| // |
| // 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. |
| // |
| // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation |
| // |
| |
| #include "libANGLE/renderer/d3d/DynamicHLSL.h" |
| |
| #include "common/string_utils.h" |
| #include "common/utilities.h" |
| #include "compiler/translator/blocklayoutHLSL.h" |
| #include "libANGLE/Context.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/Shader.h" |
| #include "libANGLE/VaryingPacking.h" |
| #include "libANGLE/formatutils.h" |
| #include "libANGLE/renderer/d3d/ProgramD3D.h" |
| #include "libANGLE/renderer/d3d/RendererD3D.h" |
| #include "libANGLE/renderer/d3d/ShaderD3D.h" |
| |
| using namespace gl; |
| |
| namespace rx |
| { |
| |
| namespace |
| { |
| |
| // kShaderStorageDeclarationString must be the same as outputHLSL. |
| constexpr const char kShaderStorageDeclarationString[] = |
| "// @@ SHADER STORAGE DECLARATION STRING @@"; |
| |
| const char *HLSLComponentTypeString(GLenum componentType) |
| { |
| switch (componentType) |
| { |
| case GL_UNSIGNED_INT: |
| return "uint"; |
| case GL_INT: |
| return "int"; |
| case GL_UNSIGNED_NORMALIZED: |
| case GL_SIGNED_NORMALIZED: |
| case GL_FLOAT: |
| return "float"; |
| default: |
| UNREACHABLE(); |
| return "not-component-type"; |
| } |
| } |
| |
| void HLSLComponentTypeString(std::ostringstream &ostream, GLenum componentType, int componentCount) |
| { |
| ostream << HLSLComponentTypeString(componentType); |
| if (componentCount > 1) |
| { |
| ostream << componentCount; |
| } |
| } |
| |
| const char *HLSLMatrixTypeString(GLenum type) |
| { |
| switch (type) |
| { |
| case GL_FLOAT_MAT2: |
| return "float2x2"; |
| case GL_FLOAT_MAT3: |
| return "float3x3"; |
| case GL_FLOAT_MAT4: |
| return "float4x4"; |
| case GL_FLOAT_MAT2x3: |
| return "float2x3"; |
| case GL_FLOAT_MAT3x2: |
| return "float3x2"; |
| case GL_FLOAT_MAT2x4: |
| return "float2x4"; |
| case GL_FLOAT_MAT4x2: |
| return "float4x2"; |
| case GL_FLOAT_MAT3x4: |
| return "float3x4"; |
| case GL_FLOAT_MAT4x3: |
| return "float4x3"; |
| default: |
| UNREACHABLE(); |
| return "not-matrix-type"; |
| } |
| } |
| |
| void HLSLTypeString(std::ostringstream &ostream, GLenum type) |
| { |
| if (gl::IsMatrixType(type)) |
| { |
| ostream << HLSLMatrixTypeString(type); |
| return; |
| } |
| |
| HLSLComponentTypeString(ostream, gl::VariableComponentType(type), |
| gl::VariableComponentCount(type)); |
| } |
| |
| const PixelShaderOutputVariable *FindOutputAtLocation( |
| const std::vector<PixelShaderOutputVariable> &outputVariables, |
| unsigned int location, |
| size_t index = 0) |
| { |
| for (auto &outputVar : outputVariables) |
| { |
| if (outputVar.outputLocation == location && outputVar.outputIndex == index) |
| { |
| return &outputVar; |
| } |
| } |
| |
| return nullptr; |
| } |
| |
| void WriteArrayString(std::ostringstream &strstr, unsigned int i) |
| { |
| static_assert(GL_INVALID_INDEX == UINT_MAX, |
| "GL_INVALID_INDEX must be equal to the max unsigned int."); |
| if (i == UINT_MAX) |
| { |
| return; |
| } |
| |
| strstr << "["; |
| strstr << i; |
| strstr << "]"; |
| } |
| |
| bool ReplaceShaderStorageDeclaration(const std::vector<ShaderStorageBlock> &shaderStorageBlocks, |
| std::string *hlsl, |
| size_t baseUAVRegister, |
| gl::ShaderType shaderType) |
| { |
| std::string ssboHeader; |
| std::ostringstream out(ssboHeader); |
| for (const ShaderStorageBlock &ssbo : shaderStorageBlocks) |
| { |
| size_t uavRegister = baseUAVRegister + ssbo.registerIndex; |
| std::string name = ssbo.name; |
| if (ssbo.arraySize > 0) |
| { |
| for (unsigned int arrayIndex = 0; arrayIndex < ssbo.arraySize; arrayIndex++) |
| { |
| out << "RWByteAddressBuffer " |
| << "dx_" << name << "_" << arrayIndex << ": register(u" |
| << uavRegister + arrayIndex << ");\n"; |
| } |
| } |
| else |
| { |
| out << "RWByteAddressBuffer " |
| << "_" << name << ": register(u" << uavRegister << ");\n"; |
| } |
| } |
| if (out.str().empty()) |
| { |
| return true; |
| } |
| return angle::ReplaceSubstring(hlsl, kShaderStorageDeclarationString, out.str()); |
| } |
| |
| constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; |
| constexpr const char *VERTEX_OUTPUT_STUB_STRING = "@@ VERTEX OUTPUT @@"; |
| constexpr const char *PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; |
| constexpr const char *PIXEL_MAIN_PARAMETERS_STUB_STRING = "@@ PIXEL MAIN PARAMETERS @@"; |
| constexpr const char *MAIN_PROLOGUE_STUB_STRING = "@@ MAIN PROLOGUE @@"; |
| } // anonymous namespace |
| |
| // BuiltinInfo implementation |
| |
| BuiltinInfo::BuiltinInfo() = default; |
| BuiltinInfo::~BuiltinInfo() = default; |
| |
| // DynamicHLSL implementation |
| |
| DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer) {} |
| |
| std::string DynamicHLSL::generateVertexShaderForInputLayout( |
| const std::string &sourceShader, |
| const InputLayout &inputLayout, |
| const std::vector<sh::ShaderVariable> &shaderAttributes, |
| const std::vector<rx::ShaderStorageBlock> &shaderStorageBlocks, |
| size_t baseUAVRegister) const |
| { |
| std::ostringstream structStream; |
| std::ostringstream initStream; |
| |
| structStream << "struct VS_INPUT\n" |
| << "{\n"; |
| |
| int semanticIndex = 0; |
| unsigned int inputIndex = 0; |
| |
| // If gl_PointSize is used in the shader then pointsprites rendering is expected. |
| // If the renderer does not support Geometry shaders then Instanced PointSprite emulation |
| // must be used. |
| bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos; |
| bool useInstancedPointSpriteEmulation = |
| usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; |
| |
| // Instanced PointSprite emulation requires additional entries in the |
| // VS_INPUT structure to support the vertices that make up the quad vertices. |
| // These values must be in sync with the cooresponding values added during inputlayout creation |
| // in InputLayoutCache::applyVertexBuffers(). |
| // |
| // The additional entries must appear first in the VS_INPUT layout because |
| // Windows Phone 8 era devices require per vertex data to physically come |
| // before per instance data in the shader. |
| if (useInstancedPointSpriteEmulation) |
