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kc3-lang/angle/src/libGLESv2/DynamicHLSL.cpp

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  • Author : Geoff Lang
    Date : 2014-04-16 14:39:36
    Hash : b5b02857
    Message : Fix a semantic index not being written for gl_FragCoord. BUG=angle:608 Change-Id: Iebf7577a7a0c54cef25cfa7706840e8ad26b7a08 Reviewed-on: https://chromium-review.googlesource.com/195163 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <nicolascapens@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/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 "precompiled.h"
    
    #include "libGLESv2/DynamicHLSL.h"
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Program.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "common/utilities.h"
    #include "libGLESv2/ProgramBinary.h"
    #include "libGLESv2/formatutils.h"
    
    #include "compiler/translator/HLSLLayoutEncoder.h"
    
    static std::string Str(int i)
    {
        char buffer[20];
        snprintf(buffer, sizeof(buffer), "%d", i);
        return buffer;
    }
    
    namespace gl_d3d
    {
    
    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::UniformComponentType(type), gl::UniformComponentCount(type));
    }
    
    }
    
    namespace gl
    {
    
    std::string ArrayString(unsigned int i)
    {
        return (i == GL_INVALID_INDEX ? "" : "[" + Str(i) + "]");
    }
    
    const std::string DynamicHLSL::VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
    
    DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
        : mRenderer(renderer)
    {
    }
    
    static bool packVarying(sh::Varying *varying, const int maxVaryingVectors, const sh::ShaderVariable *packing[][4])
    {
        GLenum transposedType = TransposeMatrixType(varying->type);
    
        // matrices within varying structs are not transposed
        int registers = (varying->isStruct() ? sh::HLSLVariableRegisterCount(*varying) : gl::VariableRowCount(transposedType)) * varying->elementCount();
        int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
        bool success = false;
    
        if (elements == 2 || elements == 3 || elements == 4)
        {
            for (int r = 0; r <= maxVaryingVectors - registers && !success; r++)
            {
                bool available = true;
    
                for (int y = 0; y < registers && available; y++)
                {
                    for (int x = 0; x < elements && available; x++)
                    {
                        if (packing[r + y][x])
                        {
                            available = false;
                        }
                    }
                }
    
                if (available)
                {
                    varying->registerIndex = r;
                    varying->elementIndex = 0;
    
                    for (int y = 0; y < registers; y++)
                    {
                        for (int x = 0; x < elements; x++)
                        {
                            packing[r + y][x] = &*varying;
                        }
                    }
    
                    success = true;
                }
            }
    
            if (!success && elements == 2)
            {
                for (int r = maxVaryingVectors - registers; r >= 0 && !success; r--)
                {
                    bool available = true;
    
                    for (int y = 0; y < registers && available; y++)
                    {
                        for (int x = 2; x < 4 && available; x++)
                        {
                            if (packing[r + y][x])
                            {
                                available = false;
                            }
                        }
                    }
    
                    if (available)
                    {
                        varying->registerIndex = r;
                        varying->elementIndex = 2;
    
                        for (int y = 0; y < registers; y++)
                        {
                            for (int x = 2; x < 4; x++)
                            {
                                packing[r + y][x] = &*varying;
                            }
                        }
    
                        success = true;
                    }
                }
            }
        }
        else if (elements == 1)
        {
            int space[4] = { 0 };
    
            for (int y = 0; y < maxVaryingVectors; y++)
            {
                for (int x = 0; x < 4; x++)
                {
                    space[x] += packing[y][x] ? 0 : 1;
                }
            }
    
            int column = 0;
    
            for (int x = 0; x < 4; x++)
            {
                if (space[x] >= registers && space[x] < space[column])
                {
                    column = x;
                }
            }
    
            if (space[column] >= registers)
            {
                for (int r = 0; r < maxVaryingVectors; r++)
                {
                    if (!packing[r][column])
                    {
                        varying->registerIndex = r;
    
