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Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp | 1087 |
1 files changed, 1087 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp new file mode 100755 index 000000000..1946585c1 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp @@ -0,0 +1,1087 @@ +// +// 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. +// +// DynamicHLSL.cpp: Implementation for link and run-time HLSL generation +// + +#include "libANGLE/renderer/d3d/DynamicHLSL.h" + +#include "common/utilities.h" +#include "compiler/translator/blocklayoutHLSL.h" +#include "libANGLE/Program.h" +#include "libANGLE/Shader.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/renderer/d3d/ProgramD3D.h" +#include "libANGLE/renderer/d3d/RendererD3D.h" +#include "libANGLE/renderer/d3d/ShaderD3D.h" +#include "libANGLE/renderer/d3d/VaryingPacking.h" + +using namespace gl; + +namespace rx +{ + +namespace +{ + +std::string 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"; + } +} + +std::string HLSLComponentTypeString(GLenum componentType, int componentCount) +{ + return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : ""); +} + +std::string 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"; + } +} + +std::string HLSLTypeString(GLenum type) +{ + if (gl::IsMatrixType(type)) + { + return HLSLMatrixTypeString(type); + } + + return HLSLComponentTypeString(gl::VariableComponentType(type), + gl::VariableComponentCount(type)); +} + +const PixelShaderOutputVariable *FindOutputAtLocation( + const std::vector<PixelShaderOutputVariable> &outputVariables, + unsigned int location) +{ + for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex) + { + if (outputVariables[variableIndex].outputIndex == location) + { + return &outputVariables[variableIndex]; + } + } + + return nullptr; +} + +void WriteArrayString(std::stringstream &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 << "]"; +} + +constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; +constexpr const char *PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; +} // anonymous namespace + +std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize) +{ + // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) + // In D3D11 we manually compute gl_PointCoord in the GS. + return ((programUsesPointSize && majorShaderModel < 4) ? "COLOR" : "TEXCOORD"); +} + +// DynamicHLSL implementation + +DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer) +{ +} + +void DynamicHLSL::generateVaryingHLSL(const VaryingPacking &varyingPacking, + std::stringstream &hlslStream) const +{ + std::string varyingSemantic = + GetVaryingSemantic(mRenderer->getMajorShaderModel(), varyingPacking.usesPointSize()); + + for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) + { + 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; + default: + UNREACHABLE(); + } + + GLenum transposedType = gl::TransposeMatrixType(varying.type); + GLenum componentType = gl::VariableComponentType(transposedType); + int columnCount = gl::VariableColumnCount(transposedType); + hlslStream << HLSLComponentTypeString(componentType, columnCount); + unsigned int semanticIndex = registerInfo.semanticIndex; + hlslStream << " v" << semanticIndex << " : " << varyingSemantic << semanticIndex << ";\n"; + } +} + +std::string DynamicHLSL::generateVertexShaderForInputLayout( + const std::string &sourceShader, + const InputLayout &inputLayout, + const std::vector<sh::Attribute> &shaderAttributes) const +{ + std::stringstream structStream; + std::stringstream 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->getWorkarounds().useInstancedPointSpriteEmulation; + + // 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::Attribute &shaderAttribute = shaderAttributes[attributeIndex]; + if (!shaderAttribute.name.empty()) + { + ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); + VertexFormatType vertexFormatType = + inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID; + + // HLSL code for input structure + if (IsMatrixType(shaderAttribute.type)) + { + // Matrix types are always transposed + structStream << " " + << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); + } + else + { + GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType); + + 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 + { + structStream << " " << HLSLComponentTypeString( + 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(vertexFormatType) & VERTEX_CONVERT_GPU) != 0) + { + initStream << generateAttributeConversionHLSL(vertexFormatType, shaderAttribute); + } + else + { + initStream << "input." << decorateVariable(shaderAttribute.name); + } + + initStream << ";\n"; + + inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); + } + } + + structStream << "};\n" + "\n" + "void initAttributes(VS_INPUT input)\n" + "{\n" + << initStream.str() << "}\n"; + + std::string vertexHLSL(sourceShader); + + size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING); + vertexHLSL.replace(copyInsertionPos, strlen(VERTEX_ATTRIBUTE_STUB_STRING), structStream.str()); + + return vertexHLSL; +} + +std::string DynamicHLSL::generatePixelShaderForOutputSignature( + const std::string &sourceShader, + const