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kc3-lang/angle/src/libANGLE/renderer/d3d/DynamicHLSL.cpp

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  • Author : Olli Etuaho
    Date : 2017-07-12 12:22:15
    Hash : 06a06f5e
    Message : Fix non statically used fragment input structs on HLSL Add static use information to struct fields that mirrors the static use information on the struct itself. This way dynamically generated HLSL doesn't need special handling for initializing fragment inputs if they are structs. This fixes a problem with the previous code where dynamically generated HLSL ended up trying to initialize structs that are not declared in the HLSL output because they were not being referenced. BUG=angleproject:2104 TEST=angle_end2end_tests Change-Id: I21283ce4fe26515d62d95e61f8155dc9a9b44cf1

  • src/libANGLE/renderer/d3d/DynamicHLSL.cpp
  • //
    // 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.cpp: Implementation for link and run-time HLSL generation
    //
    
    #include "libANGLE/renderer/d3d/DynamicHLSL.h"
    
    #include "common/utilities.h"
    #include "compiler/translator/blocklayoutHLSL.h"
    #include "libANGLE/Context.h"
    #include "libANGLE/Program.h"
    #include "libANGLE/Shader.h"
    #include "libANGLE/VaryingPacking.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/d3d/ProgramD3D.h"
    #include "libANGLE/renderer/d3d/RendererD3D.h"
    #include "libANGLE/renderer/d3d/ShaderD3D.h"
    
    using namespace gl;
    
    namespace rx
    {
    
    namespace
    {
    
    // This class needs to match OutputHLSL::decorate
    class DecorateVariable final : angle::NonCopyable
    {
      public:
        explicit DecorateVariable(const std::string &str) : mName(str) {}
        const std::string &getName() const { return mName; }
    
      private:
        const std::string &mName;
    };
    
    std::ostream &operator<<(std::ostream &o, const DecorateVariable &dv)
    {
        if (dv.getName().compare(0, 3, "gl_") != 0)
        {
            o << "_";
        }
        o << dv.getName();
        return o;
    }
    
    const char *HLSLComponentTypeString(GLenum componentType)
    {
        switch (componentType)
        {
            case GL_UNSIGNED_INT:
                return "uint";
            case GL_INT:
                return "int";
            case GL_UNSIGNED_NORMALIZED:
            case GL_SIGNED_NORMALIZED:
            case GL_FLOAT:
                return "float";
            default:
                UNREACHABLE();
                return "not-component-type";
        }
    }
    
    void HLSLComponentTypeString(std::ostringstream &ostream, GLenum componentType, int componentCount)
    {
        ostream << HLSLComponentTypeString(componentType);
        if (componentCount > 1)
        {
            ostream << componentCount;
        }
    }
    
    const char *HLSLMatrixTypeString(GLenum type)
    {
        switch (type)
        {
            case GL_FLOAT_MAT2:
                return "float2x2";
            case GL_FLOAT_MAT3:
                return "float3x3";
            case GL_FLOAT_MAT4:
                return "float4x4";
            case GL_FLOAT_MAT2x3:
                return "float2x3";
            case GL_FLOAT_MAT3x2:
                return "float3x2";
            case GL_FLOAT_MAT2x4:
                return "float2x4";
            case GL_FLOAT_MAT4x2:
                return "float4x2";
            case GL_FLOAT_MAT3x4:
                return "float3x4";
            case GL_FLOAT_MAT4x3:
                return "float4x3";
            default:
                UNREACHABLE();
                return "not-matrix-type";
        }
    }
    
    void HLSLTypeString(std::ostringstream &ostream, GLenum type)
    {
        if (gl::IsMatrixType(type))
        {
            ostream << HLSLMatrixTypeString(type);
            return;
        }
    
        HLSLComponentTypeString(ostream, gl::VariableComponentType(type),
                                gl::VariableComponentCount(type));
    }
    
    const PixelShaderOutputVariable *FindOutputAtLocation(
        const std::vector<PixelShaderOutputVariable> &outputVariables,
        unsigned int location)
    {
        for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
        {
            if (outputVariables[variableIndex].outputIndex == location)
            {
                return &outputVariables[variableIndex];
            }
        }
    
        return nullptr;
    }
    
    void WriteArrayString(std::ostringstream &strstr, unsigned int i)
    {
        static_assert(GL_INVALID_INDEX == UINT_MAX,
                      "GL_INVALID_INDEX must be equal to the max unsigned int.");
        if (i == UINT_MAX)
        {
            return;
        }
    
        strstr << "[";
        strstr << i;
        strstr << "]";
    }
    
    constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
    constexpr const char *PIXEL_OUTPUT_STUB_STRING     = "@@ PIXEL OUTPUT @@";
    }  // anonymous namespace
    
    // DynamicHLSL implementation
    
    DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer)
    {
    }
    
    std::string DynamicHLSL::generateVertexShaderForInputLayout(
        const std::string &sourceShader,
        const InputLayout &inputLayout,
        const std::vector<sh::Attribute> &shaderAttributes) const
    {
        std::ostringstream structStream;
        std::ostringstream initStream;
    
        structStream << "struct VS_INPUT\n"
                     << "{\n";
    
        int semanticIndex       = 0;
        unsigned int inputIndex = 0;
    
