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diff --git a/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/ProgramD3D.cpp
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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 &registerInfo : 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