| { |
| structStream << " float3 spriteVertexPos : SPRITEPOSITION0;\n" |
| << " float2 spriteTexCoord : SPRITETEXCOORD0;\n"; |
| } |
| |
| for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex) |
| { |
| const sh::ShaderVariable &shaderAttribute = shaderAttributes[attributeIndex]; |
| if (!shaderAttribute.name.empty()) |
| { |
| ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); |
| angle::FormatID vertexFormatID = |
| inputIndex < inputLayout.size() ? inputLayout[inputIndex] : angle::FormatID::NONE; |
| |
| // HLSL code for input structure |
| if (IsMatrixType(shaderAttribute.type)) |
| { |
| // Matrix types are always transposed |
| structStream << " " |
| << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); |
| } |
| else |
| { |
| if (shaderAttribute.name == "gl_InstanceID" || |
| shaderAttribute.name == "gl_VertexID") |
| { |
| // The input types of the instance ID and vertex ID in HLSL (uint) differs from |
| // the ones in ESSL (int). |
| structStream << " uint"; |
| } |
| else |
| { |
| GLenum componentType = mRenderer->getVertexComponentType(vertexFormatID); |
| |
| structStream << " "; |
| HLSLComponentTypeString(structStream, componentType, |
| VariableComponentCount(shaderAttribute.type)); |
| } |
| } |
| |
| structStream << " " << DecorateVariable(shaderAttribute.name) << " : "; |
| |
| if (shaderAttribute.name == "gl_InstanceID") |
| { |
| structStream << "SV_InstanceID"; |
| } |
| else if (shaderAttribute.name == "gl_VertexID") |
| { |
| structStream << "SV_VertexID"; |
| } |
| else |
| { |
| structStream << "TEXCOORD" << semanticIndex; |
| semanticIndex += VariableRegisterCount(shaderAttribute.type); |
| } |
| |
| structStream << ";\n"; |
| |
| // HLSL code for initialization |
| initStream << " " << DecorateVariable(shaderAttribute.name) << " = "; |
| |
| // Mismatched vertex attribute to vertex input may result in an undefined |
| // data reinterpretation (eg for pure integer->float, float->pure integer) |
| // TODO: issue warning with gl debug info extension, when supported |
| if (IsMatrixType(shaderAttribute.type) || |
| (mRenderer->getVertexConversionType(vertexFormatID) & VERTEX_CONVERT_GPU) != 0) |
| { |
| GenerateAttributeConversionHLSL(vertexFormatID, shaderAttribute, initStream); |
| } |
| else |
| { |
| initStream << "input." << DecorateVariable(shaderAttribute.name); |
| } |
| |
| if (shaderAttribute.name == "gl_VertexID") |
| { |
| // dx_VertexID contains the firstVertex offset |
| initStream << " + dx_VertexID"; |
| } |
| |
| initStream << ";\n"; |
| |
| inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); |
| } |
| } |
| |
| structStream << "};\n" |
| "\n" |
| "void initAttributes(VS_INPUT input)\n" |
| "{\n" |
| << initStream.str() << "}\n"; |
| |
| std::string vertexHLSL(sourceShader); |
| |
| bool success = |
| angle::ReplaceSubstring(&vertexHLSL, VERTEX_ATTRIBUTE_STUB_STRING, structStream.str()); |
| ASSERT(success); |
| |
| success = ReplaceShaderStorageDeclaration(shaderStorageBlocks, &vertexHLSL, baseUAVRegister, |
| gl::ShaderType::Vertex); |
| ASSERT(success); |
| |
| return vertexHLSL; |
| } |
| |
| std::string DynamicHLSL::generatePixelShaderForOutputSignature( |
| const std::string &sourceShader, |
| const std::vector<PixelShaderOutputVariable> &outputVariables, |
| bool usesFragDepth, |
| const std::vector<GLenum> &outputLayout, |
| const std::vector<ShaderStorageBlock> &shaderStorageBlocks, |
| size_t baseUAVRegister) const |
| { |
| const int shaderModel = mRenderer->getMajorShaderModel(); |
| std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR"; |
| std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; |
| |
| std::ostringstream declarationStream; |
| std::ostringstream copyStream; |
| |
| declarationStream << "struct PS_OUTPUT\n" |
| "{\n"; |
| |
| size_t numOutputs = outputLayout.size(); |
| |
| // Workaround for HLSL 3.x: We can't do a depth/stencil only render, the runtime will complain. |
| if (numOutputs == 0 && (shaderModel == 3 || !mRenderer->getShaderModelSuffix().empty())) |
| { |
| numOutputs = 1u; |
| } |
| const PixelShaderOutputVariable defaultOutput(GL_FLOAT_VEC4, "unused", "float4(0, 0, 0, 1)", 0, |
| 0); |
| size_t outputIndex = 0; |
| |
| for (size_t layoutIndex = 0; layoutIndex < numOutputs; ++layoutIndex) |
| { |
| GLenum binding = outputLayout.empty() ? GL_COLOR_ATTACHMENT0 : outputLayout[layoutIndex]; |
| |
| if (binding != GL_NONE) |
| { |
| unsigned int location = (binding - GL_COLOR_ATTACHMENT0); |
| outputIndex = |
| layoutIndex > 0 && binding == outputLayout[layoutIndex - 1] ? outputIndex + 1 : 0; |
| |
| const PixelShaderOutputVariable *outputVariable = |
| outputLayout.empty() ? &defaultOutput |
| : FindOutputAtLocation(outputVariables, location, outputIndex); |
| |
| // OpenGL ES 3.0 spec $4.2.1 |
| // If [...] not all user-defined output variables are written, the values of fragment |
| // colors corresponding to unwritten variables are similarly undefined. |
| if (outputVariable) |
| { |
| declarationStream << " "; |
| HLSLTypeString(declarationStream, outputVariable->type); |
| declarationStream << " " << outputVariable->name << " : " << targetSemantic |
| << static_cast<int>(layoutIndex) << ";\n"; |
| |
| copyStream << " output." << outputVariable->name << " = " |
| << outputVariable->source << ";\n"; |
| } |
| } |
| } |
| |
| if (usesFragDepth) |
| { |
| declarationStream << " float gl_Depth : " << depthSemantic << ";\n"; |
| copyStream << " output.gl_Depth = gl_Depth; \n"; |
| } |
| |
| declarationStream << "};\n" |
| "\n" |
| "PS_OUTPUT generateOutput()\n" |
| "{\n" |
| " PS_OUTPUT output;\n" |
| << copyStream.str() |
| << " return output;\n" |
| "}\n"; |
| |
| std::string pixelHLSL(sourceShader); |
| |
| bool success = |
| angle::ReplaceSubstring(&pixelHLSL, PIXEL_OUTPUT_STUB_STRING, declarationStream.str()); |
| ASSERT(success); |
| |
| success = ReplaceShaderStorageDeclaration(shaderStorageBlocks, &pixelHLSL, baseUAVRegister, |
| gl::ShaderType::Fragment); |
| ASSERT(success); |
| |
| return pixelHLSL; |
| } |
| |
| std::string DynamicHLSL::generateShaderForImage2DBindSignature( |
| ProgramD3D &programD3D, |