        // If gl_PointSize is used in the shader then pointsprites rendering is expected.
        // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
        // must be used.
        bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
        bool useInstancedPointSpriteEmulation =
            usesPointSize && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
    
        // Instanced PointSprite emulation requires additional entries in the
        // VS_INPUT structure to support the vertices that make up the quad vertices.
        // These values must be in sync with the cooresponding values added during inputlayout creation
        // in InputLayoutCache::applyVertexBuffers().
        //
        // The additional entries must appear first in the VS_INPUT layout because
        // Windows Phone 8 era devices require per vertex data to physically come
        // before per instance data in the shader.
        if (useInstancedPointSpriteEmulation)
        {
            structStream << "    float3 spriteVertexPos : SPRITEPOSITION0;\n"
                         << "    float2 spriteTexCoord : SPRITETEXCOORD0;\n";
        }
    
        for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
        {
            const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
            if (!shaderAttribute.name.empty())
            {
                ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
                VertexFormatType vertexFormatType =
                    inputIndex < inputLayout.size() ? inputLayout[inputIndex] : VERTEX_FORMAT_INVALID;
    
                // HLSL code for input structure
                if (IsMatrixType(shaderAttribute.type))
                {
                    // Matrix types are always transposed
                    structStream << "    "
                                 << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
                }
                else
                {
                    GLenum componentType = mRenderer->getVertexComponentType(vertexFormatType);
    
                    if (shaderAttribute.name == "gl_InstanceID" ||
                        shaderAttribute.name == "gl_VertexID")
                    {
                        // The input types of the instance ID and vertex ID in HLSL (uint) differs from
                        // the ones in ESSL (int).
                        structStream << " uint";
                    }
                    else
                    {
                        structStream << "    ";
                        HLSLComponentTypeString(structStream, componentType,
                                                VariableComponentCount(shaderAttribute.type));
                    }
                }
    
                structStream << " " << DecorateVariable(shaderAttribute.name) << " : ";
    
                if (shaderAttribute.name == "gl_InstanceID")
                {
                    structStream << "SV_InstanceID";
                }
                else if (shaderAttribute.name == "gl_VertexID")
                {
                    structStream << "SV_VertexID";
                }
                else
                {
                    structStream << "TEXCOORD" << semanticIndex;
                    semanticIndex += VariableRegisterCount(shaderAttribute.type);
                }
    
                structStream << ";\n";
    
                // HLSL code for initialization
                initStream << "    " << DecorateVariable(shaderAttribute.name) << " = ";
    
                // Mismatched vertex attribute to vertex input may result in an undefined
                // data reinterpretation (eg for pure integer->float, float->pure integer)
                // TODO: issue warning with gl debug info extension, when supported
                if (IsMatrixType(shaderAttribute.type) ||
                    (mRenderer->getVertexConversionType(vertexFormatType) & VERTEX_CONVERT_GPU) != 0)
                {
                    GenerateAttributeConversionHLSL(vertexFormatType, shaderAttribute, initStream);
                }
                else
                {
                    initStream << "input." << DecorateVariable(shaderAttribute.name);
                }
    
                initStream << ";\n";
    
                inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
            }
        }
    
        structStream << "};\n"
                        "\n"
                        "void initAttributes(VS_INPUT input)\n"
                        "{\n"
                     << initStream.str() << "}\n";
    
        std::string vertexHLSL(sourceShader);
    
        size_t copyInsertionPos = vertexHLSL.find(VERTEX_ATTRIBUTE_STUB_STRING);
        vertexHLSL.replace(copyInsertionPos, strlen(VERTEX_ATTRIBUTE_STUB_STRING), structStream.str());
    
        return vertexHLSL;
    }
    
    std::string DynamicHLSL::generatePixelShaderForOutputSignature(
        const std::string &sourceShader,
        const std::vector<PixelShaderOutputVariable> &outputVariables,
        bool usesFragDepth,
        const std::vector<GLenum> &outputLayout) const
    {
        const int shaderModel      = mRenderer->getMajorShaderModel();
        std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
        std::string depthSemantic  = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
    
        std::ostringstream declarationStream;
        std::ostringstream copyStream;
    
        declarationStream << "struct PS_OUTPUT\n"
                             "{\n";
    
        // Workaround for HLSL 3.x: We can't do a depth/stencil only render, the runtime will complain.
        size_t numOutputs = outputLayout.empty() ? 1u : outputLayout.size();
        const PixelShaderOutputVariable defaultOutput(GL_FLOAT_VEC4, "dummy", "float4(0, 0, 0, 1)", 0);
    
        for (size_t layoutIndex = 0; layoutIndex < numOutputs; ++layoutIndex)
        {
            GLenum binding = outputLayout.empty() ? GL_COLOR_ATTACHMENT0 : outputLayout[layoutIndex];
    
            if (binding != GL_NONE)
            {
                unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
    
                const PixelShaderOutputVariable *outputVariable =
                    outputLayout.empty() ? &defaultOutput
                                         : FindOutputAtLocation(outputVariables, location);
    
