| } |
| } |
| |
| 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.push_back(D3DVarying(builtins.glPosition.semantic, |
| builtins.glPosition.index, 4, outputSlot)); |
| } |
| } |
| else if (tfVaryingName == "gl_FragCoord") |
| { |
| if (builtins.glFragCoord.enabled) |
| { |
| mStreamOutVaryings.push_back(D3DVarying(builtins.glFragCoord.semantic, |
| builtins.glFragCoord.index, 4, outputSlot)); |
| } |
| } |
| else if (tfVaryingName == "gl_PointSize") |
| { |
| if (builtins.glPointSize.enabled) |
| { |
| mStreamOutVaryings.push_back(D3DVarying("PSIZE", 0, 1, outputSlot)); |
| } |
| } |
| else |
| { |
| size_t subscript = GL_INVALID_INDEX; |
| std::string baseName = gl::ParseResourceName(tfVaryingName, &subscript); |
| for (const auto ®isterInfo : varyingPacking.getRegisterList()) |
| { |
| const auto &varying = *registerInfo.packedVarying->varying; |
| GLenum transposedType = gl::TransposeMatrixType(varying.type); |
| int componentCount = gl::VariableColumnCount(transposedType); |
| ASSERT(!varying.isBuiltIn()); |
| |
| // Transform feedback for varying structs is underspecified. |
| // See Khronos bug 9856. |
| // TODO(jmadill): Figure out how to be spec-compliant here. |
| if (registerInfo.packedVarying->isStructField() || varying.isStruct()) |
| continue; |
| |
| // There can be more than one register assigned to a particular varying, and each |
| // register needs its own stream out entry. |
| if (baseName == registerInfo.packedVarying->varying->name && |
| (subscript == GL_INVALID_INDEX || subscript == registerInfo.varyingArrayIndex)) |
| { |
| mStreamOutVaryings.push_back(D3DVarying( |
| varyingSemantic, registerInfo.semanticIndex, componentCount, outputSlot)); |
| } |
| } |
| } |
| } |
| } |
| |
| D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) |
| { |
| return mD3DUniforms[mState.getUniformLocations()[location].index]; |
| } |
| |
| bool ProgramD3D::getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const |
| { |
| std::string baseName = blockName; |
| gl::ParseAndStripArrayIndex(&baseName); |
| |
| auto sizeIter = mBlockDataSizes.find(baseName); |
| if (sizeIter == mBlockDataSizes.end()) |
| { |
| *sizeOut = 0; |
| return false; |
| } |
| |
| *sizeOut = sizeIter->second; |
| return true; |
| } |
| |
| bool ProgramD3D::getUniformBlockMemberInfo(const std::string &memberUniformName, |
| sh::BlockMemberInfo *memberInfoOut) const |
| { |
| auto infoIter = mBlockInfo.find(memberUniformName); |
| if (infoIter == mBlockInfo.end()) |
| { |
| *memberInfoOut = sh::BlockMemberInfo::getDefaultBlockInfo(); |
| return false; |
| } |
| |
| *memberInfoOut = infoIter->second; |
| return true; |
| } |
| |
| void ProgramD3D::setPathFragmentInputGen(const std::string &inputName, |
| GLenum genMode, |
| GLint components, |
| const GLfloat *coeffs) |
| { |
| UNREACHABLE(); |
| } |
| |
| } // namespace rx |