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      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 
      7 // ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
      8 
      9 #include "libGLESv2/renderer/d3d/ShaderD3D.h"
     10 #include "libGLESv2/renderer/Renderer.h"
     11 #include "libGLESv2/Shader.h"
     12 #include "libGLESv2/main.h"
     13 
     14 #include "common/utilities.h"
     15 
     16 namespace rx
     17 {
     18 
     19 template <typename VarT>
     20 void FilterInactiveVariables(std::vector<VarT> *variableList)
     21 {
     22     ASSERT(variableList);
     23 
     24     for (size_t varIndex = 0; varIndex < variableList->size();)
     25     {
     26         if (!(*variableList)[varIndex].staticUse)
     27         {
     28             variableList->erase(variableList->begin() + varIndex);
     29         }
     30         else
     31         {
     32             varIndex++;
     33         }
     34     }
     35 }
     36 
     37 void *ShaderD3D::mFragmentCompiler = NULL;
     38 void *ShaderD3D::mVertexCompiler = NULL;
     39 
     40 template <typename VarT>
     41 const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
     42 {
     43     ASSERT(variableList);
     44     return variableList;
     45 }
     46 
     47 ShaderD3D::ShaderD3D(GLenum type, rx::Renderer *renderer)
     48     : mType(type),
     49       mRenderer(renderer),
     50       mShaderVersion(100)
     51 {
     52     uncompile();
     53     initializeCompiler();
     54 }
     55 
     56 ShaderD3D::~ShaderD3D()
     57 {
     58 }
     59 
     60 ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
     61 {
     62     ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
     63     return static_cast<ShaderD3D*>(impl);
     64 }
     65 
     66 const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
     67 {
     68     ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
     69     return static_cast<const ShaderD3D*>(impl);
     70 }
     71 
     72 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
     73 void ShaderD3D::initializeCompiler()
     74 {
     75     if (!mFragmentCompiler)
     76     {
     77         int result = ShInitialize();
     78 
     79         if (result)
     80         {
     81             ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
     82 
     83             ShBuiltInResources resources;
     84             ShInitBuiltInResources(&resources);
     85 
     86             // TODO(geofflang): use context's caps
     87             const gl::Caps &caps = mRenderer->getRendererCaps();
     88             const gl::Extensions &extensions = mRenderer->getRendererExtensions();
     89 
     90             resources.MaxVertexAttribs = caps.maxVertexAttributes;
     91             resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
     92             resources.MaxVaryingVectors = caps.maxVaryingVectors;
     93             resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
     94             resources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
     95             resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
     96             resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
     97             resources.MaxDrawBuffers = caps.maxDrawBuffers;
     98             resources.OES_standard_derivatives = extensions.standardDerivatives;
     99             resources.EXT_draw_buffers = extensions.drawBuffers;
    100             resources.EXT_shader_texture_lod = 1;
    101             // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
    102             resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
    103             resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
    104             // GLSL ES 3.0 constants
    105             resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
    106             resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
    107             resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
    108             resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
    109 
    110             mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
    111             mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
    112         }
    113     }
    114 }
    115 
    116 void ShaderD3D::releaseCompiler()
    117 {
    118     ShDestruct(mFragmentCompiler);
    119     ShDestruct(mVertexCompiler);
    120 
    121     mFragmentCompiler = NULL;
    122     mVertexCompiler = NULL;
    123 
    124     ShFinalize();
    125 }
    126 
    127 void ShaderD3D::parseVaryings(void *compiler)
    128 {
    129      if (!mHlsl.empty())
    130     {
    131         const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
    132         ASSERT(varyings);
    133 
    134         for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++)
    135         {
    136             mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
    137         }
    138 
    139         mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT")          != std::string::npos;
    140         mUsesFragColor             = mHlsl.find("GL_USES_FRAG_COLOR")   != std::string::npos;
    141         mUsesFragData              = mHlsl.find("GL_USES_FRAG_DATA")    != std::string::npos;
    142         mUsesFragCoord             = mHlsl.find("GL_USES_FRAG_COORD")   != std::string::npos;