                // OpenGL ES 3.0 spec $4.2.1
                // If [...] not all user-defined output variables are written, the values of fragment
                // colors
                // corresponding to unwritten variables are similarly undefined.
                if (outputVariable)
                {
                    declarationStream << "    ";
                    HLSLTypeString(declarationStream, outputVariable->type);
                    declarationStream << " " << outputVariable->name << " : " << targetSemantic
                                      << static_cast<int>(layoutIndex) << ";\n";
    
                    copyStream << "    output." << outputVariable->name << " = "
                               << outputVariable->source << ";\n";
                }
            }
        }
    
        if (usesFragDepth)
        {
            declarationStream << "    float gl_Depth : " << depthSemantic << ";\n";
            copyStream << "    output.gl_Depth = gl_Depth; \n";
        }
    
        declarationStream << "};\n"
                             "\n"
                             "PS_OUTPUT generateOutput()\n"
                             "{\n"
                             "    PS_OUTPUT output;\n"
                          << copyStream.str() << "    return output;\n"
                                                 "}\n";
    
        std::string pixelHLSL(sourceShader);
    
        size_t outputInsertionPos = pixelHLSL.find(PIXEL_OUTPUT_STUB_STRING);
        pixelHLSL.replace(outputInsertionPos, strlen(PIXEL_OUTPUT_STUB_STRING),
                          declarationStream.str());
    
        return pixelHLSL;
    }
    
    void DynamicHLSL::generateVaryingLinkHLSL(const VaryingPacking &varyingPacking,
                                              const BuiltinInfo &builtins,
                                              bool programUsesPointSize,
                                              std::ostringstream &hlslStream) const
    {
        ASSERT(builtins.dxPosition.enabled);
        hlslStream << "{\n"
                   << "    float4 dx_Position : " << builtins.dxPosition.str() << ";\n";
    
        if (builtins.glPosition.enabled)
        {
            hlslStream << "    float4 gl_Position : " << builtins.glPosition.str() << ";\n";
        }
    
        if (builtins.glFragCoord.enabled)
        {
            hlslStream << "    float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n";
        }
    
        if (builtins.glPointCoord.enabled)
        {
            hlslStream << "    float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n";
        }
    
        if (builtins.glPointSize.enabled)
        {
            hlslStream << "    float gl_PointSize : " << builtins.glPointSize.str() << ";\n";
        }
    
        std::string varyingSemantic =
            GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize);
    
        for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
        {
            const auto &varying = *registerInfo.packedVarying->varying;
            ASSERT(!varying.isStruct());
    
            // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many
            // registers being used.
            // 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.
            // If the float varying has the 'nointerpolation' modifier on it then we would need
            // N + 1 registers, and D3D compilation will fail.
    
            switch (registerInfo.packedVarying->interpolation)
            {
                case sh::INTERPOLATION_SMOOTH:
                    hlslStream << "    ";
                    break;
                case sh::INTERPOLATION_FLAT:
                    hlslStream << "    nointerpolation ";
                    break;
                case sh::INTERPOLATION_CENTROID:
                    hlslStream << "    centroid ";
                    break;
                default:
                    UNREACHABLE();
            }
    
            GLenum transposedType = gl::TransposeMatrixType(varying.type);
            GLenum componentType  = gl::VariableComponentType(transposedType);
            int columnCount       = gl::VariableColumnCount(transposedType);
            HLSLComponentTypeString(hlslStream, componentType, columnCount);
            unsigned int semanticIndex = registerInfo.semanticIndex;
            hlslStream << " v" << semanticIndex << " : " << varyingSemantic << semanticIndex << ";\n";
        }
    
        hlslStream << "};\n";
    }
    
    void DynamicHLSL::generateShaderLinkHLSL(const gl::Context *context,
                                             const gl::ProgramState &programData,
                                             const ProgramD3DMetadata &programMetadata,
                                             const VaryingPacking &varyingPacking,
                                             const BuiltinVaryingsD3D &builtinsD3D,
                                             std::string *pixelHLSL,
                                             std::string *vertexHLSL) const
    {
        ASSERT(pixelHLSL->empty() && vertexHLSL->empty());
    
        const auto &data                   = context->getContextState();
        gl::Shader *vertexShaderGL         = programData.getAttachedVertexShader();
        gl::Shader *fragmentShaderGL       = programData.getAttachedFragmentShader();
        const ShaderD3D *fragmentShader    = GetImplAs<ShaderD3D>(fragmentShaderGL);
        const int shaderModel              = mRenderer->getMajorShaderModel();
    
        // usesViewScale() isn't supported in the D3D9 renderer
        ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale());
    
        bool useInstancedPointSpriteEmulation =
            programMetadata.usesPointSize() &&
            mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
    
        // Validation done in the compiler
        ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData());
    
        std::ostringstream vertexStream;
        vertexStream << vertexShaderGL->getTranslatedSource(context);
    