| const gl::ProgramState &programData, |
| gl::ShaderType shaderType, |
| const std::string &shaderHLSL, |
| std::vector<sh::ShaderVariable> &image2DUniforms, |
| const gl::ImageUnitTextureTypeMap &image2DBindLayout, |
| unsigned int baseUAVRegister) const |
| { |
| if (image2DUniforms.empty()) |
| { |
| return shaderHLSL; |
| } |
| |
| return GenerateShaderForImage2DBindSignature(programD3D, programData, shaderType, shaderHLSL, |
| image2DUniforms, image2DBindLayout, |
| baseUAVRegister); |
| } |
| |
| void DynamicHLSL::generateVaryingLinkHLSL(const VaryingPacking &varyingPacking, |
| const BuiltinInfo &builtins, |
| bool programUsesPointSize, |
| std::ostringstream &hlslStream) const |
| { |
| ASSERT(builtins.dxPosition.enabled); |
| hlslStream << "{\n" |
| << " float4 dx_Position : " << builtins.dxPosition.str() << ";\n"; |
| |
| if (builtins.glPosition.enabled) |
| { |
| hlslStream << " float4 gl_Position : " << builtins.glPosition.str() << ";\n"; |
| } |
| |
| if (builtins.glFragCoord.enabled) |
| { |
| hlslStream << " float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n"; |
| } |
| |
| if (builtins.glPointCoord.enabled) |
| { |
| hlslStream << " float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n"; |
| } |
| |
| if (builtins.glPointSize.enabled) |
| { |
| hlslStream << " float gl_PointSize : " << builtins.glPointSize.str() << ";\n"; |
| } |
| |
| if (builtins.glViewIDOVR.enabled) |
| { |
| hlslStream << " nointerpolation uint gl_ViewID_OVR : " << builtins.glViewIDOVR.str() |
| << ";\n"; |
| } |
| |
| std::string varyingSemantic = |
| GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize); |
| |
| const auto ®isterInfos = varyingPacking.getRegisterList(); |
| for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) |
| { |
| const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; |
| const auto &varying = registerInfo.packedVarying->varying(); |
| ASSERT(!varying.isStruct()); |
| |
| // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many |
| // registers being used. |
| // For example, if there are N registers, and we have N vec3 varyings and 1 float |
| // varying, then D3D will pack them into N registers. |
| // If the float varying has the 'nointerpolation' modifier on it then we would need |
| // N + 1 registers, and D3D compilation will fail. |
| |
| switch (registerInfo.packedVarying->interpolation) |
| { |
| case sh::INTERPOLATION_SMOOTH: |
| hlslStream << " "; |
| break; |
| case sh::INTERPOLATION_FLAT: |
| hlslStream << " nointerpolation "; |
| break; |
| case sh::INTERPOLATION_CENTROID: |
| hlslStream << " centroid "; |
| break; |
| case sh::INTERPOLATION_SAMPLE: |
| hlslStream << " sample "; |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| GLenum transposedType = gl::TransposeMatrixType(varying.type); |
| GLenum componentType = gl::VariableComponentType(transposedType); |
| int columnCount = gl::VariableColumnCount(transposedType); |
| HLSLComponentTypeString(hlslStream, componentType, columnCount); |
| hlslStream << " v" << registerIndex << " : " << varyingSemantic << registerIndex << ";\n"; |
| } |
| |
| // Note that the following outputs need to be declared after the others. They are not included |
| // in pixel shader inputs even when they are in vertex/geometry shader outputs, and the pixel |
| // shader input struct must be a prefix of the vertex/geometry shader output struct. |
| |
| if (builtins.glViewportIndex.enabled) |
| { |
| hlslStream << " nointerpolation uint gl_ViewportIndex : " |
| << builtins.glViewportIndex.str() << ";\n"; |
| } |
| |
| if (builtins.glLayer.enabled) |
| { |
| hlslStream << " nointerpolation uint gl_Layer : " << builtins.glLayer.str() << ";\n"; |
| } |
| |
| hlslStream << "};\n"; |
| } |
| |
| void DynamicHLSL::generateShaderLinkHLSL(const gl::Caps &caps, |
| const gl::ProgramState &programData, |
| const ProgramD3DMetadata &programMetadata, |
| const VaryingPacking &varyingPacking, |
| const BuiltinVaryingsD3D &builtinsD3D, |
| gl::ShaderMap<std::string> *shaderHLSL) const |
| { |
| ASSERT(shaderHLSL); |
| ASSERT((*shaderHLSL)[gl::ShaderType::Vertex].empty() && |
| (*shaderHLSL)[gl::ShaderType::Fragment].empty()); |
| |
| gl::Shader *vertexShaderGL = programData.getAttachedShader(ShaderType::Vertex); |
| gl::Shader *fragmentShaderGL = programData.getAttachedShader(ShaderType::Fragment); |
| const int shaderModel = mRenderer->getMajorShaderModel(); |
| |
| const ShaderD3D *fragmentShader = nullptr; |
| if (fragmentShaderGL) |
| { |
| fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); |
| } |
| |
| // usesViewScale() isn't supported in the D3D9 renderer |
| ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale()); |
| |
| bool useInstancedPointSpriteEmulation = |
| programMetadata.usesPointSize() && |
| mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; |
| |
| // Validation done in the compiler |
| ASSERT(!fragmentShader || !fragmentShader->usesFragColor() || !fragmentShader->usesFragData()); |
| |
| std::ostringstream vertexStream; |
| vertexStream << "struct VS_OUTPUT\n"; |
| const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex]; |
| generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), |
| vertexStream); |
| |
| // Instanced PointSprite emulation requires additional entries originally generated in the |
| // GeometryShader HLSL. These include pointsize clamp values. |
| if (useInstancedPointSpriteEmulation) |
| { |
| vertexStream << "static float minPointSize = " << static_cast<int>(caps.minAliasedPointSize) |
| << ".0f;\n" |
| << "static float maxPointSize = " << static_cast<int>(caps.maxAliasedPointSize) |
| << ".0f;\n"; |
| } |
| |
| std::ostringstream vertexGenerateOutput; |
| vertexGenerateOutput << "VS_OUTPUT generateOutput(VS_INPUT input)\n" |
| << "{\n" |
| << " VS_OUTPUT output;\n"; |
| |
| if (vertexBuiltins.glPosition.enabled) |
| { |
| vertexGenerateOutput << " output.gl_Position = gl_Position;\n"; |
| } |
| |
| if (vertexBuiltins.glViewIDOVR.enabled) |
| { |
| vertexGenerateOutput << " output.gl_ViewID_OVR = ViewID_OVR;\n"; |
| } |
| if (programMetadata.hasANGLEMultiviewEnabled() && programMetadata.canSelectViewInVertexShader()) |