                        for (int y = r; y < r + registers; y++)
                        {
                            packing[y][column] = &*varying;
                        }
    
                        break;
                    }
                }
    
                varying->elementIndex = column;
    
                success = true;
            }
        }
        else UNREACHABLE();
    
        return success;
    }
    
    // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
    // Returns the number of used varying registers, or -1 if unsuccesful
    int DynamicHLSL::packVaryings(InfoLog &infoLog, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader,
                                  VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
    {
        const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
    
        vertexShader->resetVaryingsRegisterAssignment();
        fragmentShader->resetVaryingsRegisterAssignment();
    
        std::set<std::string> packedVaryings;
    
        for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
        {
            sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex];
            if (packVarying(varying, maxVaryingVectors, packing))
            {
                packedVaryings.insert(varying->name);
            }
            else
            {
                infoLog.append("Could not pack varying %s", varying->name.c_str());
                return -1;
            }
        }
    
        for (unsigned int feedbackVaryingIndex = 0; feedbackVaryingIndex < transformFeedbackVaryings.size(); feedbackVaryingIndex++)
        {
            const std::string &transformFeedbackVarying = transformFeedbackVaryings[feedbackVaryingIndex];
            if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
            {
                bool found = false;
                for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
                {
                    sh::Varying *varying = &vertexShader->mVaryings[varyingIndex];
                    if (transformFeedbackVarying == varying->name)
                    {
                        if (!packVarying(varying, maxVaryingVectors, packing))
                        {
                            infoLog.append("Could not pack varying %s", varying->name.c_str());
                            return -1;
                        }
    
                        found = true;
                        break;
                    }
                }
    
                if (!found && transformFeedbackVarying != "gl_Position" && transformFeedbackVarying != "gl_PointSize")
                {
                    infoLog.append("Transform feedback varying %s does not exist in the vertex shader.", transformFeedbackVarying.c_str());
                    return -1;
                }
            }
        }
    
        // Return the number of used registers
        int registers = 0;
    
        for (int r = 0; r < maxVaryingVectors; r++)
        {
            if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
            {
                registers++;
            }
        }
    
        return registers;
    }
    
    std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::string &varyingSemantic,
                                                 std::vector<LinkedVarying> *linkedVaryings) const
    {
        std::string varyingHLSL;
    
        for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
        {
            sh::Varying *varying = &shader->mVaryings[varyingIndex];
            if (varying->registerAssigned())
            {
                GLenum transposedType = TransposeMatrixType(varying->type);
                int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType));
    
                for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
                {
                    for (int row = 0; row < variableRows; row++)
                    {
                        switch (varying->interpolation)
                        {
                          case sh::INTERPOLATION_SMOOTH:   varyingHLSL += "    ";                 break;
                          case sh::INTERPOLATION_FLAT:     varyingHLSL += "    nointerpolation "; break;
                          case sh::INTERPOLATION_CENTROID: varyingHLSL += "    centroid ";        break;
                          default:  UNREACHABLE();
                        }
    
                        unsigned int semanticIndex = elementIndex * variableRows + varying->registerIndex + row;
                        std::string n = Str(semanticIndex);
    
                        std::string typeString;
    
                        if (varying->isStruct())
                        {
                            // matrices within structs are not transposed, so
                            // do not use the special struct prefix "rm"
                            typeString = decorateVariable(varying->structName);
                        }
                        else
                        {
                            GLenum componentType = gl::UniformComponentType(transposedType);
                            int columnCount = gl::VariableColumnCount(transposedType);
                            typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount);
                        }
                        varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
                    }
                }
    
                if (linkedVaryings)
                {
                    linkedVaryings->push_back(LinkedVarying(varying->name, varying->type, varying->elementCount(),
                                                            varyingSemantic, varying->registerIndex,
                                                            variableRows * varying->elementCount()));
                }
            }
        }
    