        // Instanced PointSprite emulation requires additional entries originally generated in the
        // GeometryShader HLSL. These include pointsize clamp values.
        if (useInstancedPointSpriteEmulation)
        {
            vertexStream << "static float minPointSize = "
                         << static_cast<int>(data.getCaps().minAliasedPointSize) << ".0f;\n"
                         << "static float maxPointSize = "
                         << static_cast<int>(data.getCaps().maxAliasedPointSize) << ".0f;\n";
        }
    
        // Add stub string to be replaced when shader is dynamically defined by its layout
        vertexStream << "\n" << std::string(VERTEX_ATTRIBUTE_STUB_STRING) << "\n";
    
        const auto &vertexBuiltins = builtinsD3D[SHADER_VERTEX];
    
        // Write the HLSL input/output declarations
        vertexStream << "struct VS_OUTPUT\n";
        generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(),
                                vertexStream);
        vertexStream << "\n"
                     << "VS_OUTPUT main(VS_INPUT input)\n"
                     << "{\n"
                     << "    initAttributes(input);\n";
    
        vertexStream << "\n"
                     << "    gl_main();\n"
                     << "\n"
                     << "    VS_OUTPUT output;\n";
    
        if (vertexBuiltins.glPosition.enabled)
        {
            vertexStream << "    output.gl_Position = gl_Position;\n";
        }
    
        // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
        if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
        {
            vertexStream << "    output.dx_Position.x = gl_Position.x;\n";
    
            if (programMetadata.usesViewScale())
            {
                // This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f
                // when rendering to the default framebuffer. No other values are valid.
                vertexStream << "    output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n";
            }
            else
            {
                vertexStream << "    output.dx_Position.y = - gl_Position.y;\n";
            }
    
            vertexStream << "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                         << "    output.dx_Position.w = gl_Position.w;\n";
        }
        else
        {
            vertexStream << "    output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + "
                            "dx_ViewAdjust.x * gl_Position.w;\n";
    
            // If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*,
            // then we need to multiply the gl_Position.y by the viewScale.
            // usesViewScale() isn't supported when using the D3D9 renderer.
            if (programMetadata.usesViewScale() &&
                (shaderModel >= 4 && mRenderer->getShaderModelSuffix() != ""))
            {
                vertexStream << "    output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * "
                                "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n";
            }
            else
            {
                vertexStream << "    output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + "
                                "dx_ViewAdjust.y * gl_Position.w);\n";
            }
    
            vertexStream << "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                         << "    output.dx_Position.w = gl_Position.w;\n";
        }
    
        // We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
        if (vertexBuiltins.glPointSize.enabled)
        {
            vertexStream << "    output.gl_PointSize = gl_PointSize;\n";
        }
    
        if (vertexBuiltins.glFragCoord.enabled)
        {
            vertexStream << "    output.gl_FragCoord = gl_Position;\n";
        }
    
        for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
        {
            const auto &packedVarying = *registerInfo.packedVarying;
            const auto &varying = *packedVarying.varying;
            ASSERT(!varying.isStruct());
    
            vertexStream << "    output.v" << registerInfo.semanticIndex << " = ";
    
            if (packedVarying.isStructField())
            {
                vertexStream << DecorateVariable(packedVarying.parentStructName) << ".";
            }
    
            vertexStream << DecorateVariable(varying.name);
    
            if (varying.isArray())
            {
                WriteArrayString(vertexStream, registerInfo.varyingArrayIndex);
            }
    
            if (VariableRowCount(varying.type) > 1)
            {
                WriteArrayString(vertexStream, registerInfo.varyingRowIndex);
            }
    
            vertexStream << ";\n";
        }
    
        // Instanced PointSprite emulation requires additional entries to calculate
        // the final output vertex positions of the quad that represents each sprite.
        if (useInstancedPointSpriteEmulation)
        {
            vertexStream << "\n"
                         << "    gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n";
    
            vertexStream << "    output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / "
                            "(dx_ViewCoords.x*2)) * output.dx_Position.w;";
    
            if (programMetadata.usesViewScale())
            {
                // Multiply by ViewScale to invert the rendering when appropriate
                vertexStream << "    output.dx_Position.y += (-dx_ViewScale.y * "
                                "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * "
                                "output.dx_Position.w;";
            }
            else
            {
                vertexStream << "    output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / "
                                "(dx_ViewCoords.y*2)) * output.dx_Position.w;";
            }
    
            vertexStream
                << "    output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n";
    
            if (programMetadata.usesPointCoord())
            {
                vertexStream << "\n"
                             << "    output.gl_PointCoord = input.spriteTexCoord;\n";
            }
        }
    