| { |
| ASSERT(vertexBuiltins.glViewportIndex.enabled && vertexBuiltins.glLayer.enabled); |
| vertexGenerateOutput << " if (multiviewSelectViewportIndex)\n" |
| << " {\n" |
| << " output.gl_ViewportIndex = ViewID_OVR;\n" |
| << " } else {\n" |
| << " output.gl_ViewportIndex = 0;\n" |
| << " output.gl_Layer = ViewID_OVR;\n" |
| << " }\n"; |
| } |
| |
| // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust. |
| if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") |
| { |
| vertexGenerateOutput << " output.dx_Position.x = gl_Position.x;\n"; |
| |
| if (programMetadata.usesViewScale()) |
| { |
| // This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f |
| // when rendering to the default framebuffer. No other values are valid. |
| vertexGenerateOutput << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n"; |
| } |
| else |
| { |
| vertexGenerateOutput |
| << " output.dx_Position.y = clipControlOrigin * gl_Position.y;\n"; |
| } |
| |
| vertexGenerateOutput |
| << " if (clipControlZeroToOne)\n" |
| << " {\n" |
| << " output.dx_Position.z = gl_Position.z;\n" |
| << " } else {\n" |
| << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| << " }\n"; |
| |
| vertexGenerateOutput << " output.dx_Position.w = gl_Position.w;\n"; |
| } |
| else |
| { |
| vertexGenerateOutput << " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + " |
| "dx_ViewAdjust.x * gl_Position.w;\n"; |
| |
| // If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*, |
| // then we need to multiply the gl_Position.y by the viewScale. |
| // usesViewScale() isn't supported when using the D3D9 renderer. |
| if (programMetadata.usesViewScale() && |
| (shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "")) |
| { |
| vertexGenerateOutput << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * " |
| "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"; |
| } |
| else |
| { |
| vertexGenerateOutput << " output.dx_Position.y = clipControlOrigin * (gl_Position.y " |
| "* dx_ViewAdjust.w + " |
| "dx_ViewAdjust.y * gl_Position.w);\n"; |
| } |
| |
| vertexGenerateOutput |
| << " if (clipControlZeroToOne)\n" |
| << " {\n" |
| << " output.dx_Position.z = gl_Position.z;\n" |
| << " } else {\n" |
| << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" |
| << " }\n"; |
| |
| vertexGenerateOutput << " output.dx_Position.w = gl_Position.w;\n"; |
| } |
| |
| // We don't need to output gl_PointSize if we use are emulating point sprites via instancing. |
| if (vertexBuiltins.glPointSize.enabled) |
| { |
| vertexGenerateOutput << " output.gl_PointSize = gl_PointSize;\n"; |
| } |
| |
| if (vertexBuiltins.glFragCoord.enabled) |
| { |
| vertexGenerateOutput << " output.gl_FragCoord = gl_Position;\n"; |
| } |
| |
| const auto ®isterInfos = varyingPacking.getRegisterList(); |
| for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) |
| { |
| const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; |
| const auto &packedVarying = *registerInfo.packedVarying; |
| const auto &varying = *packedVarying.frontVarying.varying; |
| ASSERT(!varying.isStruct()); |
| |
| vertexGenerateOutput << " output.v" << registerIndex << " = "; |
| |
| if (packedVarying.isStructField()) |
| { |
| vertexGenerateOutput << DecorateVariable(packedVarying.frontVarying.parentStructName) |
| << "."; |
| } |
| |
| vertexGenerateOutput << DecorateVariable(varying.name); |
| |
| if (varying.isArray()) |
| { |
| WriteArrayString(vertexGenerateOutput, registerInfo.varyingArrayIndex); |
| } |
| |
| if (VariableRowCount(varying.type) > 1) |
| { |
| WriteArrayString(vertexGenerateOutput, registerInfo.varyingRowIndex); |
| } |
| |
| vertexGenerateOutput << ";\n"; |
| } |
| |
| // Instanced PointSprite emulation requires additional entries to calculate |
| // the final output vertex positions of the quad that represents each sprite. |
| if (useInstancedPointSpriteEmulation) |
| { |
| vertexGenerateOutput |
| << "\n" |
| << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"; |
| |
| vertexGenerateOutput |
| << " output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / " |
| "(dx_ViewCoords.x*2)) * output.dx_Position.w;"; |
| |
| if (programMetadata.usesViewScale()) |
| { |
| // Multiply by ViewScale to invert the rendering when appropriate |
| vertexGenerateOutput |
| << " output.dx_Position.y += (-dx_ViewScale.y * " |
| "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * " |
| "output.dx_Position.w;"; |
| } |
| else |
| { |
| vertexGenerateOutput |
| << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / " |
| "(dx_ViewCoords.y*2)) * output.dx_Position.w;"; |
| } |
| |
| vertexGenerateOutput |
| << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n"; |
| |
| if (programMetadata.usesPointCoord()) |
| { |
| vertexGenerateOutput << "\n" |
| << " output.gl_PointCoord = input.spriteTexCoord;\n"; |
| } |
| } |
| |
| // Renderers that enable instanced pointsprite emulation require the vertex shader output member |
| // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same |
| // default value used in the generated pixel shader. |
| if (programMetadata.usesInsertedPointCoordValue()) |
| { |
| ASSERT(!useInstancedPointSpriteEmulation); |
| vertexGenerateOutput << "\n" |
| << " output.gl_PointCoord = float2(0.5, 0.5);\n"; |
| } |
| |
| vertexGenerateOutput << "\n" |
| << " return output;\n" |
| << "}"; |
| |
| if (vertexShaderGL) |
| { |
| std::string vertexSource = vertexShaderGL->getTranslatedSource(); |
| angle::ReplaceSubstring(&vertexSource, std::string(MAIN_PROLOGUE_STUB_STRING), |
| " initAttributes(input);\n"); |
| angle::ReplaceSubstring(&vertexSource, std::string(VERTEX_OUTPUT_STUB_STRING), |
| vertexGenerateOutput.str()); |
| vertexStream << vertexSource; |
| } |
| |
| const auto &pixelBuiltins = builtinsD3D[gl::ShaderType::Fragment]; |
| |
| std::ostringstream pixelStream; |
| pixelStream << "struct PS_INPUT\n"; |
| generateVaryingLinkHLSL(varyingPacking, pixelBuiltins, builtinsD3D.usesPointSize(), |
| pixelStream); |
| pixelStream << "\n"; |
| |
| std::ostringstream pixelPrologue; |
| if (fragmentShader && fragmentShader->usesViewID()) |
| { |
| ASSERT(pixelBuiltins.glViewIDOVR.enabled); |
