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//
// 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.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#define LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_
#include "common/Optional.h"
#include "compiler/translator/blocklayoutHLSL.h"
#include "libANGLE/Constants.h"
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/Workarounds.h"
#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include <string>
#include <vector>
namespace gl
{
struct LinkedUniform;
struct VariableLocation;
struct VertexFormat;
}
namespace rx
{
class RendererD3D;
class UniformStorageD3D;
class ShaderExecutableD3D;
#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
// WARNING: D3DCOMPILE_OPTIMIZATION_LEVEL3 may lead to a DX9 shader compiler hang.
// It should only be used selectively to work around specific bugs.
#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL1
#endif
class ProgramD3D : public ProgramImpl
{
public:
ProgramD3D(RendererD3D *renderer);
virtual ~ProgramD3D();
const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
int getShaderVersion() const { return mShaderVersion; }
GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const;
GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const;
GLint getUsedSamplerRange(gl::SamplerType type) const;
void updateSamplerMapping();
bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps);
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointSpriteEmulation() const;
bool usesGeometryShader() const;
bool usesInstancedPointSpriteEmulation() const;
GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
gl::Error save(gl::BinaryOutputStream *stream);
gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutableD3D **outExectuable);
gl::Error getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout, ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutableD3D **outExectuable, gl::InfoLog *infoLog);
ShaderExecutableD3D *getGeometryExecutable() const { return mGeometryExecutable; }
LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
int registers);
LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
gl::Shader *fragmentShader, gl::Shader *vertexShader,
const std::vector<std::string> &transformFeedbackVaryings,
GLenum transformFeedbackBufferMode,
int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
std::map<int, gl::VariableLocation> *outputVariables);
void bindAttributeLocation(GLuint index, const std::string &name) override;
void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
void initializeUniformStorage();
gl::Error applyUniforms();
gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override;
bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
unsigned int registerIndex, const gl::Caps &caps);
void dirtyAllUniforms();
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform1iv(GLint location, GLsizei count, const GLint *v);
void setUniform2iv(GLint location, GLsizei count, const GLint *v);
void setUniform3iv(GLint location, GLsizei count, const GLint *v);
void setUniform4iv(GLint location, GLsizei count, const GLint *v);
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void getUniformfv(GLint location, GLfloat *params);
void getUniformiv(GLint location, GLint *params);
void getUniformuiv(GLint location, GLuint *params);
const UniformStorageD3D &getVertexUniformStorage() const { return *mVertexUniformStorage; }
const UniformStorageD3D &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
const gl::Caps &caps);
bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock, const gl::Caps &caps);
void reset();
unsigned int getSerial() const;
void initAttributesByLayout();
void sortAttributesByLayout(const std::vector<TranslatedAttribute> &unsortedAttributes,
int sortedSemanticIndicesOut[gl::MAX_VERTEX_ATTRIBS],
const rx::TranslatedAttribute *sortedAttributesOut[gl::MAX_VERTEX_ATTRIBS]) const;
private:
class VertexExecutable
{
public:
VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
ShaderExecutableD3D *shaderExecutable);
~VertexExecutable();
bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
const gl::VertexFormat *inputs() const { return mInputs; }
const GLenum *signature() const { return mSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
ShaderExecutableD3D *mShaderExecutable;
};
class PixelExecutable
{
public:
PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutableD3D *shaderExecutable);
~PixelExecutable();
bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
ShaderExecutableD3D *shaderExecutable() const { return mShaderExecutable; }
private:
std::vector<GLenum> mOutputSignature;
ShaderExecutableD3D *mShaderExecutable;
};
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
GLenum textureType;
};
void defineUniformBase(const ShaderD3D *shader, const sh::Uniform &uniform, unsigned int uniformRegister);
void defineUniform(const ShaderD3D *shader, const sh::ShaderVariable &uniform, const std::string &fullName,
sh::HLSLBlockEncoder *encoder);
bool indexSamplerUniform(const gl::LinkedUniform &uniform, gl::InfoLog &infoLog, const gl::Caps &caps);
bool indexUniforms(gl::InfoLog &infoLog, const gl::Caps &caps);
static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
template <typename T>
void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
template <typename T>
void getUniformv(GLint location, T *params, GLenum uniformType);
template <typename VarT>
void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
bool inRowMajorLayout);
RendererD3D *mRenderer;
DynamicHLSL *mDynamicHLSL;
std::vector<VertexExecutable *> mVertexExecutables;
std::vector<PixelExecutable *> mPixelExecutables;
ShaderExecutableD3D *mGeometryExecutable;
std::string mVertexHLSL;
D3DCompilerWorkarounds mVertexWorkarounds;
std::string mPixelHLSL;
D3DCompilerWorkarounds mPixelWorkarounds;
bool mUsesFragDepth;
std::vector<PixelShaderOutputVariable> mPixelShaderKey;
bool mUsesPointSize;
UniformStorageD3D *mVertexUniformStorage;
UniformStorageD3D *mFragmentUniformStorage;
GLenum mTransformFeedbackBufferMode;
std::vector<Sampler> mSamplersPS;
std::vector<Sampler> mSamplersVS;
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mDirtySamplerMapping;
// Cache for validateSamplers
std::vector<GLenum> mTextureUnitTypesCache;
// Cache for getPixelExecutableForFramebuffer
std::vector<GLenum> mPixelShaderOutputFormatCache;
int mShaderVersion;
int mAttributesByLayout[gl::MAX_VERTEX_ATTRIBS];
unsigned int mSerial;
Optional<bool> mCachedValidateSamplersResult;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBANGLE_RENDERER_D3D_PROGRAMD3D_H_