        // Renderers that enable instanced pointsprite emulation require the vertex shader output member
        // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same
        // default value used in the generated pixel shader.
        if (programMetadata.usesInsertedPointCoordValue())
        {
            ASSERT(!useInstancedPointSpriteEmulation);
            vertexStream << "\n"
                         << "    output.gl_PointCoord = float2(0.5, 0.5);\n";
        }
    
        vertexStream << "\n"
                     << "    return output;\n"
                     << "}\n";
    
        const auto &pixelBuiltins = builtinsD3D[SHADER_PIXEL];
    
        std::ostringstream pixelStream;
        pixelStream << fragmentShaderGL->getTranslatedSource(context);
        pixelStream << "struct PS_INPUT\n";
        generateVaryingLinkHLSL(varyingPacking, pixelBuiltins, builtinsD3D.usesPointSize(),
                                pixelStream);
        pixelStream << "\n";
    
        pixelStream << std::string(PIXEL_OUTPUT_STUB_STRING) << "\n";
    
        if (fragmentShader->usesFrontFacing())
        {
            if (shaderModel >= 4)
            {
                pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
                            << "{\n";
            }
            else
            {
                pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
                            << "{\n";
            }
        }
        else
        {
            pixelStream << "PS_OUTPUT main(PS_INPUT input)\n"
                        << "{\n";
        }
    
        if (pixelBuiltins.glFragCoord.enabled)
        {
            pixelStream << "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
    
            // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
            // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using
            // dx_ViewCoords.
            if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
            {
                pixelStream << "    gl_FragCoord.x = input.dx_Position.x;\n"
                            << "    gl_FragCoord.y = input.dx_Position.y;\n";
            }
            else if (shaderModel == 3)
            {
                pixelStream << "    gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
                            << "    gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
            }
            else
            {
                // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See
                // Renderer::setViewport()
                pixelStream << "    gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + "
                               "dx_ViewCoords.z;\n"
                            << "    gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + "
                               "dx_ViewCoords.w;\n";
            }
    
            if (programMetadata.usesViewScale())
            {
                // For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account
                // for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using
                // dx_ViewCoords and is always correct irrespective of dx_ViewScale's value.
                // NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+).
                if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
                {
                    // Some assumptions:
                    //  - dx_ViewScale.y = -1.0f when rendering to texture
                    //  - dx_ViewScale.y = +1.0f when rendering to the default framebuffer
                    //  - gl_FragCoord.y has been set correctly above.
                    //
                    // When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate.
                    // This involves subtracting the y coordinate from the height of the area being
                    // rendered to.
                    //
                    // First we calculate the height of the area being rendered to:
                    //    render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) *
                    //    gl_FragCoord.y
                    //
                    // Note that when we're rendering to default FB, we want our output to be
                    // equivalent to:
                    //    "gl_FragCoord.y = render_area_height - gl_FragCoord.y"
                    //
                    // When we're rendering to a texture, we want our output to be equivalent to:
                    //    "gl_FragCoord.y = gl_FragCoord.y;"
                    //
                    // If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that
                    //  - When rendering to default FB: scale_factor = 1.0f
                    //  - When rendering to texture:    scale_factor = 0.0f
                    //
                    // Therefore, we can get our desired output by setting:
                    //    "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y *
                    //    gl_FragCoord.y"
                    //
                    // Simplifying, this becomes:
                    pixelStream
                        << "    gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /"
                           "(1.0f - input.gl_FragCoord.y * rhw)  - dx_ViewScale.y * gl_FragCoord.y;\n";
                }
            }
    
            pixelStream << "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + "
                           "dx_DepthFront.y;\n"
                        << "    gl_FragCoord.w = rhw;\n";
        }
    
        if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3)
        {
            pixelStream << "    gl_PointCoord.x = input.gl_PointCoord.x;\n"
                        << "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
        }
    
        if (fragmentShader->usesFrontFacing())
        {
            if (shaderModel <= 3)
            {
                pixelStream << "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
            }
            else
            {
                pixelStream << "    gl_FrontFacing = isFrontFace;\n";
            }
        }
    
        for (const PackedVaryingRegister &registerInfo : varyingPacking.getRegisterList())
        {
            const auto &packedVarying = *registerInfo.packedVarying;
            const auto &varying = *packedVarying.varying;
            ASSERT(!varying.isBuiltIn() && !varying.isStruct());
    
            // Don't reference VS-only transform feedback varyings in the PS. Note that we're relying on
            // that the staticUse flag is set according to usage in the fragment shader.
            if (packedVarying.vertexOnly || !varying.staticUse)
                continue;
    
            pixelStream << "    ";
    
            if (packedVarying.isStructField())
            {
                pixelStream << DecorateVariable(packedVarying.parentStructName) << ".";
            }
    
            pixelStream << DecorateVariable(varying.name);
    
            if (varying.isArray())
            {
                WriteArrayString(pixelStream, registerInfo.varyingArrayIndex);
            }
    
            GLenum transposedType = TransposeMatrixType(varying.type);
            if (VariableRowCount(transposedType) > 1)
            {
                WriteArrayString(pixelStream, registerInfo.varyingRowIndex);
            }
    
            pixelStream << " = input.v" << registerInfo.semanticIndex;
    
            switch (VariableColumnCount(transposedType))
            {
                case 1:
                    pixelStream << ".x";
                    break;
                case 2:
                    pixelStream << ".xy";
                    break;
                case 3:
                    pixelStream << ".xyz";
                    break;
                case 4:
                    break;
                default:
                    UNREACHABLE();
            }
            pixelStream << ";\n";
        }
    
        pixelStream << "\n"
                    << "    gl_main();\n"
                    << "\n"
                    << "    return generateOutput();\n"
                    << "}\n";
    