        return varyingHLSL;
    }
    
    std::string DynamicHLSL::generateInputLayoutHLSL(const VertexFormat inputLayout[], const sh::Attribute shaderAttributes[]) const
    {
        std::string structHLSL, initHLSL;
    
        int semanticIndex = 0;
        unsigned int inputIndex = 0;
    
        for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
        {
            ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
    
            const VertexFormat &vertexFormat = inputLayout[inputIndex];
            const sh::Attribute &shaderAttribute = shaderAttributes[attributeIndex];
    
            if (!shaderAttribute.name.empty())
            {
                // HLSL code for input structure
                if (IsMatrixType(shaderAttribute.type))
                {
                    // Matrix types are always transposed
                    structHLSL += "    " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
                }
                else
                {
                    GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
                    structHLSL += "    " + gl_d3d::HLSLComponentTypeString(componentType, UniformComponentCount(shaderAttribute.type));
                }
    
                structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
                semanticIndex += AttributeRegisterCount(shaderAttribute.type);
    
                // HLSL code for initialization
                initHLSL += "    " + 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(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
                {
                    initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
                }
                else
                {
                    initHLSL += "input." + decorateVariable(shaderAttribute.name);
                }
    
                initHLSL += ";\n";
    
                inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
            }
        }
    
        return "struct VS_INPUT\n"
               "{\n" +
               structHLSL +
               "};\n"
               "\n"
               "void initAttributes(VS_INPUT input)\n"
               "{\n" +
               initHLSL +
               "}\n";
    }
    
    bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const sh::ShaderVariable *packing[][4],
                                             std::string& pixelHLSL, std::string& vertexHLSL,
                                             FragmentShader *fragmentShader, VertexShader *vertexShader,
                                             const std::vector<std::string>& transformFeedbackVaryings,
                                             std::vector<LinkedVarying> *linkedVaryings,
                                             std::map<int, VariableLocation> *programOutputVars) const
    {
        if (pixelHLSL.empty() || vertexHLSL.empty())
        {
            return false;
        }
    
        bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
        bool usesFragColor = fragmentShader->mUsesFragColor;
        bool usesFragData = fragmentShader->mUsesFragData;
        if (usesFragColor && usesFragData)
        {
            infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader.");
            return false;
        }
    
        // Write the HLSL input/output declarations
        const int shaderModel = mRenderer->getMajorShaderModel();
        const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
    
        const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0);
    
        // 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
        const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
        const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1);
    
        int shaderVersion = vertexShader->getShaderVersion();
    
        if (registersNeeded > maxVaryingVectors)
        {
            infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord");
    
            return false;
        }
    
        std::string varyingSemantic = (vertexShader->mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD";
        std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR";
        std::string dxPositionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION";
        std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
    
        std::string varyingHLSL = generateVaryingHLSL(vertexShader, varyingSemantic, linkedVaryings);
    
        // special varyings that use reserved registers
        int reservedRegisterIndex = registers;
    
        unsigned int glPositionSemanticIndex = reservedRegisterIndex++;
        std::string glPositionSemantic = varyingSemantic;
    
        std::string fragCoordSemantic;
        unsigned int fragCoordSemanticIndex = 0;
        if (fragmentShader->mUsesFragCoord)
        {
            fragCoordSemanticIndex = reservedRegisterIndex++;
            fragCoordSemantic = varyingSemantic;
        }
    
        std::string pointCoordSemantic;
        unsigned int pointCoordSemanticIndex = 0;
        if (fragmentShader->mUsesPointCoord)
        {
            // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords.
            // In DX11 we compute this in the GS.
            if (shaderModel == 3)
            {
                pointCoordSemanticIndex = 0;
                pointCoordSemantic = "TEXCOORD0";
            }
            else if (shaderModel >= 4)
            {
                pointCoordSemanticIndex = reservedRegisterIndex++;
                pointCoordSemantic = varyingSemantic;
            }
        }
    
