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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp | 2301 |
1 files changed, 2301 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp new file mode 100755 index 000000000..d00a8738e --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp @@ -0,0 +1,2301 @@ +// +// 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/BitSetIterator.h" +#include "common/utilities.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Program.h" +#include "libANGLE/Uniform.h" +#include "libANGLE/VertexArray.h" +#include "libANGLE/features.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/VaryingPacking.h" +#include "libANGLE/renderer/d3d/VertexDataManager.h" + +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; +} + +// true if varying x has a higher priority in packing than y +bool ComparePackedVarying(const PackedVarying &x, const PackedVarying &y) +{ + return gl::CompareShaderVar(*x.varying, *y.varying); +} + +std::vector<PackedVarying> MergeVaryings(const gl::Shader &vertexShader, + const gl::Shader &fragmentShader, + const std::vector<std::string> &tfVaryings) +{ + std::vector<PackedVarying> packedVaryings; + + for (const sh::Varying &output : vertexShader.getVaryings()) + { + bool packed = false; + + // Built-in varyings obey special rules + if (output.isBuiltIn()) + { + continue; + } + + for (const sh::Varying &input : fragmentShader.getVaryings()) + { + if (output.name == input.name) + { + if (output.isStruct()) + { + ASSERT(!output.isArray()); + for (const auto &field : output.fields) + { + ASSERT(!field.isStruct() && !field.isArray()); + packedVaryings.push_back( + PackedVarying(field, input.interpolation, input.name)); + } + } + else + { + packedVaryings.push_back(PackedVarying(input, input.interpolation)); + } + packed = true; + break; + } + } + + // Keep Transform FB varyings in the merged list always. + if (!packed) + { + for (const std::string &tfVarying : tfVaryings) + { + if (tfVarying == output.name) + { + // Transform feedback for varying structs is underspecified. + // See Khronos bug 9856. + // TODO(jmadill): Figure out how to be spec-compliant here. + if (!output.isStruct()) + { + packedVaryings.push_back(PackedVarying(output, output.interpolation)); + packedVaryings.back().vertexOnly = true; + } + break; + } + } + } + } + + std::sort(packedVaryings.begin(), packedVaryings.end(), ComparePackedVarying); + + return packedVaryings; +} + +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 != NULL); + ASSERT(dirtyFlag != NULL); + + *dirtyFlag = *dirtyFlag || (memcmp(dest, &source, sizeof(T)) != 0); + *dest = source; +} + +template <typename T> +bool TransposeMatrix(T *target, + const GLfloat *value, + int targetWidth, + int targetHeight, + int srcWidth, + int srcHeight) +{ + bool dirty = false; + int copyWidth = std::min(targetHeight, srcWidth); + int copyHeight = std::min(targetWidth, srcHeight); + + for (int x = 0; x < copyWidth; x++) + { + for (int y = 0; y < copyHeight; y++) + { + SetIfDirty(target + (x * targetWidth + y), static_cast<T>(value[y * srcWidth + x]), + &dirty); + } + } + // clear unfilled right side + for (int y = 0; y < copyWidth; y++) + { + for (int x = copyHeight; x < targetWidth; x++) + { + SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); + } + } + // clear unfilled bottom. + for (int y = copyWidth; y < targetHeight; y++) + { + for (int x = 0; x < targetWidth; x++) + { + SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); + } + } + + return dirty; +} + +template <typename T> +bool ExpandMatrix(T *target, + const GLfloat *value, + int targetWidth, + int targetHeight, + int srcWidth, + int srcHeight) +{ + bool dirty = false; + int copyWidth = std::min(targetWidth, srcWidth); + int copyHeight = std::min(targetHeight, srcHeight); + + for (int y = 0; y < copyHeight; y++) + { + for (int x = 0; x < copyWidth; x++) + { + SetIfDirty(target + (y * targetWidth + x), static_cast<T>(value[y * srcWidth + x]), + &dirty); + } + } + // clear unfilled right side + for (int y = 0; y < copyHeight; y++) + { + for (int x = copyWidth; x < targetWidth; x++) + { + SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); + } + } + // clear unfilled bottom. + for (int y = copyHeight; y < targetHeight; y++) + { + for (int x = 0; x < targetWidth; x++) + { + SetIfDirty(target + (y * targetWidth + x), static_cast<T>(0), &dirty); + } + } + + return dirty; +} + +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; + } +} + +} // 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), + 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); + + // TODO(jmadill): is this correct with 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; +} + +// 