        *vertexHLSL = vertexStream.str();
        *pixelHLSL  = pixelStream.str();
    }
    
    std::string DynamicHLSL::generateComputeShaderLinkHLSL(const gl::Context *context,
                                                           const gl::ProgramState &programData) const
    {
        gl::Shader *computeShaderGL = programData.getAttachedComputeShader();
        std::stringstream computeStream;
        std::string translatedSource = computeShaderGL->getTranslatedSource(context);
        computeStream << translatedSource;
    
        bool usesWorkGroupID = translatedSource.find("GL_USES_WORK_GROUP_ID") != std::string::npos;
        bool usesLocalInvocationID =
            translatedSource.find("GL_USES_LOCAL_INVOCATION_ID") != std::string::npos;
        bool usesGlobalInvocationID =
            translatedSource.find("GL_USES_GLOBAL_INVOCATION_ID") != std::string::npos;
        bool usesLocalInvocationIndex =
            translatedSource.find("GL_USES_LOCAL_INVOCATION_INDEX") != std::string::npos;
    
        computeStream << "\nstruct CS_INPUT\n{\n";
        if (usesWorkGroupID)
        {
            computeStream << "    uint3 dx_WorkGroupID : "
                          << "SV_GroupID;\n";
        }
    
        if (usesLocalInvocationID)
        {
            computeStream << "    uint3 dx_LocalInvocationID : "
                          << "SV_GroupThreadID;\n";
        }
    
        if (usesGlobalInvocationID)
        {
            computeStream << "    uint3 dx_GlobalInvocationID : "
                          << "SV_DispatchThreadID;\n";
        }
    
        if (usesLocalInvocationIndex)
        {
            computeStream << "    uint dx_LocalInvocationIndex : "
                          << "SV_GroupIndex;\n";
        }
    
        computeStream << "};\n\n";
    
        const sh::WorkGroupSize &localSize = computeShaderGL->getWorkGroupSize(context);
        computeStream << "[numthreads(" << localSize[0] << ", " << localSize[1] << ", " << localSize[2]
                      << ")]\n";
    
        computeStream << "void main(CS_INPUT input)\n"
                      << "{\n";
    
        if (usesWorkGroupID)
        {
            computeStream << "    gl_WorkGroupID = input.dx_WorkGroupID;\n";
        }
        if (usesLocalInvocationID)
        {
            computeStream << "    gl_LocalInvocationID = input.dx_LocalInvocationID;\n";
        }
        if (usesGlobalInvocationID)
        {
            computeStream << "    gl_GlobalInvocationID = input.dx_GlobalInvocationID;\n";
        }
        if (usesLocalInvocationIndex)
        {
            computeStream << "    gl_LocalInvocationIndex = input.dx_LocalInvocationIndex;\n";
        }
    
        computeStream << "\n"
                      << "    gl_main();\n"
                      << "}\n";
    
        return computeStream.str();
    }
    
    std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking,
                                                            const BuiltinVaryingsD3D &builtinsD3D) const
    {
        ASSERT(mRenderer->getMajorShaderModel() >= 4);
    
        std::ostringstream preambleStream;
    
        const auto &vertexBuiltins = builtinsD3D[SHADER_VERTEX];
    
        preambleStream << "struct GS_INPUT\n";
        generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(),
                                preambleStream);
        preambleStream << "\n"
                       << "struct GS_OUTPUT\n";
        generateVaryingLinkHLSL(varyingPacking, builtinsD3D[SHADER_GEOMETRY],
                                builtinsD3D.usesPointSize(), preambleStream);
        preambleStream
            << "\n"
            << "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n"
            << "{\n"
            << "    output.gl_Position = input.gl_Position;\n";
    
        if (vertexBuiltins.glPointSize.enabled)
        {
            preambleStream << "    output.gl_PointSize = input.gl_PointSize;\n";
        }
    
        for (const PackedVaryingRegister &varyingRegister : varyingPacking.getRegisterList())
        {
            preambleStream << "    output.v" << varyingRegister.semanticIndex << " = ";
            if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT)
            {
                preambleStream << "flat";
            }
            preambleStream << "input.v" << varyingRegister.semanticIndex << "; \n";
        }
    
        if (vertexBuiltins.glFragCoord.enabled)
        {
            preambleStream << "    output.gl_FragCoord = input.gl_FragCoord;\n";
        }
    
        // Only write the dx_Position if we aren't using point sprites
        preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n"
                       << "    output.dx_Position = input.dx_Position;\n"
                       << "#endif  // ANGLE_POINT_SPRITE_SHADER\n"
                       << "}\n";
    
        return preambleStream.str();
    }
    
    std::string DynamicHLSL::generateGeometryShaderHLSL(gl::PrimitiveType primitiveType,
                                                        const gl::ContextState &data,
                                                        const gl::ProgramState &programData,
                                                        const bool useViewScale,
                                                        const std::string &preambleString) const
    {
        ASSERT(mRenderer->getMajorShaderModel() >= 4);
    
        std::stringstream shaderStream;
    
        const bool pointSprites   = (primitiveType == PRIMITIVE_POINTS);
        const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos;
    
        const char *inputPT  = nullptr;
        const char *outputPT = nullptr;
        int inputSize        = 0;
        int maxVertexOutput  = 0;
    