        // Add stub string to be replaced when shader is dynamically defined by its layout
        vertexHLSL += "\n" + VERTEX_ATTRIBUTE_STUB_STRING + "\n";
    
        vertexHLSL += "struct VS_OUTPUT\n"
                      "{\n";
    
        if (shaderModel < 4)
        {
            vertexHLSL += "    float4 _dx_Position : " + dxPositionSemantic + ";\n";
            vertexHLSL += "    float4 gl_Position : " + glPositionSemantic + Str(glPositionSemanticIndex) + ";\n";
            linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, glPositionSemantic, glPositionSemanticIndex, 1));
    
        }
    
        vertexHLSL += varyingHLSL;
    
        if (fragmentShader->mUsesFragCoord)
        {
            vertexHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + Str(fragCoordSemanticIndex) + ";\n";
            linkedVaryings->push_back(LinkedVarying("gl_FragCoord", GL_FLOAT_VEC4, 1, fragCoordSemantic, fragCoordSemanticIndex, 1));
        }
    
        if (vertexShader->mUsesPointSize && shaderModel >= 3)
        {
            vertexHLSL += "    float gl_PointSize : PSIZE;\n";
            linkedVaryings->push_back(LinkedVarying("gl_PointSize", GL_FLOAT, 1, "PSIZE", 0, 1));
        }
    
        if (shaderModel >= 4)
        {
            vertexHLSL += "    float4 _dx_Position : " + dxPositionSemantic + ";\n";
            vertexHLSL += "    float4 gl_Position : " + glPositionSemantic + Str(glPositionSemanticIndex) + ";\n";
            linkedVaryings->push_back(LinkedVarying("gl_Position", GL_FLOAT_VEC4, 1, glPositionSemantic, glPositionSemanticIndex, 1));
        }
    
        vertexHLSL += "};\n"
                      "\n"
                      "VS_OUTPUT main(VS_INPUT input)\n"
                      "{\n"
                      "    initAttributes(input);\n";
    
        if (shaderModel >= 4)
        {
            vertexHLSL += "\n"
                          "    gl_main();\n"
                          "\n"
                          "    VS_OUTPUT output;\n"
                          "    output.gl_Position = gl_Position;\n"
                          "    output._dx_Position.x = gl_Position.x;\n"
                          "    output._dx_Position.y = -gl_Position.y;\n"
                          "    output._dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                          "    output._dx_Position.w = gl_Position.w;\n";
        }
        else
        {
            vertexHLSL += "\n"
                          "    gl_main();\n"
                          "\n"
                          "    VS_OUTPUT output;\n"
                          "    output.gl_Position = gl_Position;\n"
                          "    output._dx_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n"
                          "    output._dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"
                          "    output._dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
                          "    output._dx_Position.w = gl_Position.w;\n";
        }
    
        if (vertexShader->mUsesPointSize && shaderModel >= 3)
        {
            vertexHLSL += "    output.gl_PointSize = gl_PointSize;\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            vertexHLSL += "    output.gl_FragCoord = gl_Position;\n";
        }
    
        for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
        {
            sh::Varying *varying = &vertexShader->mVaryings[vertVaryingIndex];
            if (varying->registerAssigned())
            {
                for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
                {
                    int variableRows = (varying->isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying->type)));
    
                    for (int row = 0; row < variableRows; row++)
                    {
                        int r = varying->registerIndex + elementIndex * variableRows + row;
                        vertexHLSL += "    output.v" + Str(r);
    
                        bool sharedRegister = false;   // Register used by multiple varyings
    
                        for (int x = 0; x < 4; x++)
                        {
                            if (packing[r][x] && packing[r][x] != packing[r][0])
                            {
                                sharedRegister = true;
                                break;
                            }
                        }
    
                        if(sharedRegister)
                        {
                            vertexHLSL += ".";
    