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(NULL), + mGeometryExecutables(gl::PRIMITIVE_TYPE_MAX, nullptr), + mUsesPointSize(false), + mUsesFlatInterpolation(false), + mVertexUniformStorage(NULL), + mFragmentUniformStorage(NULL), + mUsedVertexSamplerRange(0), + mUsedPixelSamplerRange(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; + 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; + 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; + 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]; + } + } + } + } +} + +LinkResult ProgramD3D::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) +{ + 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); + } + + stream->readInt(&mUsedVertexSamplerRange); + stream->readInt(&mUsedPixelSamplerRange); + + 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->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); + 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(D3DCompilerWorkarounds)); + stream->readString(&mPixelHLSL); + stream->readBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds), + sizeof(D3DCompilerWorkarounds)); + 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( + 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(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) + { + mGeometryExecutables[geometryExeIndex] = nullptr; + continue; + } + + const unsigned char *geometryShaderFunction = binary + stream->offset(); + + ANGLE_TRY(mRenderer->loadExecutable(geometryShaderFunction, geometryShaderSize, + SHADER_GEOMETRY, mStreamOutVaryings, separateAttribs, + &mGeometryExecutables[geometryExeIndex])); + + if (!mGeometryExecutables[geometryExeIndex]) + { + infoLog << "Could not create geometry shader."; + return false; + } + stream->skip(geometryShaderSize); + } + + 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(mUsedVertexSamplerRange); + stream->writeInt(mUsedPixelSamplerRange); + + 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->writeInt(uniform->registerCount); + stream->writeInt(uniform->registerElement); + } + + stream->writeInt(mD3DUniformBlocks.size()); + for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks) + { + stream->writeIntOrNegOne(uniformBlock.psRegisterIndex); + stream->writeIntOrNegOne(uniformBlock.vsRegisterIndex); + } + + 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(D3DCompilerWorkarounds)); + stream->writeString(mPixelHLSL); + stream->writeBytes(reinterpret_cast<unsigned char *>(&mPixelWorkarounds), + sizeof(D3DCompilerWorkarounds)); + 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]; + + 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]; + + 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 (const ShaderExecutableD3D *geometryExe : mGeometryExecutables) + { + if (geometryExe == nullptr) + { + stream->writeInt(0); + continue; + } + + size_t geometryShaderSize = geometryExe->getLength(); + stream->writeInt(geometryShaderSize); + stream->writeBytes(geometryExe->getFunction(), geometryShaderSize); + } + + return gl::Error(GL_NO_ERROR); +} + +void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */) +{ +} + +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::Error(GL_NO_ERROR); + } + } + + std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature( + mPixelHLSL, mPixelShaderKey, mUsesFragDepth, outputSignature); + + // Generate new pixel executable + ShaderExecutableD3D *pixelExecutable = NULL; + + gl::InfoLog tempInfoLog; + gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; + + gl::Error error = mRenderer->compileToExecutable( + *currentInfoLog, finalPixelHLSL, SHADER_PIXEL, mStreamOutVaryings, + (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mPixelWorkarounds, + &pixelExecutable); + if (error.isError()) + { + return error; + } + + if (pixelExecutable) + { + mPixelExecutables.push_back(new PixelExecutable(outputSignature, pixelExecutable)); + } + else if (!infoLog) + { + std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3); + tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]); + ERR("Error compiling dynamic pixel executable:\n%s\n", &tempCharBuffer[0]); + } + + *outExectuable = pixelExecutable; + return gl::Error(GL_NO_ERROR); +} + +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::Error(GL_NO_ERROR); + } + } + + // Generate new dynamic layout with attribute conversions + std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout( + mVertexHLSL, inputLayout, mState.getAttributes()); + + // Generate new vertex executable + ShaderExecutableD3D *vertexExecutable = NULL; + + gl::InfoLog tempInfoLog; + gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; + + gl::Error error = mRenderer->compileToExecutable( + *currentInfoLog, finalVertexHLSL, SHADER_VERTEX, mStreamOutVaryings, + (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), mVertexWorkarounds, + &vertexExecutable); + if (error.isError()) + { + return error; + } + + if (vertexExecutable) + { + mVertexExecutables.push_back( + new VertexExecutable(inputLayout, mCachedVertexSignature, vertexExecutable)); + } + else if (!infoLog) + { + std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3); + tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]); + ERR("Error compiling dynamic vertex executable:\n%s\n", &tempCharBuffer[0]); + } + + *outExectuable = vertexExecutable; + return gl::Error(GL_NO_ERROR); +} + +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::Error(GL_NO_ERROR); + } + + gl::PrimitiveType geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode); + + if (mGeometryExecutables[geometryShaderType] != nullptr) + { + if (outExecutable) + { + *outExecutable = mGeometryExecutables[geometryShaderType]; + } + return gl::Error(GL_NO_ERROR); + } + + std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL( + geometryShaderType, data, mState, mRenderer->presentPathFastEnabled(), + mGeometryShaderPreamble); + + gl::InfoLog tempInfoLog; + gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog; + + gl::Error error = mRenderer->compileToExecutable( + *currentInfoLog, geometryHLSL, SHADER_GEOMETRY, mStreamOutVaryings, + (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS), D3DCompilerWorkarounds(), + &mGeometryExecutables[geometryShaderType]); + + if (!infoLog && error.isError()) + { + std::vector<char> tempCharBuffer(tempInfoLog.getLength() + 3); + tempInfoLog.getLog(static_cast<GLsizei>(tempInfoLog.getLength()), NULL, &tempCharBuffer[0]); + ERR("Error compiling dynamic geometry executable:\n%s\n", &tempCharBuffer[0]); + } + + if (outExecutable) + { + *outExecutable = mGeometryExecutables[geometryShaderType]; + } + return error; +} + +LinkResult ProgramD3D::compileProgramExecutables(const gl::ContextState &data, gl::InfoLog &infoLog) +{ + const gl::InputLayout &defaultInputLayout = + GetDefaultInputLayoutFromShader(mState.getAttachedVertexShader()); + ShaderExecutableD3D *defaultVertexExecutable = nullptr; + ANGLE_TRY( + getVertexExecutableForInputLayout(defaultInputLayout, &defaultVertexExecutable, &infoLog)); + + std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(getPixelShaderKey()); + ShaderExecutableD3D *defaultPixelExecutable = nullptr; + ANGLE_TRY( + getPixelExecutableForOutputLayout(defaultPixelOutput, &defaultPixelExecutable, &infoLog)); + + // Auto-generate the geometry shader here, if we expect to be using point rendering in D3D11. + ShaderExecutableD3D *pointGS = nullptr; + if (usesGeometryShader(GL_POINTS)) + { + getGeometryExecutableForPrimitiveType(data, GL_POINTS, &pointGS, &infoLog); + } + + 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::link(const gl::ContextState &data, gl::InfoLog &infoLog) +{ + reset(); + + 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; + } + } + + std::vector<PackedVarying> packedVaryings = + MergeVaryings(*vertexShader, *fragmentShader, mState.getTransformFeedbackVaryingNames()); + + // Map the varyings to the register file + VaryingPacking varyingPacking(data.getCaps().maxVaryingVectors); + if (!varyingPacking.packVaryings(infoLog, packedVaryings, + mState.getTransformFeedbackVaryingNames())) + { + return false; + } + + ProgramD3DMetadata metadata(mRenderer, vertexShaderD3D, fragmentShaderD3D); + + varyingPacking.enableBuiltins(SHADER_VERTEX, metadata); + varyingPacking.enableBuiltins(SHADER_PIXEL, metadata); + + if (static_cast<GLuint>(varyingPacking.getRegisterCount()) > data.getCaps().maxVaryingVectors) + { + infoLog << "No varying registers left to support gl_FragCoord/gl_PointCoord"; + 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 && + varyingPacking.getMaxSemanticIndex() > data.getCaps().maxVaryingVectors) + { + infoLog << "Cannot pack these varyings on D3D9."; + return false; + } + + if (!mDynamicHLSL->generateShaderLinkHLSL(data, mState, metadata, varyingPacking, &mPixelHLSL, + &mVertexHLSL)) + { + return false; + } + + mUsesPointSize = vertexShaderD3D->usesPointSize(); + mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey); + mUsesFragDepth = metadata.usesFragDepth(); + + // Cache if we use flat shading + mUsesFlatInterpolation = false; + for (const auto &varying : packedVaryings) + { + if (varying.interpolation == sh::INTERPOLATION_FLAT) + { + mUsesFlatInterpolation = true; + break; + } + } + + if (mRenderer->getMajorShaderModel() >= 4) + { + varyingPacking.enableBuiltins(SHADER_GEOMETRY, metadata); + mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(varyingPacking); + } + + initAttribLocationsToD3DSemantic(); + + defineUniformsAndAssignRegisters(); + + gatherTransformFeedbackVaryings(varyingPacking); + + 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(); + + 