        switch (primitiveType)
        {
            case PRIMITIVE_POINTS:
                inputPT         = "point";
                outputPT        = "Triangle";
                inputSize       = 1;
                maxVertexOutput = 4;
                break;
    
            case PRIMITIVE_LINES:
            case PRIMITIVE_LINE_STRIP:
            case PRIMITIVE_LINE_LOOP:
                inputPT         = "line";
                outputPT        = "Line";
                inputSize       = 2;
                maxVertexOutput = 2;
                break;
    
            case PRIMITIVE_TRIANGLES:
            case PRIMITIVE_TRIANGLE_STRIP:
            case PRIMITIVE_TRIANGLE_FAN:
                inputPT         = "triangle";
                outputPT        = "Triangle";
                inputSize       = 3;
                maxVertexOutput = 3;
                break;
    
            default:
                UNREACHABLE();
                break;
        }
    
        if (pointSprites)
        {
            shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
                            "\n"
                            "uniform float4 dx_ViewCoords : register(c1);\n";
    
            if (useViewScale)
            {
                shaderStream << "uniform float2 dx_ViewScale : register(c3);\n";
            }
    
            shaderStream << "\n"
                            "static float2 pointSpriteCorners[] = \n"
                            "{\n"
                            "    float2( 0.5f, -0.5f),\n"
                            "    float2( 0.5f,  0.5f),\n"
                            "    float2(-0.5f, -0.5f),\n"
                            "    float2(-0.5f,  0.5f)\n"
                            "};\n"
                            "\n"
                            "static float2 pointSpriteTexcoords[] = \n"
                            "{\n"
                            "    float2(1.0f, 1.0f),\n"
                            "    float2(1.0f, 0.0f),\n"
                            "    float2(0.0f, 1.0f),\n"
                            "    float2(0.0f, 0.0f)\n"
                            "};\n"
                            "\n"
                            "static float minPointSize = "
                         << static_cast<int>(data.getCaps().minAliasedPointSize)
                         << ".0f;\n"
                            "static float maxPointSize = "
                         << static_cast<int>(data.getCaps().maxAliasedPointSize) << ".0f;\n"
                         << "\n";
        }
    
        shaderStream << preambleString << "\n"
                     << "[maxvertexcount(" << maxVertexOutput << ")]\n"
                     << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], ";
    
        if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
        {
            shaderStream << "uint primitiveID : SV_PrimitiveID, ";
        }
    
        shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n"
                     << "{\n"
                     << "    GS_OUTPUT output = (GS_OUTPUT)0;\n";
    
        if (primitiveType == PRIMITIVE_TRIANGLE_STRIP)
        {
            shaderStream << "    uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n";
        }
        else
        {
            shaderStream << "    uint lastVertexIndex = " << (inputSize - 1) << ";\n";
        }
    
        for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex)
        {
            shaderStream << "    copyVertex(output, input[" << vertexIndex
                         << "], input[lastVertexIndex]);\n";
    
            if (!pointSprites)
            {
                ASSERT(inputSize == maxVertexOutput);
                shaderStream << "    outStream.Append(output);\n";
            }
        }
    
        if (pointSprites)
        {
            shaderStream << "\n"
                            "    float4 dx_Position = input[0].dx_Position;\n"
                            "    float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, "
                            "maxPointSize);\n"
                            "    float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / "
                            "dx_ViewCoords.y) * dx_Position.w;\n";
    
            for (int corner = 0; corner < 4; corner++)
            {
                if (useViewScale)
                {
                    shaderStream << "    \n"
                                    "    output.dx_Position = dx_Position + float4(1.0f, "
                                    "-dx_ViewScale.y, 1.0f, 1.0f)"
                                    "        * float4(pointSpriteCorners["
                                 << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
                }
                else
                {
                    shaderStream << "\n"
                                    "    output.dx_Position = dx_Position + float4(pointSpriteCorners["
                                 << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
                }
    
                if (usesPointCoord)
                {
                    shaderStream << "    output.gl_PointCoord = pointSpriteTexcoords[" << corner
                                 << "];\n";
                }
    
                shaderStream << "    outStream.Append(output);\n";
            }
        }
    
        shaderStream << "    \n"
                        "    outStream.RestartStrip();\n"
                        "}\n";
    
        return shaderStream.str();
    }
    
    // static
    void DynamicHLSL::GenerateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType,
                                                      const sh::ShaderVariable &shaderAttrib,
                                                      std::ostringstream &outStream)
    {
        // Matrix
        if (IsMatrixType(shaderAttrib.type))
        {
            outStream << "transpose(input." << DecorateVariable(shaderAttrib.name) << ")";
            return;
        }
    
        GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
        int shaderComponentCount   = VariableComponentCount(shaderAttrib.type);
        const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
    
        // Perform integer to float conversion (if necessary)
        if (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT)
        {
            // TODO: normalization for 32-bit integer formats
            ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
            outStream << "float" << shaderComponentCount << "(input."
                      << DecorateVariable(shaderAttrib.name) << ")";
            return;
        }
    
