1 // 2 // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. 3 // Use of this source code is governed by a BSD-style license that can be 4 // found in the LICENSE file. 5 // 6 // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation 7 // 8 9 #include "libGLESv2/renderer/d3d/DynamicHLSL.h" 10 #include "libGLESv2/renderer/d3d/ShaderD3D.h" 11 #include "libGLESv2/renderer/Renderer.h" 12 #include "libGLESv2/Shader.h" 13 #include "libGLESv2/Program.h" 14 #include "libGLESv2/ProgramBinary.h" 15 #include "libGLESv2/formatutils.h" 16 17 #include "common/utilities.h" 18 #include "common/blocklayout.h" 19 20 // For use with ArrayString, see angleutils.h 21 META_ASSERT(GL_INVALID_INDEX == UINT_MAX); 22 23 using namespace gl; 24 25 namespace 26 { 27 28 std::string HLSLComponentTypeString(GLenum componentType) 29 { 30 switch (componentType) 31 { 32 case GL_UNSIGNED_INT: return "uint"; 33 case GL_INT: return "int"; 34 case GL_UNSIGNED_NORMALIZED: 35 case GL_SIGNED_NORMALIZED: 36 case GL_FLOAT: return "float"; 37 default: UNREACHABLE(); return "not-component-type"; 38 } 39 } 40 41 std::string HLSLComponentTypeString(GLenum componentType, int componentCount) 42 { 43 return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : ""); 44 } 45 46 std::string HLSLMatrixTypeString(GLenum type) 47 { 48 switch (type) 49 { 50 case GL_FLOAT_MAT2: return "float2x2"; 51 case GL_FLOAT_MAT3: return "float3x3"; 52 case GL_FLOAT_MAT4: return "float4x4"; 53 case GL_FLOAT_MAT2x3: return "float2x3"; 54 case GL_FLOAT_MAT3x2: return "float3x2"; 55 case GL_FLOAT_MAT2x4: return "float2x4"; 56 case GL_FLOAT_MAT4x2: return "float4x2"; 57 case GL_FLOAT_MAT3x4: return "float3x4"; 58 case GL_FLOAT_MAT4x3: return "float4x3"; 59 default: UNREACHABLE(); return "not-matrix-type"; 60 } 61 } 62 63 std::string HLSLTypeString(GLenum type) 64 { 65 if (gl::IsMatrixType(type)) 66 { 67 return HLSLMatrixTypeString(type); 68 } 69 70 return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type)); 71 } 72 73 const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables, 74 unsigned int location) 75 { 76 for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex) 77 { 78 if (outputVariables[variableIndex].outputIndex == location) 79 { 80 return outputVariables[variableIndex]; 81 } 82 } 83 84 UNREACHABLE(); 85 return outputVariables[0]; 86 } 87 88 } 89 90 namespace rx 91 { 92 93 const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@"; 94 const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; 95 96 DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer) 97 : mRenderer(renderer) 98 { 99 } 100 101 static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing) 102 { 103 GLenum transposedType = TransposeMatrixType(varying->type); 104 105 // matrices within varying structs are not transposed 106 int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount(); 107 int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType)); 108 109 if (elements >= 2 && elements <= 4) 110 { 111 for (int r = 0; r <= maxVaryingVectors - registers; r++) 112 { 113 bool available = true; 114 115 for (int y = 0; y < registers && available; y++) 116 { 117 for (int x = 0; x < elements && available; x++) 118 { 119 if (packing[r + y][x]) 120 { 121 available = false; 122 } 123 } 124 } 125 126 if (available) 127 { 128 varying->registerIndex = r; 129 varying->columnIndex = 0; 130 131 for (int y = 0; y < registers; y++) 132 { 133 for (int x = 0; x < elements; x++) 134 { 135 packing[r + y][x] = &*varying; 136 } 137 } 138 139 return true; 140 } 141 } 142 143 if (elements == 2) 144 { 145 for (int r = maxVaryingVectors - registers; r >= 0; r--) 146 { 147 bool available = true; 148 149 for (int y = 0; y < registers && available; y++) 150 { 151 for (int x = 2; x < 4 && available; x++) 152 { 153 if (packing[r + y][x]) 154 { 155 available = false; 156 } 157 } 158 } 159 160 if (available) 161 { 162 varying->registerIndex = r; 163 varying->columnIndex = 2; 164 165 for (int y = 0; y < registers; y++) 166 { 167 for (int x = 2; x < 4; x++) 168 { 169 packing[r + y][x] = &*varying; 170 } 171 } 172 173 return true; 174 } 175 } 176 } 177 } 178 else if (elements == 1) 179 { 180 int space[4] = { 0 }; 181 182 for (int y = 0; y < maxVaryingVectors; y++) 183 { 184 for (int x = 0; x < 4; x++) 185 { 186 space[x] += packing[y][x] ? 