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 *vertexShader = mState.getAttachedVertexShader(); + + for (const sh::InterfaceBlock &vertexBlock : vertexShader->getInterfaceBlocks()) + { + if (!vertexBlock.staticUse && vertexBlock.layout == sh::BLOCKLAYOUT_PACKED) + continue; + + if (mBlockDataSizes.count(vertexBlock.name) > 0) + continue; + + size_t dataSize = getUniformBlockInfo(vertexBlock); + mBlockDataSizes[vertexBlock.name] = dataSize; + } + + const gl::Shader *fragmentShader = mState.getAttachedFragmentShader(); + + for (const sh::InterfaceBlock &fragmentBlock : fragmentShader->getInterfaceBlocks()) + { + if (!fragmentBlock.staticUse && fragmentBlock.layout == sh::BLOCKLAYOUT_PACKED) + continue; + + if (mBlockDataSizes.count(fragmentBlock.name) > 0) + continue; + + size_t dataSize = getUniformBlockInfo(fragmentBlock); + mBlockDataSizes[fragmentBlock.name] = dataSize; + } +} + +void ProgramD3D::assignUniformBlockRegisters() +{ + mD3DUniformBlocks.clear(); + + // Assign registers and update sizes. + const ShaderD3D *vertexShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedVertexShader()); + const ShaderD3D *fragmentShaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedFragmentShader()); + + for (const gl::UniformBlock &uniformBlock : mState.getUniformBlocks()) + { + unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0; + + D3DUniformBlock d3dUniformBlock; + + if (uniformBlock.vertexStaticUse) + { + unsigned int baseRegister = + vertexShaderD3D->getInterfaceBlockRegister(uniformBlock.name); + d3dUniformBlock.vsRegisterIndex = baseRegister + uniformBlockElement; + } + + if (uniformBlock.fragmentStaticUse) + { + unsigned int baseRegister = + fragmentShaderD3D->getInterfaceBlockRegister(uniformBlock.name); + d3dUniformBlock.psRegisterIndex = baseRegister + uniformBlockElement; + } + + mD3DUniformBlocks.push_back(d3dUniformBlock); + } +} + +void ProgramD3D::initializeUniformStorage() +{ + // Compute total default block size + unsigned int vertexRegisters = 0; + unsigned int fragmentRegisters = 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); + } + } + } + + mVertexUniformStorage = mRenderer->createUniformStorage(vertexRegisters * 16u); + mFragmentUniformStorage = mRenderer->createUniformStorage(fragmentRegisters * 16u); +} + +gl::Error ProgramD3D::applyUniforms(GLenum drawMode) +{ + ASSERT(!mDirtySamplerMapping); + + gl::Error error = mRenderer->applyUniforms(*this, drawMode, mD3DUniforms); + if (error.isError()) + { + return error; + } + + for (D3DUniform *d3dUniform : mD3DUniforms) + { + d3dUniform->dirty = false; + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error ProgramD3D::applyUniformBuffers(const gl::ContextState &data) +{ + if (mState.getUniformBlocks().empty()) + { + return gl::Error(GL_NO_ERROR); + } + + // Lazy init. + if (mD3DUniformBlocks.empty()) + { + assignUniformBlockRegisters(); + } + + 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 *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)); + 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 + { + ASSERT(shaderType == GL_VERTEX_SHADER); + d3dUniform->vsRegisterIndex = 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 = TransposeMatrix<GLfloat>(target, value, 4, rows, rows, cols) || + targetUniform->dirty; + } + else + { + targetUniform->dirty = + ExpandMatrix<GLfloat>(target, value, 4, rows, cols, rows) || 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); + 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 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() +{ + SafeDeleteContainer(mVertexExecutables); + SafeDeleteContainer(mPixelExecutables); + + for (auto &element : mGeometryExecutables) + { + SafeDelete(element); + } + + mVertexHLSL.clear(); + mVertexWorkarounds = D3DCompilerWorkarounds(); + + mPixelHLSL.clear(); + mPixelWorkarounds = D3DCompilerWorkarounds(); + mUsesFragDepth = false; + mPixelShaderKey.clear(); + mUsesPointSize = false; + mUsesFlatInterpolation = false; + + SafeDeleteContainer(mD3DUniforms); + mD3DUniformBlocks.clear(); + + SafeDelete(mVertexUniformStorage); + SafeDelete(mFragmentUniformStorage); + + mSamplersPS.clear(); + mSamplersVS.clear(); + + mUsedVertexSamplerRange = 0; + mUsedPixelSamplerRange = 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 (unsigned int locationIndex : angle::IterateBitSet(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 VaryingPacking &varyingPacking) +{ + const auto &builtins = varyingPacking.builtins(SHADER_VERTEX); + + 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 + { + for (const PackedVaryingRegister ®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 (tfVaryingName == varying.name) + { + 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 |