        // No conversion necessary
        outStream << "input." << DecorateVariable(shaderAttrib.name);
    }
    
    void DynamicHLSL::getPixelShaderOutputKey(const gl::ContextState &data,
                                              const gl::ProgramState &programData,
                                              const ProgramD3DMetadata &metadata,
                                              std::vector<PixelShaderOutputVariable> *outPixelShaderKey)
    {
        // Two cases when writing to gl_FragColor and using ESSL 1.0:
        // - with a 3.0 context, the output color is copied to channel 0
        // - with a 2.0 context, the output color is broadcast to all channels
        bool broadcast = metadata.usesBroadcast(data);
        const unsigned int numRenderTargets =
            (broadcast || metadata.usesMultipleFragmentOuts() ? data.getCaps().maxDrawBuffers : 1);
    
        if (metadata.getMajorShaderVersion() < 300)
        {
            for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets;
                 renderTargetIndex++)
            {
                PixelShaderOutputVariable outputKeyVariable;
                outputKeyVariable.type = GL_FLOAT_VEC4;
                outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
                outputKeyVariable.source =
                    broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
                outputKeyVariable.outputIndex = renderTargetIndex;
    
                outPixelShaderKey->push_back(outputKeyVariable);
            }
        }
        else
        {
            const auto &shaderOutputVars =
                metadata.getFragmentShader()->getData().getActiveOutputVariables();
    
            for (auto outputPair : programData.getOutputLocations())
            {
                const VariableLocation &outputLocation   = outputPair.second;
                const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
                const std::string &variableName = "out_" + outputLocation.name;
                const std::string &elementString =
                    (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
    
                ASSERT(outputVariable.staticUse);
    
                PixelShaderOutputVariable outputKeyVariable;
                outputKeyVariable.type        = outputVariable.type;
                outputKeyVariable.name        = variableName + elementString;
                outputKeyVariable.source      = variableName + ArrayString(outputLocation.element);
                outputKeyVariable.outputIndex = outputPair.first;
    
                outPixelShaderKey->push_back(outputKeyVariable);
            }
        }
    }
    
    // BuiltinVarying Implementation.
    BuiltinVarying::BuiltinVarying() : enabled(false), index(0), systemValue(false)
    {
    }
    
    std::string BuiltinVarying::str() const
    {
        return (systemValue ? semantic : (semantic + Str(index)));
    }
    
    void BuiltinVarying::enableSystem(const std::string &systemValueSemantic)
    {
        enabled     = true;
        semantic    = systemValueSemantic;
        systemValue = true;
    }
    
    void BuiltinVarying::enable(const std::string &semanticVal, unsigned int indexVal)
    {
        enabled  = true;
        semantic = semanticVal;
        index    = indexVal;
    }
    
    // BuiltinVaryingsD3D Implementation.
    BuiltinVaryingsD3D::BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata,
                                           const VaryingPacking &packing)
    {
        updateBuiltins(SHADER_VERTEX, metadata, packing);
        updateBuiltins(SHADER_PIXEL, metadata, packing);
        if (metadata.getRendererMajorShaderModel() >= 4)
        {
            updateBuiltins(SHADER_GEOMETRY, metadata, packing);
        }
    }
    
    void BuiltinVaryingsD3D::updateBuiltins(ShaderType shaderType,
                                            const ProgramD3DMetadata &metadata,
                                            const VaryingPacking &packing)
    {
        const std::string &userSemantic = GetVaryingSemantic(metadata.getRendererMajorShaderModel(),
                                                             metadata.usesSystemValuePointSize());
    
        unsigned int reservedSemanticIndex = packing.getMaxSemanticIndex();
    
        BuiltinInfo *builtins = &mBuiltinInfo[shaderType];
    
        if (metadata.getRendererMajorShaderModel() >= 4)
        {
            builtins->dxPosition.enableSystem("SV_Position");
        }
        else if (shaderType == SHADER_PIXEL)
        {
            builtins->dxPosition.enableSystem("VPOS");
        }
        else
        {
            builtins->dxPosition.enableSystem("POSITION");
        }
    
        if (metadata.usesTransformFeedbackGLPosition())
        {
            builtins->glPosition.enable(userSemantic, reservedSemanticIndex++);
        }
    
        if (metadata.usesFragCoord())
        {
            builtins->glFragCoord.enable(userSemantic, reservedSemanticIndex++);
        }
    
        if (shaderType == SHADER_VERTEX ? metadata.addsPointCoordToVertexShader()
                                        : metadata.usesPointCoord())
        {
            // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
            // In D3D11 we manually compute gl_PointCoord in the GS.
            if (metadata.getRendererMajorShaderModel() >= 4)
            {
                builtins->glPointCoord.enable(userSemantic, reservedSemanticIndex++);
            }
            else
            {
                builtins->glPointCoord.enable("TEXCOORD", 0);
            }
        }
    
        // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
        if (metadata.usesSystemValuePointSize() &&
            (shaderType != SHADER_PIXEL || metadata.getRendererMajorShaderModel() >= 4))
        {
            builtins->glPointSize.enableSystem("PSIZE");
        }
    }
    
    }  // namespace rx