0 : 1; 187 } 188 } 189 190 int column = 0; 191 192 for (int x = 0; x < 4; x++) 193 { 194 if (space[x] >= registers && (space[column] < registers || space[x] < space[column])) 195 { 196 column = x; 197 } 198 } 199 200 if (space[column] >= registers) 201 { 202 for (int r = 0; r < maxVaryingVectors; r++) 203 { 204 if (!packing[r][column]) 205 { 206 varying->registerIndex = r; 207 varying->columnIndex = column; 208 209 for (int y = r; y < r + registers; y++) 210 { 211 packing[y][column] = &*varying; 212 } 213 214 break; 215 } 216 } 217 218 return true; 219 } 220 } 221 else UNREACHABLE(); 222 223 return false; 224 } 225 226 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 227 // Returns the number of used varying registers, or -1 if unsuccesful 228 int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader, 229 rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings) 230 { 231 // TODO (geofflang): Use context's caps 232 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors; 233 234 vertexShader->resetVaryingsRegisterAssignment(); 235 fragmentShader->resetVaryingsRegisterAssignment(); 236 237 std::set<std::string> packedVaryings; 238 239 std::vector<gl::PackedVarying> &fragmentVaryings = fragmentShader->getVaryings(); 240 std::vector<gl::PackedVarying> &vertexVaryings = vertexShader->getVaryings(); 241 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++) 242 { 243 PackedVarying *varying = &fragmentVaryings[varyingIndex]; 244 245 // Do not assign registers to built-in or unreferenced varyings 246 if (varying->isBuiltIn() || !varying->staticUse) 247 { 248 continue; 249 } 250 251 if (packVarying(varying, maxVaryingVectors, packing)) 252 { 253 packedVaryings.insert(varying->name); 254 } 255 else 256 { 257 infoLog.append("Could not pack varying %s", varying->name.c_str()); 258 return -1; 259 } 260 } 261 262 for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++) 263 { 264 const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex]; 265 if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end()) 266 { 267 bool found = false; 268 for (unsigned int varyingIndex = 0; varyingIndex < vertexVaryings.size(); varyingIndex++) 269 { 270 PackedVarying *varying = &vertexVaryings[varyingIndex]; 271 if (transformFeedbackVarying == varying->name) 272 { 273 if (!packVarying(varying, maxVaryingVectors, packing)) 274 { 275 infoLog.append("Could not pack varying %s", varying->name.c_str()); 276 return -1; 277 } 278 279 found = true; 280 break; 281 } 282 } 283 284 if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize") 285 { 286 infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str()); 287 return -1; 288 } 289 } 290 } 291 292 // Return the number of used registers 293 int registers = 0; 294 295 for (int r = 0; r < maxVaryingVectors; r++) 296 { 297 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3]) 298 { 299 registers++; 300 } 301 } 302 303 return registers; 304 } 305 306 std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const 307 { 308 std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize); 309 std::string varyingHLSL; 310 311 const std::vector<gl::PackedVarying> &varyings = shader->getVaryings(); 312 313 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) 314 { 315 const PackedVarying &varying = varyings[varyingIndex]; 316 if (varying.registerAssigned()) 317 { 318 ASSERT(!varying.isBuiltIn()); 319 GLenum transposedType = TransposeMatrixType(varying.type); 320 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); 321 322 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) 323 { 324 for (int row = 0; row < variableRows; row++) 325 { 326 // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many registers being used. 327 // 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. 