| pixelPrologue << " ViewID_OVR = input.gl_ViewID_OVR;\n"; |
| } |
| |
| if (pixelBuiltins.glFragCoord.enabled) |
| { |
| pixelPrologue << " float rhw = 1.0 / input.gl_FragCoord.w;\n"; |
| |
| // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader. |
| // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using |
| // dx_ViewCoords. |
| if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") |
| { |
| pixelPrologue << " gl_FragCoord.x = input.dx_Position.x;\n" |
| << " gl_FragCoord.y = input.dx_Position.y;\n"; |
| } |
| else if (shaderModel == 3) |
| { |
| pixelPrologue << " gl_FragCoord.x = input.dx_Position.x + 0.5;\n" |
| << " gl_FragCoord.y = input.dx_Position.y + 0.5;\n"; |
| } |
| else |
| { |
| // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See |
| // Renderer::setViewport() |
| pixelPrologue |
| << " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + " |
| "dx_ViewCoords.z;\n" |
| << " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + " |
| "dx_ViewCoords.w;\n"; |
| } |
| |
| if (programMetadata.usesViewScale()) |
| { |
| // For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account |
| // for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using |
| // dx_ViewCoords and is always correct irrespective of dx_ViewScale's value. |
| // NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+). |
| if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") |
| { |
| // Some assumptions: |
| // - dx_ViewScale.y = -1.0f when rendering to texture |
| // - dx_ViewScale.y = +1.0f when rendering to the default framebuffer |
| // - gl_FragCoord.y has been set correctly above. |
| // |
| // When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate. |
| // This involves subtracting the y coordinate from the height of the area being |
| // rendered to. |
| // |
| // First we calculate the height of the area being rendered to: |
| // render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) * |
| // gl_FragCoord.y |
| // |
| // Note that when we're rendering to default FB, we want our output to be |
| // equivalent to: |
| // "gl_FragCoord.y = render_area_height - gl_FragCoord.y" |
| // |
| // When we're rendering to a texture, we want our output to be equivalent to: |
| // "gl_FragCoord.y = gl_FragCoord.y;" |
| // |
| // If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that |
| // - When rendering to default FB: scale_factor = 1.0f |
| // - When rendering to texture: scale_factor = 0.0f |
| // |
| // Therefore, we can get our desired output by setting: |
| // "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y * |
| // gl_FragCoord.y" |
| // |
| // Simplifying, this becomes: |
| pixelPrologue |
| << " gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /" |
| "(1.0f - input.gl_FragCoord.y * rhw) - dx_ViewScale.y * gl_FragCoord.y;\n"; |
| } |
| } |
| |
| pixelPrologue << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + " |
| "dx_DepthFront.y;\n" |
| << " gl_FragCoord.w = rhw;\n"; |
| } |
| |
| if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3) |
| { |
| pixelPrologue << " gl_PointCoord.x = input.gl_PointCoord.x;\n" |
| << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; |
| } |
| |
| if (fragmentShader && fragmentShader->usesFrontFacing()) |
| { |
| if (shaderModel <= 3) |
| { |
| pixelPrologue << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; |
| } |
| else |
| { |
| pixelPrologue << " gl_FrontFacing = isFrontFace;\n"; |
| } |
| } |
| |
| for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) |
| { |
| const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; |
| const auto &packedVarying = *registerInfo.packedVarying; |
| |
| // Don't reference VS-only transform feedback varyings in the PS. |
| if (packedVarying.vertexOnly()) |
| { |
| continue; |
| } |
| |
| const auto &varying = *packedVarying.backVarying.varying; |
| ASSERT(!varying.isBuiltIn() && !varying.isStruct()); |
| |
| // Note that we're relying on that the active flag is set according to usage in the fragment |
| // shader. |
| if (!varying.active) |
| { |
| continue; |
| } |
| |
| pixelPrologue << " "; |
| |
| if (packedVarying.isStructField()) |
| { |
| pixelPrologue << DecorateVariable(packedVarying.backVarying.parentStructName) << "."; |
| } |
| |
| pixelPrologue << DecorateVariable(varying.name); |
| |
| if (varying.isArray()) |
| { |
| WriteArrayString(pixelPrologue, registerInfo.varyingArrayIndex); |
| } |
| |
| GLenum transposedType = TransposeMatrixType(varying.type); |
| if (VariableRowCount(transposedType) > 1) |
| { |
| WriteArrayString(pixelPrologue, registerInfo.varyingRowIndex); |
| } |
| |
| pixelPrologue << " = input.v" << registerIndex; |
| |
| switch (VariableColumnCount(transposedType)) |
| { |
| case 1: |
| pixelPrologue << ".x"; |
| break; |
| case 2: |
| pixelPrologue << ".xy"; |
| break; |
| case 3: |
| pixelPrologue << ".xyz"; |
| break; |
| case 4: |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| pixelPrologue << ";\n"; |
| } |
| |
| if (fragmentShaderGL) |
| { |
| std::string pixelSource = fragmentShaderGL->getTranslatedSource(); |
| |
| if (fragmentShader->usesFrontFacing()) |
| { |
| if (shaderModel >= 4) |
| { |
| angle::ReplaceSubstring(&pixelSource, |
| std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), |
| "PS_INPUT input, bool isFrontFace : SV_IsFrontFace"); |
| } |
| else |
| { |
| angle::ReplaceSubstring(&pixelSource, |
| std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), |
| "PS_INPUT input, float vFace : VFACE"); |
| } |
| } |
| else |
| { |
| angle::ReplaceSubstring(&pixelSource, std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), |
| "PS_INPUT input"); |
| } |
| |
| angle::ReplaceSubstring(&pixelSource, std::string(MAIN_PROLOGUE_STUB_STRING), |
| pixelPrologue.str()); |
| pixelStream << pixelSource; |
| } |
| |
| (*shaderHLSL)[gl::ShaderType::Vertex] = vertexStream.str(); |
| (*shaderHLSL)[gl::ShaderType::Fragment] = pixelStream.str(); |
| } |
| |
| std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking, |
| const BuiltinVaryingsD3D &builtinsD3D, |
| const bool hasANGLEMultiviewEnabled, |
| const bool selectViewInVS) const |
