Hash :
81970bc3
Author :
Date :
2018-06-06T11:11:56
Use ShaderMap in DynamicHLSL and StateManager11 - Part I This patch is the first one of using ShaderMap in both DynamicHLSL and StateManager11 to make the code cleaner and more straightforward. BUG=angleproject:2169 Change-Id: I2b206d0250f5ced071cc1c3632367b16e5e02dfb Reviewed-on: https://chromium-review.googlesource.com/1089473 Reviewed-by: Jiajia Qin <jiajia.qin@intel.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jiawei Shao <jiawei.shao@intel.com>
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//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// DynamicHLSL.h: Interface for link and run-time HLSL generation
//
#ifndef LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#define LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_
#include <map>
#include <vector>
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/renderer/d3d/RendererD3D.h"
namespace sh
{
struct Attribute;
struct ShaderVariable;
}
namespace gl
{
class InfoLog;
struct VariableLocation;
class VaryingPacking;
struct VertexAttribute;
}
namespace rx
{
class ProgramD3DMetadata;
class ShaderD3D;
struct PixelShaderOutputVariable
{
PixelShaderOutputVariable() {}
PixelShaderOutputVariable(GLenum typeIn,
const std::string &nameIn,
const std::string &sourceIn,
size_t outputIndexIn)
: type(typeIn), name(nameIn), source(sourceIn), outputIndex(outputIndexIn)
{
}
GLenum type = GL_NONE;
std::string name;
std::string source;
size_t outputIndex = 0;
};
struct BuiltinVarying final : private angle::NonCopyable
{
BuiltinVarying();
std::string str() const;
void enableSystem(const std::string &systemValueSemantic);
void enable(const std::string &semanticVal, unsigned int indexVal);
bool enabled;
std::string semantic;
unsigned int index;
bool systemValue;
};
struct BuiltinInfo
{
BuiltinInfo();
~BuiltinInfo();
BuiltinVarying dxPosition;
BuiltinVarying glPosition;
BuiltinVarying glFragCoord;
BuiltinVarying glPointCoord;
BuiltinVarying glPointSize;
BuiltinVarying glViewIDOVR;
BuiltinVarying glViewportIndex;
BuiltinVarying glLayer;
};
inline std::string GetVaryingSemantic(int majorShaderModel, bool programUsesPointSize)
{
// SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
// In D3D11 we manually compute gl_PointCoord in the GS.
return ((programUsesPointSize && majorShaderModel < 4) ? "COLOR" : "TEXCOORD");
}
class BuiltinVaryingsD3D
{
public:
BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata, const gl::VaryingPacking &packing);
~BuiltinVaryingsD3D();
bool usesPointSize() const { return mBuiltinInfo[gl::ShaderType::Vertex].glPointSize.enabled; }
const BuiltinInfo &operator[](gl::ShaderType shaderType) const
{
return mBuiltinInfo[shaderType];
}
BuiltinInfo &operator[](gl::ShaderType shaderType) { return mBuiltinInfo[shaderType]; }
private:
void updateBuiltins(gl::ShaderType shaderType,
const ProgramD3DMetadata &metadata,
const gl::VaryingPacking &packing);
gl::ShaderMap<BuiltinInfo> mBuiltinInfo;
};
class DynamicHLSL : angle::NonCopyable
{
public:
explicit DynamicHLSL(RendererD3D *const renderer);
std::string generateVertexShaderForInputLayout(
const std::string &sourceShader,
const gl::InputLayout &inputLayout,
const std::vector<sh::Attribute> &shaderAttributes) const;
std::string generatePixelShaderForOutputSignature(
const std::string &sourceShader,
const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth,
const std::vector<GLenum> &outputLayout) const;
void generateShaderLinkHLSL(const gl::Context *context,
const gl::ProgramState &programData,
const ProgramD3DMetadata &programMetadata,
const gl::VaryingPacking &varyingPacking,
const BuiltinVaryingsD3D &builtinsD3D,
gl::ShaderMap<std::string> *shaderHLSL) const;
std::string generateComputeShaderLinkHLSL(const gl::Context *context,
const gl::ProgramState &programData) const;
std::string generateGeometryShaderPreamble(const gl::VaryingPacking &varyingPacking,
const BuiltinVaryingsD3D &builtinsD3D,
const bool hasANGLEMultiviewEnabled,
const bool selectViewInVS) const;
std::string generateGeometryShaderHLSL(const gl::Context *context,
gl::PrimitiveMode primitiveType,
const gl::ProgramState &programData,
const bool useViewScale,
const bool hasANGLEMultiviewEnabled,
const bool selectViewInVS,
const bool pointSpriteEmulation,
const std::string &preambleString) const;
void getPixelShaderOutputKey(const gl::ContextState &data,
const gl::ProgramState &programData,
const ProgramD3DMetadata &metadata,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey);
private:
RendererD3D *const mRenderer;
void generateVaryingLinkHLSL(const gl::VaryingPacking &varyingPacking,
const BuiltinInfo &builtins,
bool programUsesPointSize,
std::ostringstream &hlslStream) const;
static void GenerateAttributeConversionHLSL(gl::VertexFormatType vertexFormatType,
const sh::ShaderVariable &shaderAttrib,
std::ostringstream &outStream);
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_DYNAMICHLSL_H_