328 // If the float varying has the 'nointerpolation' modifier on it then we would need N + 1 registers, and D3D compilation will fail. 329 330 switch (varying.interpolation) 331 { 332 case sh::INTERPOLATION_SMOOTH: varyingHLSL += " "; break; 333 case sh::INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break; 334 case sh::INTERPOLATION_CENTROID: varyingHLSL += " centroid "; break; 335 default: UNREACHABLE(); 336 } 337 338 unsigned int semanticIndex = elementIndex * variableRows + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + varying.registerIndex + row; 339 std::string n = Str(semanticIndex); 340 341 std::string typeString; 342 343 if (varying.isStruct()) 344 { 345 // matrices within structs are not transposed, so 346 // do not use the special struct prefix "rm" 347 typeString = decorateVariable(varying.structName); 348 } 349 else 350 { 351 GLenum componentType = VariableComponentType(transposedType); 352 int columnCount = VariableColumnCount(transposedType); 353 typeString = HLSLComponentTypeString(componentType, columnCount); 354 } 355 varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n"; 356 } 357 } 358 } 359 } 360 361 return varyingHLSL; 362 } 363 364 std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &sourceShader, 365 const VertexFormat inputLayout[], 366 const sh::Attribute shaderAttributes[]) const 367 { 368 std::string structHLSL, initHLSL; 369 370 int semanticIndex = 0; 371 unsigned int inputIndex = 0; 372 373 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) 374 { 375 const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex]; 376 if (!shaderAttribute.name.empty()) 377 { 378 ASSERT(inputIndex < MAX_VERTEX_ATTRIBS); 379 const VertexFormat &vertexFormat = inputLayout[inputIndex]; 380 381 // HLSL code for input structure 382 if (IsMatrixType(shaderAttribute.type)) 383 { 384 // Matrix types are always transposed 385 structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); 386 } 387 else 388 { 389 GLenum componentType = mRenderer->getVertexComponentType(vertexFormat); 390 structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type)); 391 } 392 393 structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n"; 394 semanticIndex += VariableRegisterCount(shaderAttribute.type); 395 396 // HLSL code for initialization 397 initHLSL += " " + decorateVariable(shaderAttribute.name) + " = "; 398 399 // Mismatched vertex attribute to vertex input may result in an undefined 400 // data reinterpretation (eg for pure integer->float, float->pure integer) 401 // TODO: issue warning with gl debug info extension, when supported 402 if (IsMatrixType(shaderAttribute.type) || 403 (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0) 404 { 405 initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute); 406 } 407 else 408 { 409 initHLSL += "input." + decorateVariable(shaderAttribute.name); 410 } 411 412 initHLSL += ";\n"; 413 414 inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); 415 } 416 } 417 418 std::string replacementHLSL = "struct VS_INPUT\n" 419 "{\n" + 420 structHLSL + 421 "};\n" 422 "\n" 423 "void initAttributes(VS_INPUT input)\n" 424 "{\n" + 425 initHLSL + 426 "}\n"; 427 428 std::string vertexHLSL(sourceShader); 429 430 size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING); 431 vertexHLSL.replace(copyInsertionPos, VERTEX_ATTRIBUTE_STUB_STRING.length(), replacementHLSL); 432 433 return vertexHLSL; 434 } 435 436 std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables, 437 bool usesFragDepth, const std::vector<GLenum> &outputLayout) const 438 { 439 const int shaderModel = mRenderer->getMajorShaderModel(); 440 std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR"; 441 std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; 442 443 std::string declarationHLSL; 444 std::string copyHLSL; 445 446 for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex) 447 { 448 GLenum binding = outputLayout[layoutIndex]; 449 450 if (binding != GL_NONE) 451 { 452 unsigned int location = (binding - GL_COLOR_ATTACHMENT0); 453 454 const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location); 