| { |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| |
| std::ostringstream preambleStream; |
| |
| const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex]; |
| |
| preambleStream << "struct GS_INPUT\n"; |
| generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), |
| preambleStream); |
| preambleStream << "\n" |
| << "struct GS_OUTPUT\n"; |
| generateVaryingLinkHLSL(varyingPacking, builtinsD3D[gl::ShaderType::Geometry], |
| builtinsD3D.usesPointSize(), preambleStream); |
| preambleStream |
| << "\n" |
| << "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n" |
| << "{\n" |
| << " output.gl_Position = input.gl_Position;\n"; |
| |
| if (vertexBuiltins.glPointSize.enabled) |
| { |
| preambleStream << " output.gl_PointSize = input.gl_PointSize;\n"; |
| } |
| |
| if (hasANGLEMultiviewEnabled) |
| { |
| preambleStream << " output.gl_ViewID_OVR = input.gl_ViewID_OVR;\n"; |
| if (selectViewInVS) |
| { |
| ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled && |
| builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled); |
| |
| // If the view is already selected in the VS, then we just pass the gl_ViewportIndex and |
| // gl_Layer to the output. |
| preambleStream << " output.gl_ViewportIndex = input.gl_ViewportIndex;\n" |
| << " output.gl_Layer = input.gl_Layer;\n"; |
| } |
| } |
| |
| const auto ®isterInfos = varyingPacking.getRegisterList(); |
| for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) |
| { |
| const PackedVaryingRegister &varyingRegister = registerInfos[registerIndex]; |
| preambleStream << " output.v" << registerIndex << " = "; |
| if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT) |
| { |
| preambleStream << "flat"; |
| } |
| preambleStream << "input.v" << registerIndex << "; \n"; |
| } |
| |
| if (vertexBuiltins.glFragCoord.enabled) |
| { |
| preambleStream << " output.gl_FragCoord = input.gl_FragCoord;\n"; |
| } |
| |
| // Only write the dx_Position if we aren't using point sprites |
| preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n" |
| << " output.dx_Position = input.dx_Position;\n" |
| << "#endif // ANGLE_POINT_SPRITE_SHADER\n" |
| << "}\n"; |
| |
| if (hasANGLEMultiviewEnabled && !selectViewInVS) |
| { |
| ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled && |
| builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled); |
| |
| // According to the HLSL reference, using SV_RenderTargetArrayIndex is only valid if the |
| // render target is an array resource. Because of this we do not write to gl_Layer if we are |
| // taking the side-by-side code path. We still select the viewport index in the layered code |
| // path as that is always valid. See: |
| // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509647(v=vs.85).aspx |
| preambleStream << "\n" |
| << "void selectView(inout GS_OUTPUT output, GS_INPUT input)\n" |
| << "{\n" |
| << " if (multiviewSelectViewportIndex)\n" |
| << " {\n" |
| << " output.gl_ViewportIndex = input.gl_ViewID_OVR;\n" |
| << " } else {\n" |
| << " output.gl_ViewportIndex = 0;\n" |
| << " output.gl_Layer = input.gl_ViewID_OVR;\n" |
| << " }\n" |
| << "}\n"; |
| } |
| |
| return preambleStream.str(); |
| } |
| |
| std::string DynamicHLSL::generateGeometryShaderHLSL(const gl::Caps &caps, |
| gl::PrimitiveMode primitiveType, |
| const gl::ProgramState &programData, |
| const bool useViewScale, |
| const bool hasANGLEMultiviewEnabled, |
| const bool selectViewInVS, |
| const bool pointSpriteEmulation, |
| const std::string &preambleString) const |
| { |
| ASSERT(mRenderer->getMajorShaderModel() >= 4); |
| |
| std::stringstream shaderStream; |
| |
| const bool pointSprites = (primitiveType == gl::PrimitiveMode::Points) && pointSpriteEmulation; |
| const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos; |
| |
| const char *inputPT = nullptr; |
| const char *outputPT = nullptr; |
| int inputSize = 0; |
| int maxVertexOutput = 0; |
| |
| switch (primitiveType) |
| { |
| case gl::PrimitiveMode::Points: |
| inputPT = "point"; |
| inputSize = 1; |
| |
| if (pointSprites) |
| { |
| outputPT = "Triangle"; |
| maxVertexOutput = 4; |
| } |
| else |
| { |
| outputPT = "Point"; |
| maxVertexOutput = 1; |
| } |
| |
| break; |
| |
| case gl::PrimitiveMode::Lines: |
| case gl::PrimitiveMode::LineStrip: |
| case gl::PrimitiveMode::LineLoop: |
| inputPT = "line"; |
| outputPT = "Line"; |
| inputSize = 2; |
| maxVertexOutput = 2; |
| break; |
| |
| case gl::PrimitiveMode::Triangles: |
| case gl::PrimitiveMode::TriangleStrip: |
| case gl::PrimitiveMode::TriangleFan: |
| inputPT = "triangle"; |
| outputPT = "Triangle"; |
| inputSize = 3; |
| maxVertexOutput = 3; |
| break; |
| |
| default: |
| UNREACHABLE(); |
| break; |
| } |
| |
| if (pointSprites || hasANGLEMultiviewEnabled) |
| { |
| shaderStream << "cbuffer DriverConstants : register(b0)\n" |
| "{\n"; |
| |
| if (pointSprites) |
| { |
| shaderStream << " float4 dx_ViewCoords : packoffset(c1);\n"; |
| if (useViewScale) |
| { |
| shaderStream << " float2 dx_ViewScale : packoffset(c3);\n"; |
| } |
| } |
| |
| if (hasANGLEMultiviewEnabled) |
| { |
| // We have to add a value which we can use to keep track of which multi-view code path |
| // is to be selected in the GS. |
| shaderStream << " float multiviewSelectViewportIndex : packoffset(c3.z);\n"; |
| } |
| |
| shaderStream << "};\n\n"; |
| } |
| |
| if (pointSprites) |
| { |
| shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n" |
| "\n" |
| "static float2 pointSpriteCorners[] = \n" |
| "{\n" |
| " float2( 0.5f, -0.5f),\n" |
| " float2( 0.5f, 0.5f),\n" |
| " float2(-0.5f, -0.5f),\n" |
| " float2(-0.5f, 0.5f)\n" |
| "};\n" |
| "\n" |
| "static float2 pointSpriteTexcoords[] = \n" |
| "{\n" |
| " float2(1.0f, 1.0f),\n" |
| " float2(1.0f, 0.0f),\n" |
| " float2(0.0f, 1.0f),\n" |
| " float2(0.0f, 0.0f)\n" |
| "};\n" |
| "\n" |
| "static float minPointSize = " |
| << static_cast<int>(caps.minAliasedPointSize) |
| << ".0f;\n" |
| "static float maxPointSize = " |
| << static_cast<int>(caps.maxAliasedPointSize) << ".0f;\n" |
| << "\n"; |
| } |
| |
| shaderStream << preambleString << "\n" |
| << "[maxvertexcount(" << maxVertexOutput << ")]\n" |
| << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], "; |
