Hash :
120040e2
Author :
Date :
2016-12-07T14:46:16
D3D: Move some HLSL-specific code to a new folder. This code doesn't actually call any D3D runtime methods, so it can be included in our cross platform unit tests. Just include the varying packing code for now. BUG=angleproject:1296 BUG=angleproject:1638 Change-Id: I5c0ccccb00e1c13ca98448256be048f7cd0968ce Reviewed-on: https://chromium-review.googlesource.com/417116 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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.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/Program.h"
#include "libANGLE/Shader.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/ProgramD3D.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
#include "libANGLE/renderer/d3d/ShaderD3D.h"
#include "libANGLE/renderer/d3d/hlsl/VaryingPacking.h"
using namespace gl;
namespace rx
{
namespace
{
std::string 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";
}
}
std::string HLSLComponentTypeString(GLenum componentType, int componentCount)
{
return HLSLComponentTypeString(componentType) + (componentCount > 1 ? Str(componentCount) : "");
}
std::string 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";
}
}
std::string HLSLTypeString(GLenum type)
{
if (gl::IsMatrixType(type))
{
return HLSLMatrixTypeString(type);
}
return HLSLComponentTypeString(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::stringstream &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)
{
}
void DynamicHLSL::generateVaryingHLSL(const VaryingPacking &varyingPacking,
std::stringstream &hlslStream) const
{
std::string varyingSemantic =
GetVaryingSemantic(mRenderer->getMajorShaderModel(), varyingPacking.usesPointSize());
for (const PackedVaryingRegister ®isterInfo : 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);
hlslStream << HLSLComponentTypeString(componentType, columnCount);
unsigned int semanticIndex = registerInfo.semanticIndex;
hlslStream << " v" << semanticIndex << " : " << varyingSemantic << semanticIndex << ";\n";
}
}
std::string DynamicHLSL::generateVertexShaderForInputLayout(
const std::string &sourceShader,
const InputLayout &inputLayout,
const std::vector<sh::Attribute> &shaderAttributes) const
{
std::stringstream structStream;
std::stringstream 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(
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)
{
initStream << generateAttributeConversionHLSL(vertexFormatType, shaderAttribute);
}
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::stringstream declarationStream;
std::stringstream copyStream;
declarationStream << "struct PS_OUTPUT\n"
"{\n";
for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
{
GLenum binding = outputLayout[layoutIndex];
if (binding != GL_NONE)
{
unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
const PixelShaderOutputVariable *outputVariable =
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(outputVariable->type) << " "
<< 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(ShaderType shaderType,
const VaryingPacking &varyingPacking,
std::stringstream &linkStream) const
{
const auto &builtins = varyingPacking.builtins(shaderType);
ASSERT(builtins.dxPosition.enabled);
linkStream << "{\n"
<< " float4 dx_Position : " << builtins.dxPosition.str() << ";\n";
if (builtins.glPosition.enabled)
{
linkStream << " float4 gl_Position : " << builtins.glPosition.str() << ";\n";
}
if (builtins.glFragCoord.enabled)
{
linkStream << " float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n";
}
if (builtins.glPointCoord.enabled)
{
linkStream << " float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n";
}
if (builtins.glPointSize.enabled)
{
linkStream << " float gl_PointSize : " << builtins.glPointSize.str() << ";\n";
}
// Do this after gl_PointSize, to potentially combine gl_PointCoord and gl_PointSize into the
// same register.
generateVaryingHLSL(varyingPacking, linkStream);
linkStream << "};\n";
}
bool DynamicHLSL::generateShaderLinkHLSL(const gl::ContextState &data,
const gl::ProgramState &programData,
const ProgramD3DMetadata &programMetadata,
const VaryingPacking &varyingPacking,
std::string *pixelHLSL,
std::string *vertexHLSL) const
{
ASSERT(pixelHLSL->empty() && vertexHLSL->empty());
const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader();
const 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::stringstream vertexStream;
vertexStream << vertexShaderGL->getTranslatedSource();
// 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";
// Write the HLSL input/output declarations
vertexStream << "struct VS_OUTPUT\n";
generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, vertexStream);
vertexStream << "\n"
<< "VS_OUTPUT main(VS_INPUT input)\n"
<< "{\n"
<< " initAttributes(input);\n";
vertexStream << "\n"
<< " gl_main();\n"
<< "\n"
<< " VS_OUTPUT output;\n";
const auto &vertexBuiltins = varyingPacking.builtins(SHADER_VERTEX);
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 ®isterInfo : 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";
std::stringstream pixelStream;
pixelStream << fragmentShaderGL->getTranslatedSource();
pixelStream << "struct PS_INPUT\n";
generateVaryingLinkHLSL(SHADER_PIXEL, varyingPacking, 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";
}
const auto &pixelBuiltins = varyingPacking.builtins(SHADER_PIXEL);
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 ®isterInfo : 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.
// TODO: Consider updating the fragment shader's varyings with a parameter signaling that a
// varying is only used in the vertex shader in MergeVaryings
if (packedVarying.vertexOnly || (!varying.staticUse && !packedVarying.isStructField()))
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();
return true;
}
std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking) const
{
ASSERT(mRenderer->getMajorShaderModel() >= 4);
std::stringstream preambleStream;
const auto &builtins = varyingPacking.builtins(SHADER_VERTEX);
preambleStream << "struct GS_INPUT\n";
generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, preambleStream);
preambleStream << "\n"
<< "struct GS_OUTPUT\n";
generateVaryingLinkHLSL(SHADER_GEOMETRY, varyingPacking, 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 (builtins.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 (builtins.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();
}
// This method needs to match OutputHLSL::decorate
std::string DynamicHLSL::decorateVariable(const std::string &name)
{
if (name.compare(0, 3, "gl_") != 0)
{
return "_" + name;
}
return name;
}
std::string DynamicHLSL::generateAttributeConversionHLSL(
gl::VertexFormatType vertexFormatType,
const sh::ShaderVariable &shaderAttrib) const
{
const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType);
std::string attribString = "input." + decorateVariable(shaderAttrib.name);
// Matrix
if (IsMatrixType(shaderAttrib.type))
{
return "transpose(" + attribString + ")";
}
GLenum shaderComponentType = VariableComponentType(shaderAttrib.type);
int shaderComponentCount = VariableComponentCount(shaderAttrib.type);
// Perform integer to float conversion (if necessary)
bool requiresTypeConversion =
(shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT);
if (requiresTypeConversion)
{
// TODO: normalization for 32-bit integer formats
ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
return "float" + Str(shaderComponentCount) + "(" + attribString + ")";
}
// No conversion necessary
return attribString;
}
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.getOutputVariables())
{
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);
}
}
}
} // namespace rx