455 456 declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name + 457 " : " + targetSemantic + Str(layoutIndex) + ";\n"; 458 459 copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n"; 460 } 461 } 462 463 if (usesFragDepth) 464 { 465 declarationHLSL += " float gl_Depth : " + depthSemantic + ";\n"; 466 copyHLSL += " output.gl_Depth = gl_Depth; \n"; 467 } 468 469 std::string replacementHLSL = "struct PS_OUTPUT\n" 470 "{\n" + 471 declarationHLSL + 472 "};\n" 473 "\n" 474 "PS_OUTPUT generateOutput()\n" 475 "{\n" 476 " PS_OUTPUT output;\n" + 477 copyHLSL + 478 " return output;\n" 479 "}\n"; 480 481 std::string pixelHLSL(sourceShader); 482 483 size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING); 484 pixelHLSL.replace(outputInsertionPos, PIXEL_OUTPUT_STUB_STRING.length(), replacementHLSL); 485 486 return pixelHLSL; 487 } 488 489 std::string DynamicHLSL::getVaryingSemantic(bool pointSize) const 490 { 491 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) 492 // In D3D11 we manually compute gl_PointCoord in the GS. 493 int shaderModel = mRenderer->getMajorShaderModel(); 494 return ((pointSize && shaderModel < 4) ? "COLOR" : "TEXCOORD"); 495 } 496 497 struct DynamicHLSL::SemanticInfo 498 { 499 struct BuiltinInfo 500 { 501 BuiltinInfo() 502 : enabled(false), 503 index(0), 504 systemValue(false) 505 {} 506 507 bool enabled; 508 std::string semantic; 509 unsigned int index; 510 bool systemValue; 511 512 std::string str() const 513 { 514 return (systemValue ? semantic : (semantic + Str(index))); 515 } 516 517 void enableSystem(const std::string &systemValueSemantic) 518 { 519 enabled = true; 520 semantic = systemValueSemantic; 521 systemValue = true; 522 } 523 524 void enable(const std::string &semanticVal, unsigned int indexVal) 525 { 526 enabled = true; 527 semantic = semanticVal; 528 index = indexVal; 529 } 530 }; 531 532 BuiltinInfo dxPosition; 533 BuiltinInfo glPosition; 534 BuiltinInfo glFragCoord; 535 BuiltinInfo glPointCoord; 536 BuiltinInfo glPointSize; 537 }; 538 539 DynamicHLSL::SemanticInfo DynamicHLSL::getSemanticInfo(int startRegisters, bool fragCoord, bool pointCoord, 540 bool pointSize, bool pixelShader) const 541 { 542 SemanticInfo info; 543 bool hlsl4 = (mRenderer->getMajorShaderModel() >= 4); 544 const std::string &varyingSemantic = getVaryingSemantic(pointSize); 545 546 int reservedRegisterIndex = startRegisters; 547 548 if (hlsl4) 549 { 550 info.dxPosition.enableSystem("SV_Position"); 551 } 552 else if (pixelShader) 553 { 554 info.dxPosition.enableSystem("VPOS"); 555 } 556 else 557 { 558 info.dxPosition.enableSystem("POSITION"); 559 } 560 561 info.glPosition.enable(varyingSemantic, reservedRegisterIndex++); 562 563 if (fragCoord) 564 { 565 info.glFragCoord.enable(varyingSemantic, reservedRegisterIndex++); 566 } 567 568 if (pointCoord) 569 { 570 // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) 571 // In D3D11 we manually compute gl_PointCoord in the GS. 572 if (hlsl4) 573 { 574 info.glPointCoord.enable(varyingSemantic, reservedRegisterIndex++); 575 } 576 else 577 { 578 info.glPointCoord.enable("TEXCOORD", 0); 579 } 580 } 581 582 // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders 583 if (pointSize && (!pixelShader || hlsl4)) 584 { 585 info.glPointSize.enableSystem("PSIZE"); 586 } 587 588 return info; 589 } 590 591 std::string DynamicHLSL::generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const 592 { 593 std::string linkHLSL = "{\n"; 594 595 ASSERT(info.dxPosition.enabled && info.glPosition.enabled); 596 597 linkHLSL += " float4 dx_Position : " + info.dxPosition.str() + ";\n"; 598 linkHLSL += " float4 gl_Position : " + info.glPosition.str() + ";\n"; 599 600 if (info.glFragCoord.enabled) 601 { 602 linkHLSL += " float4 gl_FragCoord : " + info.glFragCoord.str() + ";\n"; 603 } 604 605 if (info.glPointCoord.enabled) 606 { 607 linkHLSL += " float2 gl_PointCoord : " + info.glPointCoord.str() + ";\n"; 608 } 609 610 linkHLSL += varyingHLSL; 611 612 if (info.glPointSize.enabled) 613 { 614 linkHLSL += " float