    143         mUsesFrontFacing           = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
    144         mUsesPointSize             = mHlsl.find("GL_USES_POINT_SIZE")   != std::string::npos;
    145         mUsesPointCoord            = mHlsl.find("GL_USES_POINT_COORD")  != std::string::npos;
    146         mUsesDepthRange            = mHlsl.find("GL_USES_DEPTH_RANGE")  != std::string::npos;
    147         mUsesFragDepth             = mHlsl.find("GL_USES_FRAG_DEPTH")   != std::string::npos;
    148         mUsesDiscardRewriting      = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
    149         mUsesNestedBreak           = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
    150     }
    151 }
    152 
    153 void ShaderD3D::resetVaryingsRegisterAssignment()
    154 {
    155     for (size_t varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
    156     {
    157         mVaryings[varyingIndex].resetRegisterAssignment();
    158     }
    159 }
    160 
    161 // initialize/clean up previous state
    162 void ShaderD3D::uncompile()
    163 {
    164     // set by compileToHLSL
    165     mHlsl.clear();
    166     mInfoLog.clear();
    167 
    168     mUsesMultipleRenderTargets = false;
    169     mUsesFragColor = false;
    170     mUsesFragData = false;
    171     mUsesFragCoord = false;
    172     mUsesFrontFacing = false;
    173     mUsesPointSize = false;
    174     mUsesPointCoord = false;
    175     mUsesDepthRange = false;
    176     mUsesFragDepth = false;
    177     mShaderVersion = 100;
    178     mUsesDiscardRewriting = false;
    179     mUsesNestedBreak = false;
    180 
    181     mVaryings.clear();
    182     mUniforms.clear();
    183     mInterfaceBlocks.clear();
    184     mActiveAttributes.clear();
    185     mActiveOutputVariables.clear();
    186 }
    187 
    188 void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
    189 {
    190     // ensure the compiler is loaded
    191     initializeCompiler();
    192 
    193     int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
    194     std::string sourcePath;
    195     if (gl::perfActive())
    196     {
    197         sourcePath = getTempPath();
    198         writeFile(sourcePath.c_str(), source.c_str(), source.length());
    199         compileOptions |= SH_LINE_DIRECTIVES;
    200     }
    201 
    202     int result;
    203     if (sourcePath.empty())
    204     {
    205         const char* sourceStrings[] =
    206         {
    207             source.c_str(),
    208         };
    209 
    210         result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
    211     }
    212     else
    213     {
    214         const char* sourceStrings[] =
    215         {
    216             sourcePath.c_str(),
    217             source.c_str(),
    218         };
    219 
    220         result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
    221     }
    222 
    223     size_t shaderVersion = 100;
    224     ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
    225 
    226     mShaderVersion = static_cast<int>(shaderVersion);
    227 
    228     if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
    229     {
    230         mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
    231         TRACE("\n%s", mInfoLog.c_str());
    232     }
    233     else if (result)
    234     {
    235         size_t objCodeLen = 0;
    236         ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
    237 
    238         char* outputHLSL = new char[objCodeLen];
    239         ShGetObjectCode(compiler, outputHLSL);
    240 
    241 #ifdef _DEBUG
    242         std::ostringstream hlslStream;
    243         hlslStream << "// GLSL\n";
    244         hlslStream << "//\n";
    245 
    246         size_t curPos = 0;
    247         while (curPos != std::string::npos)
    248         {
    249             size_t nextLine = source.find("\n", curPos);
    250             size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
    251 
    252             hlslStream << "// " << source.substr(curPos, len);
    253 
    254             curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
    255         }
    256         hlslStream << "\n\n";
    257         hlslStream << outputHLSL;
    258         mHlsl = hlslStream.str();
    259 #else
    260         mHlsl = outputHLSL;
    261 #endif
    262 
    263         SafeDeleteArray(outputHLSL);
    264 
    265         mUniforms = *GetShaderVariables(ShGetUniforms(compiler));
    266 
    267         for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
    268         {
    269             const sh::Uniform &uniform = mUniforms[uniformIndex];
    270 
    271             if (uniform.staticUse)
    272             {
    273                 unsigned int index = -1;
    274                 bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
    275                 UNUSED_ASSERTION_VARIABLE(result);
    276                 ASSERT(result);
    277 
    278                 mUniformRegisterMap[uniform.name] = index;
    279             }
    280         }
    281 
    282         mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
    283 
    284         for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
    285         {
    286             const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];
    287 
    288             if (interfaceBlock.staticUse)