std::vector<PixelShaderOutputVariable> &outputVariables, + bool usesFragDepth, + const std::vector<GLenum> &outputLayout) const +{ + const int shaderModel = mRenderer->getMajorShaderModel(); + std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR"; + std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; + + std::stringstream declarationStream; + std::stringstream copyStream; + + declarationStream << "struct PS_OUTPUT\n" + "{\n"; + + for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex) + { + GLenum binding = outputLayout[layoutIndex]; + + if (binding != GL_NONE) + { + unsigned int location = (binding - GL_COLOR_ATTACHMENT0); + + const PixelShaderOutputVariable *outputVariable = + FindOutputAtLocation(outputVariables, location); + + // 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(outputVariable->type) << " " + << 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); + + size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING); + pixelHLSL.replace(outputInsertionPos, strlen(PIXEL_OUTPUT_STUB_STRING), + declarationStream.str()); + + return pixelHLSL; +} + +void DynamicHLSL::generateVaryingLinkHLSL(ShaderType shaderType, + const VaryingPacking &varyingPacking, + std::stringstream &linkStream) const +{ + const auto &builtins = varyingPacking.builtins(shaderType); + ASSERT(builtins.dxPosition.enabled); + linkStream << "{\n" + << " float4 dx_Position : " << builtins.dxPosition.str() << ";\n"; + + if (builtins.glPosition.enabled) + { + linkStream << " float4 gl_Position : " << builtins.glPosition.str() << ";\n"; + } + + if (builtins.glFragCoord.enabled) + { + linkStream << " float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n"; + } + + if (builtins.glPointCoord.enabled) + { + linkStream << " float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n"; + } + + if (builtins.glPointSize.enabled) + { + linkStream << " float gl_PointSize : " << builtins.glPointSize.str() << ";\n"; + } + + // Do this after gl_PointSize, to potentially combine gl_PointCoord and gl_PointSize into the + // same register. + generateVaryingHLSL(varyingPacking, linkStream); + + linkStream << "};\n"; +} + +bool DynamicHLSL::generateShaderLinkHLSL(const gl::ContextState &data, + const gl::ProgramState &programData, + const ProgramD3DMetadata &programMetadata, + const VaryingPacking &varyingPacking, + std::string *pixelHLSL, + std::string *vertexHLSL) const +{ + ASSERT(pixelHLSL->empty() && vertexHLSL->empty()); + + const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader(); + const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader(); + const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); + const int shaderModel = mRenderer->getMajorShaderModel(); + + // usesViewScale() isn't supported in the D3D9 renderer + ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale()); + + bool useInstancedPointSpriteEmulation = + programMetadata.usesPointSize() && + mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; + + // Validation done in the compiler + ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData()); + + std::stringstream vertexStream; + vertexStream << vertexShaderGL->getTranslatedSource(); + + // 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>(data.getCaps().minAliasedPointSize) << ".0f;\n" + << "static float maxPointSize = " + << static_cast<int>(data.getCaps().maxAliasedPointSize) << ".0f;\n"; + } + + // Add stub string to be replaced when shader is dynamically defined by its layout + vertexStream << "\n" << std::string(VERTEX_ATTRIBUTE_STUB_STRING) << "\n"; + + // Write the HLSL input/output declarations + vertexStream << "struct VS_OUTPUT\n"; + generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, vertexStream); + vertexStream << "\n" + << "VS_OUTPUT main(VS_INPUT input)\n" + << "{\n" + << " initAttributes(input);\n"; + + vertexStream << "\n" + << " gl_main();\n" + << "\n" + << " VS_OUTPUT output;\n"; + + const auto &vertexBuiltins = varyingPacking.builtins(SHADER_VERTEX); + + if (vertexBuiltins.glPosition.enabled) + { + vertexStream << " output.gl_Position = gl_Position;\n"; + } + + // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust. + if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") + { + vertexStream << " 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. + vertexStream << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n"; + } + else + { + vertexStream << " output.dx_Position.y = - gl_Position.y;\n"; + } + + vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" + << " output.dx_Position.w = gl_Position.w;\n"; + } + else + { + vertexStream << " 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() != "")) + { + vertexStream << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * " + "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"; + } + else + { + vertexStream << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + " + "dx_ViewAdjust.y * gl_Position.w);\n"; + } + + vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" + << " 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) + { + vertexStream << " output.gl_PointSize = gl_PointSize;\n"; + } + + if (vertexBuiltins.glFragCoord.enabled) + { + vertexStream << " output.gl_FragCoord = gl_Position;\n"; + } + + for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) + { + const auto &packedVarying = *registerInfo.packedVarying; + const auto &varying = *packedVarying.varying; + ASSERT(!varying.isStruct()); + + vertexStream << " output.v" << registerInfo.semanticIndex << " = "; + + if (packedVarying.isStructField()) + { + vertexStream << decorateVariable(packedVarying.parentStructName) << "."; + } + + vertexStream << decorateVariable(varying.name); + + if (varying.isArray()) + { + WriteArrayString(vertexStream, registerInfo.varyingArrayIndex); + } + + if (VariableRowCount(varying.type) > 1) + { + WriteArrayString(vertexStream, registerInfo.varyingRowIndex); + } + + vertexStream << ";\n"; + } + + // Instanced PointSprite emulation requires additional entries to calculate + // the final output vertex positions of the quad that represents each sprite. + if (useInstancedPointSpriteEmulation) + { + vertexStream << "\n" + << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"; + + vertexStream << " 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 + vertexStream << " output.dx_Position.y += (-dx_ViewScale.y * " + "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * " + "output.dx_Position.w;"; + } + else + { + vertexStream << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / " + "(dx_ViewCoords.y*2)) * output.dx_Position.w;"; + } + + vertexStream + << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n"; + + if (programMetadata.usesPointCoord()) + { + vertexStream << "\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); + vertexStream << "\n" + << " output.gl_PointCoord = float2(0.5, 0.5);\n"; + } + + vertexStream << "\n" + << " return output;\n" + << "}\n"; + + std::stringstream pixelStream; + pixelStream << fragmentShaderGL->getTranslatedSource(); + pixelStream << "struct PS_INPUT\n"; + generateVaryingLinkHLSL(SHADER_PIXEL, varyingPacking, pixelStream); + pixelStream << "\n"; + + pixelStream << std::string(PIXEL_OUTPUT_STUB_STRING) << "\n"; + + if (fragmentShader->usesFrontFacing()) + { + if (shaderModel >= 4) + { + pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" + << "{\n"; + } + else + { + pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" + << "{\n"; + } + } + else + { + pixelStream << "PS_OUTPUT main(PS_INPUT input)\n" + << "{\n"; + } + + const auto &pixelBuiltins = varyingPacking.builtins(SHADER_PIXEL); + + if (pixelBuiltins.glFragCoord.enabled) + { + pixelStream << " 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() == "") + { + pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n" + << " gl_FragCoord.y = input.dx_Position.y;\n"; + } + else if (shaderModel == 3) + { + pixelStream << " 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() + pixelStream << " 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: + pixelStream + << " 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"; + } + } + + pixelStream << " 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) + { + pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n" + << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; + } + + if (fragmentShader->usesFrontFacing()) + { + if (shaderModel <= 3) + { + pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; + } + else + { + pixelStream << " gl_FrontFacing = isFrontFace;\n"; + } + } + + for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) + { + const auto &packedVarying = *registerInfo.packedVarying; + const auto &varying = *packedVarying.varying; + ASSERT(!varying.isBuiltIn() && !varying.isStruct()); + + // Don't reference VS-only transform feedback varyings in the PS. + // TODO: Consider updating the fragment shader's varyings with a parameter signaling that a + // varying is only used in the vertex shader in MergeVaryings + if (packedVarying.vertexOnly || (!varying.staticUse && !packedVarying.isStructField())) + continue; + + pixelStream << " "; + + if (packedVarying.isStructField()) + { + pixelStream << decorateVariable(packedVarying.parentStructName) << "."; + } + + pixelStream << decorateVariable(varying.name); + + if (varying.isArray()) + { + WriteArrayString(pixelStream, registerInfo.varyingArrayIndex); + } + + GLenum transposedType = TransposeMatrixType(varying.type); + if (VariableRowCount(transposedType) > 1) + { + WriteArrayString(pixelStream, registerInfo.varyingRowIndex); + } + + pixelStream << " = input.v" << registerInfo.semanticIndex; + + switch (VariableColumnCount(transposedType)) + { + case 1: + pixelStream << ".x"; + break; + case 2: + pixelStream << ".xy"; + break; + case 3: + pixelStream << ".xyz"; + break; + case 4: + break; + default: + UNREACHABLE(); + } + pixelStream << ";\n"; + } + + pixelStream << "\n" + << " gl_main();\n" + << "\n" + << " return generateOutput();\n" + << "}\n"; + + *vertexHLSL = vertexStream.str(); + *pixelHLSL = pixelStream.str(); + + return true; +} + +std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking) const +{ + ASSERT(mRenderer->getMajorShaderModel() >= 4); + + std::stringstream preambleStream; + + const auto &builtins = varyingPacking.builtins(SHADER_VERTEX); + + preambleStream << "struct GS_INPUT\n"; + generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, preambleStream); + preambleStream << "\n" + << "struct GS_OUTPUT\n"; + generateVaryingLinkHLSL(SHADER_GEOMETRY, varyingPacking, 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 (builtins.glPointSize.enabled) + { + preambleStream << " output.gl_PointSize = input.gl_PointSize;\n"; + } + + for (const PackedVaryingRegister &varyingRegister : varyingPacking.getRegisterList()) + { + preambleStream << " output.v" << varyingRegister.semanticIndex << " = "; + if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT) + { + preambleStream << "flat"; + } + preambleStream << "input.v" << varyingRegister.semanticIndex << "; \n"; + } + + if (builtins.