                            for (int x = 0; x < 4; x++)
                            {
                                if (packing[r][x] == &*varying)
                                {
                                    switch(x)
                                    {
                                      case 0: vertexHLSL += "x"; break;
                                      case 1: vertexHLSL += "y"; break;
                                      case 2: vertexHLSL += "z"; break;
                                      case 3: vertexHLSL += "w"; break;
                                    }
                                }
                            }
                        }
    
                        vertexHLSL += " = _" + varying->name;
    
                        if (varying->isArray())
                        {
                            vertexHLSL += ArrayString(elementIndex);
                        }
    
                        if (variableRows > 1)
                        {
                            vertexHLSL += ArrayString(row);
                        }
    
                        vertexHLSL += ";\n";
                    }
                }
            }
        }
    
        vertexHLSL += "\n"
                      "    return output;\n"
                      "}\n";
    
        pixelHLSL += "struct PS_INPUT\n"
                     "{\n";
    
        pixelHLSL += varyingHLSL;
    
        if (fragmentShader->mUsesFragCoord)
        {
            pixelHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + Str(fragCoordSemanticIndex) + ";\n";
        }
    
        if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
        {
            pixelHLSL += "    float2 gl_PointCoord : " + pointCoordSemantic + Str(pointCoordSemanticIndex) + ";\n";
        }
    
        // Must consume the PSIZE element if the geometry shader is not active
        // We won't know if we use a GS until we draw
        if (vertexShader->mUsesPointSize && shaderModel >= 4)
        {
            pixelHLSL += "    float gl_PointSize : PSIZE;\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            if (shaderModel >= 4)
            {
                pixelHLSL += "    float4 dx_VPos : SV_Position;\n";
            }
            else if (shaderModel >= 3)
            {
                pixelHLSL += "    float2 dx_VPos : VPOS;\n";
            }
        }
    
        pixelHLSL += "};\n"
                     "\n"
                     "struct PS_OUTPUT\n"
                     "{\n";
    
        if (shaderVersion < 300)
        {
            for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
            {
                pixelHLSL += "    float4 gl_Color" + Str(renderTargetIndex) + " : " + targetSemantic + Str(renderTargetIndex) + ";\n";
            }
    
            if (fragmentShader->mUsesFragDepth)
            {
                pixelHLSL += "    float gl_Depth : " + depthSemantic + ";\n";
            }
        }
        else
        {
            defineOutputVariables(fragmentShader, programOutputVars);
    
            const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
            for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
            {
                const VariableLocation &outputLocation = locationIt->second;
                const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
                const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
    
                pixelHLSL += "    " + gl_d3d::HLSLTypeString(outputVariable.type) +
                             " out_" + outputLocation.name + elementString +
                             " : " + targetSemantic + Str(locationIt->first) + ";\n";
            }
        }
    
        pixelHLSL += "};\n"
                     "\n";
    
        if (fragmentShader->mUsesFrontFacing)
        {
            if (shaderModel >= 4)
            {
                pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n"
                             "{\n";
            }
            else
            {
                pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n"
                             "{\n";
            }
        }
        else
        {
            pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n"
                         "{\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            pixelHLSL += "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
    
            if (shaderModel >= 4)
            {
                pixelHLSL += "    gl_FragCoord.x = input.dx_VPos.x;\n"
                             "    gl_FragCoord.y = input.dx_VPos.y;\n";
            }
            else if (shaderModel >= 3)
            {
                pixelHLSL += "    gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
                             "    gl_FragCoord.y = input.dx_VPos.y + 0.5;\n";
            }
            else
            {
                // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport()
                pixelHLSL += "    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";
            }
    
            pixelHLSL += "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n"
                         "    gl_FragCoord.w = rhw;\n";
        }
    
        if (fragmentShader->mUsesPointCoord && shaderModel >= 3)
        {
            pixelHLSL += "    gl_PointCoord.x = input.gl_PointCoord.x;\n";
            pixelHLSL += "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
        }
    
