Hash :
ca03b35c
Author :
Date :
2015-09-02T12:38:13
Re-land "Compute packed varyings in ProgramD3D only." Instead of storing varying information in the shader, use a temporary set when linking a D3D program. This also means we won't have to modify information in the Shader object when linking a D3D program. This completes the refactoring for PackedVaryings. Re-land with fix for missing init of PackedVarying::vertexOnly. BUG=angleproject:1123 Change-Id: If110809c3817d88b0370ac575d739d7385b067d9 Reviewed-on: https://chromium-review.googlesource.com/296731 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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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.
//
// DynamicHLSL.h: Interface for link and run-time HLSL generation
//
#ifndef LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#define LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#include <map>
#include <vector>
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/formatutils.h"
namespace sh
{
struct Attribute;
struct ShaderVariable;
}
namespace gl
{
class InfoLog;
struct VariableLocation;
struct LinkedVarying;
struct VertexAttribute;
struct Data;
}
namespace rx
{
class RendererD3D;
class ShaderD3D;
struct PixelShaderOutputVariable
{
GLenum type;
std::string name;
std::string source;
size_t outputIndex;
};
struct PackedVarying
{
PackedVarying(const sh::Varying &varyingIn)
: varying(&varyingIn), registerIndex(GL_INVALID_INDEX), columnIndex(0), vertexOnly(false)
{
}
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
void resetRegisterAssignment() { registerIndex = GL_INVALID_INDEX; }
const sh::Varying *varying;
// Assigned during link
unsigned int registerIndex;
// Assigned during link, Defaults to 0
unsigned int columnIndex;
// Transform feedback varyings can be only referenced in the VS.
bool vertexOnly;
};
class DynamicHLSL : angle::NonCopyable
{
public:
explicit DynamicHLSL(RendererD3D *const renderer);
int packVaryings(gl::InfoLog &infoLog,
std::vector<PackedVarying> *packedVaryings,
const std::vector<std::string> &transformFeedbackVaryings);
std::string generateVertexShaderForInputLayout(const std::string &sourceShader,
const gl::InputLayout &inputLayout,
const std::vector<sh::Attribute> &shaderAttributes) const;
std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
bool generateShaderLinkHLSL(const gl::Data &data,
const gl::Program::Data &programData,
gl::InfoLog &infoLog,
int registers,
std::string &pixelHLSL,
std::string &vertexHLSL,
const std::vector<PackedVarying> &packedVaryings,
std::vector<gl::LinkedVarying> *linkedVaryings,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const;
std::string generateGeometryShaderHLSL(int registers,
const ShaderD3D *fragmentShader,
const std::vector<PackedVarying> &packedVaryings) const;
private:
RendererD3D *const mRenderer;
struct SemanticInfo;
std::string getVaryingSemantic(bool pointSize) const;
SemanticInfo getSemanticInfo(int startRegisters, bool position, bool fragCoord, bool pointCoord,
bool pointSize, bool pixelShader) const;
std::string generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const;
std::string generateVaryingHLSL(const std::vector<PackedVarying> &varyings,
bool shaderUsesPointSize) const;
void storeUserLinkedVaryings(const std::vector<PackedVarying> &packedVaryings,
bool shaderUsesPointSize,
std::vector<gl::LinkedVarying> *linkedVaryings) const;
void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<gl::LinkedVarying> *linkedVaryings) const;
std::string generatePointSpriteHLSL(int registers,
const ShaderD3D *fragmentShader,
const std::vector<PackedVarying> &packedVaryings) const;
// Prepend an underscore
static std::string decorateVariable(const std::string &name);
std::string generateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType,
const sh::ShaderVariable &shaderAttrib) const;
};
}
#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_