    289             {
    290                 unsigned int index = -1;
    291                 bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
    292                 UNUSED_ASSERTION_VARIABLE(result);
    293                 ASSERT(result);
    294 
    295                 mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
    296             }
    297         }
    298     }
    299     else
    300     {
    301         size_t infoLogLen = 0;
    302         ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
    303 
    304         char* infoLog = new char[infoLogLen];
    305         ShGetInfoLog(compiler, infoLog);
    306         mInfoLog = infoLog;
    307 
    308         TRACE("\n%s", mInfoLog.c_str());
    309     }
    310 }
    311 
    312 rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
    313 {
    314     if (mUsesDiscardRewriting)
    315     {
    316         // ANGLE issue 486:
    317         // Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
    318         return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
    319     }
    320 
    321     if (mUsesNestedBreak)
    322     {
    323         // ANGLE issue 603:
    324         // Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
    325         // We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
    326         return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
    327     }
    328 
    329     return rx::ANGLE_D3D_WORKAROUND_NONE;
    330 }
    331 
    332 // true if varying x has a higher priority in packing than y
    333 bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
    334 {
    335     if (x.type == y.type)
    336     {
    337         return x.arraySize > y.arraySize;
    338     }
    339 
    340     // Special case for handling structs: we sort these to the end of the list
    341     if (x.type == GL_STRUCT_ANGLEX)
    342     {
    343         return false;
    344     }
    345 
    346     if (y.type == GL_STRUCT_ANGLEX)
    347     {
    348         return true;
    349     }
    350 
    351     return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
    352 }
    353 
    354 unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
    355 {
    356     ASSERT(mUniformRegisterMap.count(uniformName) > 0);
    357     return mUniformRegisterMap.find(uniformName)->second;
    358 }
    359 
    360 unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
    361 {
    362     ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
    363     return mInterfaceBlockRegisterMap.find(blockName)->second;
    364 }
    365 
    366 void *ShaderD3D::getCompiler()
    367 {
    368     if (mType == GL_VERTEX_SHADER)
    369     {
    370         return mVertexCompiler;
    371     }
    372     else
    373     {
    374         ASSERT(mType == GL_FRAGMENT_SHADER);
    375         return mFragmentCompiler;
    376     }
    377 }
    378 
    379 ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
    380 {
    381     void *compiler = NULL;
    382 
    383     switch (shader)
    384     {
    385       case GL_VERTEX_SHADER:   compiler = mVertexCompiler;   break;
    386       case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
    387       default: UNREACHABLE();  return SH_HLSL9_OUTPUT;
    388     }
    389 
    390     size_t outputType = 0;
    391     ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
    392 
    393     return static_cast<ShShaderOutput>(outputType);
    394 }
    395 
    396 bool ShaderD3D::compile(const std::string &source)
    397 {
    398     uncompile();
    399 
    400     void *compiler = getCompiler();
    401 
    402     compileToHLSL(compiler, source);
    403 
    404     if (mType == GL_VERTEX_SHADER)
    405     {
    406         parseAttributes(compiler);
    407     }
    408 
    409     parseVaryings(compiler);
    410 
    411     if (mType == GL_FRAGMENT_SHADER)
    412     {
    413         std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
    414 
    415         const std::string &hlsl = getTranslatedSource();
    416         if (!hlsl.empty())
    417         {
    418             mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(compiler));
    419             FilterInactiveVariables(&mActiveOutputVariables);
    420         }
    421     }
    422 
    423     return !getTranslatedSource().empty();
    424 }
    425 
    426 void ShaderD3D::parseAttributes(void *compiler)
    427 {
    428     const std::string &hlsl = getTranslatedSource();
    429     if (!hlsl.empty())
    430     {
    431         mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
    432         FilterInactiveVariables(&mActiveAttributes);
    433     }
    434 }
    435 
    436 int ShaderD3D::getSemanticIndex(const std::string &attributeName) const
    437 {
    438     if (!attributeName.empty())
    439     {
    440         int semanticIndex = 0;
    441         for (size_t attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
    442         {
    443             const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
    444 
    445             if (attribute.name == attributeName)
    446             {
    447                 return semanticIndex;
    448             }
    449 
    450             semanticIndex += gl::VariableRegisterCount(attribute.type);
    451         }
    452     }
    453 
    454     return -1;
    455 }
    456 
    457 }
    458