| |
| if (primitiveType == gl::PrimitiveMode::TriangleStrip) |
| { |
| shaderStream << "uint primitiveID : SV_PrimitiveID, "; |
| } |
| |
| shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n" |
| << "{\n" |
| << " GS_OUTPUT output = (GS_OUTPUT)0;\n"; |
| |
| if (primitiveType == gl::PrimitiveMode::TriangleStrip) |
| { |
| shaderStream << " uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n"; |
| } |
| else |
| { |
| shaderStream << " uint lastVertexIndex = " << (inputSize - 1) << ";\n"; |
| } |
| |
| for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex) |
| { |
| shaderStream << " copyVertex(output, input[" << vertexIndex |
| << "], input[lastVertexIndex]);\n"; |
| if (hasANGLEMultiviewEnabled && !selectViewInVS) |
| { |
| shaderStream << " selectView(output, input[" << vertexIndex << "]);\n"; |
| } |
| if (!pointSprites) |
| { |
| ASSERT(inputSize == maxVertexOutput); |
| shaderStream << " outStream.Append(output);\n"; |
| } |
| } |
| |
| if (pointSprites) |
| { |
| shaderStream << "\n" |
| " float4 dx_Position = input[0].dx_Position;\n" |
| " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, " |
| "maxPointSize);\n" |
| " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / " |
| "dx_ViewCoords.y) * dx_Position.w;\n"; |
| |
| for (int corner = 0; corner < 4; corner++) |
| { |
| if (useViewScale) |
| { |
| shaderStream << " \n" |
| " output.dx_Position = dx_Position + float4(1.0f, " |
| "-dx_ViewScale.y, 1.0f, 1.0f)" |
| " * float4(pointSpriteCorners[" |
| << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; |
| } |
| else |
| { |
| shaderStream << "\n" |
| " output.dx_Position = dx_Position + float4(pointSpriteCorners[" |
| << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; |
| } |
| |
| if (usesPointCoord) |
| { |
| shaderStream << " output.gl_PointCoord = pointSpriteTexcoords[" << corner |
| << "];\n"; |
| } |
| |
| shaderStream << " outStream.Append(output);\n"; |
| } |
| } |
| |
| shaderStream << " \n" |
| " outStream.RestartStrip();\n" |
| "}\n"; |
| |
| return shaderStream.str(); |
| } |
| |
| // static |
| void DynamicHLSL::GenerateAttributeConversionHLSL(angle::FormatID vertexFormatID, |
| const sh::ShaderVariable &shaderAttrib, |
| std::ostringstream &outStream) |
| { |
| // Matrix |
| if (IsMatrixType(shaderAttrib.type)) |
| { |
| outStream << "transpose(input." << DecorateVariable(shaderAttrib.name) << ")"; |
| return; |
| } |
| |
| GLenum shaderComponentType = VariableComponentType(shaderAttrib.type); |
| int shaderComponentCount = VariableComponentCount(shaderAttrib.type); |
| const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromID(vertexFormatID); |
| |
| // Perform integer to float conversion (if necessary) |
| if (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT) |
| { |
| // TODO: normalization for 32-bit integer formats |
| ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger); |
| outStream << "float" << shaderComponentCount << "(input." |
| << DecorateVariable(shaderAttrib.name) << ")"; |
| return; |
| } |
| |
| // No conversion necessary |
| outStream << "input." << DecorateVariable(shaderAttrib.name); |
| } |
| |
| void DynamicHLSL::getPixelShaderOutputKey(const gl::State &data, |
| const gl::ProgramState &programData, |
| const ProgramD3DMetadata &metadata, |
| std::vector<PixelShaderOutputVariable> *outPixelShaderKey) |
| { |
| // Two cases when writing to gl_FragColor and using ESSL 1.0: |
| // - with a 3.0 context, the output color is copied to channel 0 |
| // - with a 2.0 context, the output color is broadcast to all channels |
| bool broadcast = metadata.usesBroadcast(data); |
| const unsigned int numRenderTargets = |
| (broadcast || metadata.usesMultipleFragmentOuts() |
| ? static_cast<unsigned int>(data.getCaps().maxDrawBuffers) |
| : 1); |
| |
| if (!metadata.usesCustomOutVars()) |
| { |
| for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; |
| renderTargetIndex++) |
| { |
| PixelShaderOutputVariable outputKeyVariable; |
| outputKeyVariable.type = GL_FLOAT_VEC4; |
| outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex); |
| outputKeyVariable.source = |
| broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]"; |
| outputKeyVariable.outputLocation = renderTargetIndex; |
| |
| outPixelShaderKey->push_back(outputKeyVariable); |
| } |
| |
| if (metadata.usesSecondaryColor()) |
| { |
| for (unsigned int secondaryIndex = 0; |
| secondaryIndex < data.getCaps().maxDualSourceDrawBuffers; secondaryIndex++) |
| { |
| PixelShaderOutputVariable outputKeyVariable; |
| outputKeyVariable.type = GL_FLOAT_VEC4; |
| outputKeyVariable.name = "gl_SecondaryColor" + Str(secondaryIndex); |
| outputKeyVariable.source = "gl_SecondaryColor[" + Str(secondaryIndex) + "]"; |
| outputKeyVariable.outputLocation = secondaryIndex; |
| outputKeyVariable.outputIndex = 1; |
| |
| outPixelShaderKey->push_back(outputKeyVariable); |
| } |
| } |
| } |
| else |
| { |
| const ShaderD3D *fragmentShader = metadata.getFragmentShader(); |
| |
| if (!fragmentShader) |
| { |
| return; |
| } |
| |
| const auto &shaderOutputVars = fragmentShader->getState().getActiveOutputVariables(); |
| |
| for (size_t outputLocationIndex = 0u; |
| outputLocationIndex < programData.getOutputLocations().size(); ++outputLocationIndex) |
| { |
| const VariableLocation &outputLocation = |
| programData.getOutputLocations().at(outputLocationIndex); |
| if (!outputLocation.used()) |
| { |
| continue; |
| } |
| const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; |
| const std::string &variableName = "out_" + outputVariable.name; |
| |
| // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6. |
| const std::string &elementString = |
| (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); |
| |
| ASSERT(outputVariable.active); |
| |
| PixelShaderOutputVariable outputKeyVariable; |
| outputKeyVariable.type = outputVariable.type; |
| outputKeyVariable.name = variableName + elementString; |
| outputKeyVariable.source = |
| variableName + |
| (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); |
| outputKeyVariable.outputLocation = outputLocationIndex; |
| |