gl_PointSize : " + info.glPointSize.str() + ";\n"; 615 } 616 617 linkHLSL += "};\n"; 618 619 return linkHLSL; 620 } 621 622 void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info, 623 std::vector<LinkedVarying> *linkedVaryings) const 624 { 625 ASSERT(info.glPosition.enabled); 626 627 linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, info.glPosition.semantic, 628 info.glPosition.index, 1)); 629 630 if (info.glFragCoord.enabled) 631 { 632 linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, info.glFragCoord.semantic, 633 info.glFragCoord.index, 1)); 634 } 635 636 if (info.glPointSize.enabled) 637 { 638 linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1)); 639 } 640 } 641 642 void DynamicHLSL::storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader, 643 std::vector<LinkedVarying> *linkedVaryings) const 644 { 645 const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize); 646 const std::vector<PackedVarying> &varyings = vertexShader->getVaryings(); 647 648 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) 649 { 650 const PackedVarying &varying = varyings[varyingIndex]; 651 652 if (varying.registerAssigned()) 653 { 654 ASSERT(!varying.isBuiltIn()); 655 GLenum transposedType = TransposeMatrixType(varying.type); 656 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); 657 658 linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(), 659 varyingSemantic, varying.registerIndex, 660 variableRows * varying.elementCount())); 661 } 662 } 663 } 664 665 bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing, 666 std::string& pixelHLSL, std::string& vertexHLSL, 667 rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader, 668 const std::vector<std::string>& transformFeedbackVaryings, 669 std::vector<LinkedVarying> *linkedVaryings, 670 std::map<int, VariableLocation> *programOutputVars, 671 std::vector<PixelShaderOutputVariable> *outPixelShaderKey, 672 bool *outUsesFragDepth) const 673 { 674 if (pixelHLSL.empty() || vertexHLSL.empty()) 675 { 676 return false; 677 } 678 679 bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; 680 bool usesFragColor = fragmentShader->mUsesFragColor; 681 bool usesFragData = fragmentShader->mUsesFragData; 682 bool usesFragCoord = fragmentShader->mUsesFragCoord; 683 bool usesPointCoord = fragmentShader->mUsesPointCoord; 684 bool usesPointSize = vertexShader->mUsesPointSize; 685 686 if (usesFragColor && usesFragData) 687 { 688 infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); 689 return false; 690 } 691 692 // Write the HLSL input/output declarations 693 const int shaderModel = mRenderer->getMajorShaderModel(); 694 695 // TODO (geofflang): Use context's caps 696 const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors; 697 698 const int registersNeeded = registers + (usesFragCoord ? 1 : 0) + (usesPointCoord ? 1 : 0); 699 700 // Two cases when writing to gl_FragColor and using ESSL 1.0: 701 // - with a 3.0 context, the output color is copied to channel 0 702 // - with a 2.0 context, the output color is broadcast to all channels 703 const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3); 704 const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1); 705 706 int shaderVersion = vertexShader->getShaderVersion(); 707 708 if (registersNeeded > maxVaryingVectors) 709 { 710 infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); 711 return false; 712 } 713 714 const std::string &varyingHLSL = generateVaryingHLSL(vertexShader); 715 const SemanticInfo &vertexSemantics = getSemanticInfo(registers, usesFragCoord, 716 false, usesPointSize, false); 717 718 storeUserLinkedVaryings(vertexShader, linkedVaryings); 719 storeBuiltinLinkedVaryings(vertexSemantics, linkedVaryings); 720 721 // Add stub string to be replaced when shader is dynamically defined by its layout 722 vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n" 723 "struct VS_OUTPUT\n" + generateVaryingLinkHLSL(vertexSemantics, varyingHLSL) + "\n" 724 "VS_OUTPUT main(VS_INPUT input)\n" 725 "{\n" 726 " initAttributes(input);\n"; 727 728 if (shaderModel >= 4) 729 { 730 vertexHLSL += "\n" 731 " gl_main();\n" 732 "\n" 733 " VS_OUTPUT output;\n" 734 " output.gl_Position = gl_Position;\n" 735 " output.dx_Position.x = gl_Position.x;\n" 736 " output.dx_Position.y = -gl_Position.y;\n" 737 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" 738 " output.dx_Position.w = gl_Position.w;\n"; 739 } 740 else 741 { 742 vertexHLSL += "\n" 743 " gl_main();\n" 744 "\n" 745 " VS_OUTPUT output;\n" 746 " output.gl_Position = gl_Position;\n" 747 " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" 748 " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" 749 " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" 750 " output.dx_Position.w = gl_Position.w;\n"; 751 } 752 753 if (usesPointSize && shaderModel >= 3) 754 { 755 vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; 756 } 757 758 if (usesFragCoord) 759 { 760 vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; 761 } 762 763 const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings(); 764 for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++) 765 { 766 const PackedVarying &varying = vertexVaryings[vertVaryingIndex]; 767 if (varying.registerAssigned()) 768 { 769 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) 770 { 771 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type))); 772 773 for (int row = 0; row < variableRows; row++) 774 { 775 int r = varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row; 776 vertexHLSL += " output.v" + Str(r); 777 778 vertexHLSL += " = _" + varying.name; 779 780 if (varying.isArray()) 781 { 782 vertexHLSL += ArrayString(elementIndex); 783 } 784 785 if (variableRows > 1) 786 { 787 vertexHLSL += ArrayString(row); 788 } 789 790 vertexHLSL += ";\n"; 791 } 792 } 793 } 794 } 795 796 vertexHLSL += "\n" 797 " return output;\n" 798 "}\n"; 799 800 const SemanticInfo &pixelSemantics = getSemanticInfo(registers, usesFragCoord, usesPointCoord, 801 usesPointSize, true); 802 803 pixelHLSL += "struct PS_INPUT\n" + generateVaryingLinkHLSL(pixelSemantics, varyingHLSL) + "\n"; 804 805 if (shaderVersion < 300) 806 { 807 for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) 808 { 809 PixelShaderOutputVariable outputKeyVariable; 810 outputKeyVariable.type = GL_FLOAT_VEC4; 811 outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex); 812 outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]"; 813 outputKeyVariable.outputIndex = renderTargetIndex; 814 815 outPixelShaderKey->push_back(outputKeyVariable); 816 } 817 818 *outUsesFragDepth = fragmentShader->mUsesFragDepth; 819 } 820 else 821 { 822 defineOutputVariables(fragmentShader, programOutputVars); 823 824 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables(); 825 for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) 826 { 827 const VariableLocation &outputLocation = locationIt->second; 828 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; 829 const std::string &variableName = "out_" + outputLocation.name; 830 const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); 831 832 ASSERT(outputVariable.staticUse); 833 834 PixelShaderOutputVariable outputKeyVariable; 835 outputKeyVariable.type = outputVariable.type; 836 outputKeyVariable.name = variableName + elementString; 837 outputKeyVariable.source = variableName + ArrayString(outputLocation.element); 838 outputKeyVariable.outputIndex = locationIt->first; 839 840 outPixelShaderKey->push_back(outputKeyVariable); 841 } 842 843 *outUsesFragDepth = false; 844 } 845 846 pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n"; 847 848 if (fragmentShader->mUsesFrontFacing) 849 { 850 if (shaderModel >= 4) 851 { 852 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" 853 "{\n"; 854 } 855 else 856 { 857 pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" 858 "{\n"; 859 } 860 } 861 else 862 { 863 pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n" 864 "{\n"; 865 } 866 867 if (usesFragCoord) 868 { 869 pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; 870 871 if (shaderModel >= 4) 872 { 873 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x;\n" 