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"; + + return preambleStream.str(); +} + +std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType, + const gl::ContextState &data, + const gl::ProgramState &programData, + const bool useViewScale, + const std::string &preambleString) const +{ + ASSERT(mRenderer->getMajorShaderModel() >= 4); + + std::stringstream shaderStream; + + const bool pointSprites = (primitiveType == PRIMITIVE_POINTS); + 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 PRIMITIVE_POINTS: + inputPT = "point"; + outputPT = "Triangle"; + inputSize = 1; + maxVertexOutput = 4; + break; + + case PRIMITIVE_LINES: + case PRIMITIVE_LINE_STRIP: + case PRIMITIVE_LINE_LOOP: + inputPT = "line"; + outputPT = "Line"; + inputSize = 2; + maxVertexOutput = 2; + break; + + case PRIMITIVE_TRIANGLES: + case PRIMITIVE_TRIANGLE_STRIP: + case PRIMITIVE_TRIANGLE_FAN: + inputPT = "triangle"; + outputPT = "Triangle"; + inputSize = 3; + maxVertexOutput = 3; + break; + + default: + UNREACHABLE(); + break; + } + + if (pointSprites) + { + shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n" + "\n" + "uniform float4 dx_ViewCoords : register(c1);\n"; + + if (useViewScale) + { + shaderStream << "uniform float2 dx_ViewScale : register(c3);\n"; + } + + shaderStream << "\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>(data.getCaps().minAliasedPointSize) + << ".0f;\n" + "static float maxPointSize = " + << static_cast<int>(data.getCaps().maxAliasedPointSize) << ".0f;\n" + << "\n"; + } + + shaderStream << preambleString << "\n" + << "[maxvertexcount(" << maxVertexOutput << ")]\n" + << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], "; + + if (primitiveType == PRIMITIVE_TRIANGLE_STRIP) + { + shaderStream << "uint primitiveID : SV_PrimitiveID, "; + } + + shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n" + << "{\n" + << " GS_OUTPUT output = (GS_OUTPUT)0;\n"; + + if (primitiveType == PRIMITIVE_TRIANGLE_STRIP) + { + 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 (!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(); +} + +// This method needs to match OutputHLSL::decorate +std::string DynamicHLSL::decorateVariable(const std::string &name) +{ + if (name.compare(0, 3, "gl_") != 0) + { + return "_" + name; + } + + return name; +} + +std::string DynamicHLSL::generateAttributeConversionHLSL( + gl::VertexFormatType vertexFormatType, + const sh::ShaderVariable &shaderAttrib) const +{ + const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType); + std::string attribString = "input." + decorateVariable(shaderAttrib.name); + + // Matrix + if (IsMatrixType(shaderAttrib.type)) + { + return "transpose(" + attribString + ")"; + } + + GLenum shaderComponentType = VariableComponentType(shaderAttrib.type); + int shaderComponentCount = VariableComponentCount(shaderAttrib.type); + + // Perform integer to float conversion (if necessary) + bool requiresTypeConversion = + (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT); + + if (requiresTypeConversion) + { + // TODO: normalization for 32-bit integer formats + ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger); + return "float" + Str(shaderComponentCount) + "(" + attribString + ")"; + } + + // No conversion necessary + return attribString; +} + +void DynamicHLSL::getPixelShaderOutputKey(const gl::ContextState &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() ? data.getCaps().maxDrawBuffers : 1); + + if (metadata.getMajorShaderVersion() < 300) + { + 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.outputIndex = renderTargetIndex; + + outPixelShaderKey->push_back(outputKeyVariable); + } + } + else + { + const auto &shaderOutputVars = + metadata.getFragmentShader()->getData().getActiveOutputVariables(); + + for (auto outputPair : programData.getOutputVariables()) + { + const VariableLocation &outputLocation = outputPair.second; + const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; + const std::string &variableName = "out_" + outputLocation.name; + const std::string &elementString = + (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); + + ASSERT(outputVariable.staticUse); + + PixelShaderOutputVariable outputKeyVariable; + outputKeyVariable.type = outputVariable.type; + outputKeyVariable.name = variableName + elementString; + outputKeyVariable.source = variableName + ArrayString(outputLocation.element); + outputKeyVariable.outputIndex = outputPair.first; + + outPixelShaderKey->push_back(outputKeyVariable); + } + } +} + +} // namespace rx |