| outPixelShaderKey->push_back(outputKeyVariable); |
| } |
| |
| // Now generate any secondary outputs... |
| for (size_t outputLocationIndex = 0u; |
| outputLocationIndex < programData.getSecondaryOutputLocations().size(); |
| ++outputLocationIndex) |
| { |
| const VariableLocation &outputLocation = |
| programData.getSecondaryOutputLocations().at(outputLocationIndex); |
| if (!outputLocation.used()) |
| { |
| continue; |
| } |
| const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; |
| const std::string &variableName = "out_" + outputVariable.name; |
| |
| // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6. |
| const std::string &elementString = |
| (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); |
| |
| ASSERT(outputVariable.active); |
| |
| PixelShaderOutputVariable outputKeyVariable; |
| outputKeyVariable.type = outputVariable.type; |
| outputKeyVariable.name = variableName + elementString; |
| outputKeyVariable.source = |
| variableName + |
| (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); |
| outputKeyVariable.outputLocation = outputLocationIndex; |
| outputKeyVariable.outputIndex = 1; |
| |
| outPixelShaderKey->push_back(outputKeyVariable); |
| } |
| } |
| } |
| |
| // BuiltinVarying Implementation. |
| BuiltinVarying::BuiltinVarying() : enabled(false), index(0), systemValue(false) {} |
| |
| std::string BuiltinVarying::str() const |
| { |
| return (systemValue ? semantic : (semantic + Str(index))); |
| } |
| |
| void BuiltinVarying::enableSystem(const std::string &systemValueSemantic) |
| { |
| enabled = true; |
| semantic = systemValueSemantic; |
| systemValue = true; |
| } |
| |
| void BuiltinVarying::enable(const std::string &semanticVal, unsigned int indexVal) |
| { |
| enabled = true; |
| semantic = semanticVal; |
| index = indexVal; |
| } |
| |
| // BuiltinVaryingsD3D Implementation. |
| BuiltinVaryingsD3D::BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata, |
| const VaryingPacking &packing) |
| { |
| updateBuiltins(gl::ShaderType::Vertex, metadata, packing); |
| updateBuiltins(gl::ShaderType::Fragment, metadata, packing); |
| int shaderModel = metadata.getRendererMajorShaderModel(); |
| if (shaderModel >= 4) |
| { |
| updateBuiltins(gl::ShaderType::Geometry, metadata, packing); |
| } |
| // In shader model >= 4, some builtins need to be the same in vertex and pixel shaders - input |
| // struct needs to be a prefix of output struct. |
| ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPosition.enabled == |
| mBuiltinInfo[gl::ShaderType::Fragment].glPosition.enabled); |
| ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glFragCoord.enabled == |
| mBuiltinInfo[gl::ShaderType::Fragment].glFragCoord.enabled); |
| ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointCoord.enabled == |
| mBuiltinInfo[gl::ShaderType::Fragment].glPointCoord.enabled); |
| ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointSize.enabled == |
| mBuiltinInfo[gl::ShaderType::Fragment].glPointSize.enabled); |
| ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glViewIDOVR.enabled == |
| mBuiltinInfo[gl::ShaderType::Fragment].glViewIDOVR.enabled); |
| } |
| |
| BuiltinVaryingsD3D::~BuiltinVaryingsD3D() = default; |
| |
| void BuiltinVaryingsD3D::updateBuiltins(gl::ShaderType shaderType, |
| const ProgramD3DMetadata &metadata, |
| const VaryingPacking &packing) |
| { |
| const std::string &userSemantic = GetVaryingSemantic(metadata.getRendererMajorShaderModel(), |
| metadata.usesSystemValuePointSize()); |
| |
| // Note that when enabling builtins only for specific shader stages in shader model >= 4, the |
| // code needs to ensure that the input struct of the shader stage is a prefix of the output |
| // struct of the previous stage. |
| |
| unsigned int reservedSemanticIndex = packing.getMaxSemanticIndex(); |
| |
| BuiltinInfo *builtins = &mBuiltinInfo[shaderType]; |
| |
| if (metadata.getRendererMajorShaderModel() >= 4) |
| { |
| builtins->dxPosition.enableSystem("SV_Position"); |
| } |
| else if (shaderType == gl::ShaderType::Fragment) |
| { |
| builtins->dxPosition.enableSystem("VPOS"); |
| } |
| else |
| { |
| builtins->dxPosition.enableSystem("POSITION"); |
| } |
| |
| if (metadata.usesTransformFeedbackGLPosition()) |
| { |
| builtins->glPosition.enable(userSemantic, reservedSemanticIndex++); |
| } |
| |
| if (metadata.usesFragCoord()) |
| { |
| builtins->glFragCoord.enable(userSemantic, reservedSemanticIndex++); |
| } |
| |
| if (shaderType == gl::ShaderType::Vertex ? metadata.addsPointCoordToVertexShader() |
| : metadata.usesPointCoord()) |
| { |
| // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) |
| // In D3D11 we manually compute gl_PointCoord in the GS. |
| if (metadata.getRendererMajorShaderModel() >= 4) |
| { |
| builtins->glPointCoord.enable(userSemantic, reservedSemanticIndex++); |
| } |
| else |
| { |
| builtins->glPointCoord.enable("TEXCOORD", 0); |
| } |
| } |
| |
| if (metadata.hasANGLEMultiviewEnabled()) |
| { |
| // Although it is possible to compute gl_ViewID_OVR from the value of |
| // SV_ViewportArrayIndex or SV_RenderTargetArrayIndex and the multi-view state in the |
| // driver constant buffer, it is easier and cleaner to always pass it as a varying. |
| builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++); |
| |
| if (shaderType == gl::ShaderType::Vertex) |
| { |
| if (metadata.canSelectViewInVertexShader()) |
| { |
| builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); |
| builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); |
| } |
| } |
| |
| if (shaderType == gl::ShaderType::Geometry) |
| { |
| // gl_Layer and gl_ViewportIndex are necessary so that we can write to either based on |
| // the multiview state in the driver constant buffer. |
| builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); |
| builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); |
| } |
| } |
| |
| // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders |
| if (metadata.usesSystemValuePointSize() && |
| (shaderType != gl::ShaderType::Fragment || metadata.getRendererMajorShaderModel() >= 4)) |
| { |
| builtins->glPointSize.enableSystem("PSIZE"); |
| } |
| } |
| |
| } // namespace rx |