874 " gl_FragCoord.y = input.dx_Position.y;\n"; 875 } 876 else if (shaderModel >= 3) 877 { 878 pixelHLSL += " gl_FragCoord.x = input.dx_Position.x + 0.5;\n" 879 " gl_FragCoord.y = input.dx_Position.y + 0.5;\n"; 880 } 881 else 882 { 883 // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport() 884 pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n" 885 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n"; 886 } 887 888 pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n" 889 " gl_FragCoord.w = rhw;\n"; 890 } 891 892 if (usesPointCoord && shaderModel >= 3) 893 { 894 pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n"; 895 pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; 896 } 897 898 if (fragmentShader->mUsesFrontFacing) 899 { 900 if (shaderModel <= 3) 901 { 902 pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; 903 } 904 else 905 { 906 pixelHLSL += " gl_FrontFacing = isFrontFace;\n"; 907 } 908 } 909 910 const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings(); 911 for (unsigned int varyingIndex = 0; varyingIndex < fragmentVaryings.size(); varyingIndex++) 912 { 913 const PackedVarying &varying = fragmentVaryings[varyingIndex]; 914 if (varying.registerAssigned()) 915 { 916 ASSERT(!varying.isBuiltIn()); 917 for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) 918 { 919 GLenum transposedType = TransposeMatrixType(varying.type); 920 int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType)); 921 for (int row = 0; row < variableRows; row++) 922 { 923 std::string n = Str(varying.registerIndex + varying.columnIndex * mRenderer->getRendererCaps().maxVaryingVectors + elementIndex * variableRows + row); 924 pixelHLSL += " _" + varying.name; 925 926 if (varying.isArray()) 927 { 928 pixelHLSL += ArrayString(elementIndex); 929 } 930 931 if (variableRows > 1) 932 { 933 pixelHLSL += ArrayString(row); 934 } 935 936 if (varying.isStruct()) 937 { 938 pixelHLSL += " = input.v" + n + ";\n"; break; 939 } 940 else 941 { 942 switch (VariableColumnCount(transposedType)) 943 { 944 case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break; 945 case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break; 946 case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break; 947 case 4: pixelHLSL += " = input.v" + n + ";\n"; break; 948 default: UNREACHABLE(); 949 } 950 } 951 } 952 } 953 } 954 else 955 { 956 ASSERT(varying.isBuiltIn() || !varying.staticUse); 957 } 958 } 959 960 pixelHLSL += "\n" 961 " gl_main();\n" 962 "\n" 963 " return generateOutput();\n" 964 "}\n"; 965 966 return true; 967 } 968 969 void DynamicHLSL::defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const 970 { 971 const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables(); 972 973 for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++) 974 { 975 const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex]; 976 const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location; 977 978 ASSERT(outputVariable.staticUse); 979 980 if (outputVariable.arraySize > 0) 981 { 982 for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++) 983 { 984 const int location = baseLocation + elementIndex; 985 ASSERT(programOutputVars->count(location) == 0); 986 (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex); 987 } 988 } 989 else 990 { 991 ASSERT(programOutputVars->count(baseLocation) == 0); 992 (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex); 993 } 994 } 995 } 996 997 std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const 998 { 999 // for now we only handle point sprite emulation 1000 ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); 1001 return generatePointSpriteHLSL(registers, fragmentShader, vertexShader); 1002 } 1003 1004 std::string DynamicHLSL::generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const 1005 { 1006 ASSERT(registers >= 0); 1007 ASSERT(vertexShader->mUsesPointSize); 1008 ASSERT(mRenderer->getMajorShaderModel() >= 4); 1009 1010 std::string geomHLSL; 1011 1012 const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord, 