        if (fragmentShader->mUsesFrontFacing)
        {
            if (shaderModel <= 3)
            {
                pixelHLSL += "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
            }
            else
            {
                pixelHLSL += "    gl_FrontFacing = isFrontFace;\n";
            }
        }
    
        for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
        {
            sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex];
            if (varying->registerAssigned())
            {
                for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
                {
                    GLenum transposedType = TransposeMatrixType(varying->type);
                    int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType));
                    for (int row = 0; row < variableRows; row++)
                    {
                        std::string n = Str(varying->registerIndex + elementIndex * variableRows + row);
                        pixelHLSL += "    _" + varying->name;
    
                        if (varying->isArray())
                        {
                            pixelHLSL += ArrayString(elementIndex);
                        }
    
                        if (variableRows > 1)
                        {
                            pixelHLSL += ArrayString(row);
                        }
    
                        if (varying->isStruct())
                        {
                            pixelHLSL += " = input.v" + n + ";\n";   break;
                        }
                        else
                        {
                            switch (VariableColumnCount(transposedType))
                            {
                              case 1: pixelHLSL += " = input.v" + n + ".x;\n";   break;
                              case 2: pixelHLSL += " = input.v" + n + ".xy;\n";  break;
                              case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break;
                              case 4: pixelHLSL += " = input.v" + n + ";\n";     break;
                              default: UNREACHABLE();
                            }
                        }
                    }
                }
            }
            else UNREACHABLE();
        }
    
        pixelHLSL += "\n"
                     "    gl_main();\n"
                     "\n"
                     "    PS_OUTPUT output;\n";
    
        if (shaderVersion < 300)
        {
            for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
            {
                unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex;
    
                pixelHLSL += "    output.gl_Color" + Str(renderTargetIndex) + " = gl_Color[" + Str(sourceColorIndex) + "];\n";
            }
    
            if (fragmentShader->mUsesFragDepth)
            {
                pixelHLSL += "    output.gl_Depth = gl_Depth;\n";
            }
        }
        else
        {
            for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
            {
                const VariableLocation &outputLocation = locationIt->second;
                const std::string &variableName = "out_" + outputLocation.name;
                const std::string &outVariableName = variableName + (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element));
                const std::string &staticVariableName = variableName + ArrayString(outputLocation.element);
    
                pixelHLSL += "    output." + outVariableName + " = " + staticVariableName + ";\n";
            }
        }
    
        pixelHLSL += "\n"
                     "    return output;\n"
                     "}\n";
    
        return true;
    }
    
    void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
    {
        const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
    
        for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
        {
            const sh::Attribute &outputVariable = shaderOutputVars[outputVariableIndex];
            const int baseLocation = outputVariable.location == -1 ? 0 : outputVariable.location;
    
            if (outputVariable.arraySize > 0)
            {
                for (unsigned int elementIndex = 0; elementIndex < outputVariable.arraySize; elementIndex++)
                {
                    const int location = baseLocation + elementIndex;
                    ASSERT(programOutputVars->count(location) == 0);
                    (*programOutputVars)[location] = VariableLocation(outputVariable.name, elementIndex, outputVariableIndex);
                }
            }
            else
            {
                ASSERT(programOutputVars->count(baseLocation) == 0);
                (*programOutputVars)[baseLocation] = VariableLocation(outputVariable.name, GL_INVALID_INDEX, outputVariableIndex);
            }
        }
    }
    
    std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
    {
        // for now we only handle point sprite emulation
        ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
        return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader);
    }
    
    std::string DynamicHLSL::generatePointSpriteHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
    {
        ASSERT(registers >= 0);
        ASSERT(vertexShader->mUsesPointSize);
        ASSERT(mRenderer->getMajorShaderModel() >= 4);
    
        std::string geomHLSL;
    