1013 false, true, false); 1014 const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord, 1015 fragmentShader->mUsesPointCoord, true, false); 1016 1017 std::string varyingHLSL = generateVaryingHLSL(vertexShader); 1018 std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL); 1019 std::string outLinkHLSL = generateVaryingLinkHLSL(outSemantics, varyingHLSL); 1020 1021 // TODO(geofflang): use context's caps 1022 geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" 1023 "\n" 1024 "struct GS_INPUT\n" + inLinkHLSL + "\n" + 1025 "struct GS_OUTPUT\n" + outLinkHLSL + "\n" + 1026 "\n" 1027 "static float2 pointSpriteCorners[] = \n" 1028 "{\n" 1029 " float2( 0.5f, -0.5f),\n" 1030 " float2( 0.5f, 0.5f),\n" 1031 " float2(-0.5f, -0.5f),\n" 1032 " float2(-0.5f, 0.5f)\n" 1033 "};\n" 1034 "\n" 1035 "static float2 pointSpriteTexcoords[] = \n" 1036 "{\n" 1037 " float2(1.0f, 1.0f),\n" 1038 " float2(1.0f, 0.0f),\n" 1039 " float2(0.0f, 1.0f),\n" 1040 " float2(0.0f, 0.0f)\n" 1041 "};\n" 1042 "\n" 1043 "static float minPointSize = " + Str(mRenderer->getRendererCaps().minAliasedPointSize) + ".0f;\n" 1044 "static float maxPointSize = " + Str(mRenderer->getRendererCaps().maxAliasedPointSize) + ".0f;\n" 1045 "\n" 1046 "[maxvertexcount(4)]\n" 1047 "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n" 1048 "{\n" 1049 " GS_OUTPUT output = (GS_OUTPUT)0;\n" 1050 " output.gl_Position = input[0].gl_Position;\n"; 1051 " output.gl_PointSize = input[0].gl_PointSize;\n"; 1052 1053 for (int r = 0; r < registers; r++) 1054 { 1055 geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n"; 1056 } 1057 1058 if (fragmentShader->mUsesFragCoord) 1059 { 1060 geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; 1061 } 1062 1063 geomHLSL += " \n" 1064 " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n" 1065 " float4 dx_Position = input[0].dx_Position;\n" 1066 " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * dx_Position.w;\n"; 1067 1068 for (int corner = 0; corner < 4; corner++) 1069 { 1070 geomHLSL += " \n" 1071 " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; 1072 1073 if (fragmentShader->mUsesPointCoord) 1074 { 1075 geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n"; 1076 } 1077 1078 geomHLSL += " outStream.Append(output);\n"; 1079 } 1080 1081 geomHLSL += " \n" 1082 " outStream.RestartStrip();\n" 1083 "}\n"; 1084 1085 return geomHLSL; 1086 } 1087 1088 // This method needs to match OutputHLSL::decorate 1089 std::string DynamicHLSL::decorateVariable(const std::string &name) 1090 { 1091 if (name.compare(0, 3, "gl_") != 0) 1092 { 1093 return "_" + name; 1094 } 1095 1096 return name; 1097 } 1098 1099 std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const 1100 { 1101 std::string attribString = "input." + decorateVariable(shaderAttrib.name); 1102 1103 // Matrix 1104 if (IsMatrixType(shaderAttrib.type)) 1105 { 1106 return "transpose(" + attribString + ")"; 1107 } 1108 1109 GLenum shaderComponentType = VariableComponentType(shaderAttrib.type); 1110 int shaderComponentCount = VariableComponentCount(shaderAttrib.type); 1111 1112 // Perform integer to float conversion (if necessary) 1113 bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT); 1114 1115 if (requiresTypeConversion) 1116 { 1117 // TODO: normalization for 32-bit integer formats 1118 ASSERT(!vertexFormat.mNormalized && !vertexFormat.mPureInteger); 1119 return "float" + Str(shaderComponentCount) + "(" + attribString + ")"; 1120 } 1121 1122 // No conversion necessary 1123 return attribString; 1124 } 1125 1126 void DynamicHLSL::getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const 1127 { 1128 for (size_t inputIndex = 0; inputIndex < MAX_VERTEX_ATTRIBS; inputIndex++) 1129 { 1130 const VertexFormat &vertexFormat = inputLayout[inputIndex]; 1131 1132 if (vertexFormat.mType == GL_NONE) 1133 { 1134 signature[inputIndex] = GL_NONE; 1135 } 1136 else 1137 { 1138 bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0); 1139 signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE); 1140 } 1141 } 1142 } 1143 1144 } 1145