        std::string varyingSemantic = "TEXCOORD";
    
        std::string fragCoordSemantic;
        std::string pointCoordSemantic;
    
        int reservedRegisterIndex = registers;
    
        if (fragmentShader->mUsesFragCoord)
        {
            fragCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++);
        }
    
        if (fragmentShader->mUsesPointCoord)
        {
            pointCoordSemantic = varyingSemantic + Str(reservedRegisterIndex++);
        }
    
        geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n"
                    "\n"
                    "struct GS_INPUT\n"
                    "{\n";
    
        std::string varyingHLSL = generateVaryingHLSL(vertexShader, varyingSemantic, NULL);
    
        geomHLSL += varyingHLSL;
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
    
        geomHLSL += "    float gl_PointSize : PSIZE;\n"
                    "    float4 gl_Position : SV_Position;\n"
                    "};\n"
                    "\n"
                    "struct GS_OUTPUT\n"
                    "{\n";
    
        geomHLSL += varyingHLSL;
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    float4 gl_FragCoord : " + fragCoordSemantic + ";\n";
        }
    
        if (fragmentShader->mUsesPointCoord)
        {
            geomHLSL += "    float2 gl_PointCoord : " + pointCoordSemantic + ";\n";
        }
    
        geomHLSL +=   "    float gl_PointSize : PSIZE;\n"
                      "    float4 gl_Position : SV_Position;\n"
                      "};\n"
                      "\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 = " + Str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n"
                      "static float maxPointSize = " + Str(mRenderer->getMaxPointSize()) + ".0f;\n"
                      "\n"
                      "[maxvertexcount(4)]\n"
                      "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n"
                      "{\n"
                      "    GS_OUTPUT output = (GS_OUTPUT)0;\n"
                      "    output.gl_PointSize = input[0].gl_PointSize;\n";
    
        for (int r = 0; r < registers; r++)
        {
            geomHLSL += "    output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
        }
    
        if (fragmentShader->mUsesFragCoord)
        {
            geomHLSL += "    output.gl_FragCoord = input[0].gl_FragCoord;\n";
        }
    
        geomHLSL += "    \n"
                    "    float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
                    "    float4 gl_Position = input[0].gl_Position;\n"
                    "    float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n";
    
        for (int corner = 0; corner < 4; corner++)
        {
            geomHLSL += "    \n"
                        "    output.gl_Position = gl_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
    
            if (fragmentShader->mUsesPointCoord)
            {
                geomHLSL += "    output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
            }
    
            geomHLSL += "    outStream.Append(output);\n";
        }
    
        geomHLSL += "    \n"
                    "    outStream.RestartStrip();\n"
                    "}\n";
    
        return geomHLSL;
    }
    
    // This method needs to match OutputHLSL::decorate
    std::string DynamicHLSL::decorateVariable(const std::string &name)
    {
        if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
        {
            return "_" + name;
        }
    
        return name;
    }
    
    std::string DynamicHLSL::generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const
    {
        std::string attribString = "input." + decorateVariable(shaderAttrib.name);
    
        // Matrix
        if (IsMatrixType(shaderAttrib.type))
        {
            return "transpose(" + attribString + ")";
        }
    
        GLenum shaderComponentType = UniformComponentType(shaderAttrib.type);
        int shaderComponentCount = UniformComponentCount(shaderAttrib.type);
    
        std::string padString = "";
    
        // Perform integer to float conversion (if necessary)
        bool requiresTypeConversion = (shaderComponentType == GL_FLOAT && vertexFormat.mType != GL_FLOAT);
    
        // TODO: normalization for 32-bit integer formats
        ASSERT(!requiresTypeConversion || !vertexFormat.mNormalized);
    
        if (requiresTypeConversion || !padString.empty())
        {
            return "float" + Str(shaderComponentCount) + "(" + attribString + padString + ")";
        }
    
        // No conversion necessary
        return attribString;
    }
    
    }