Hash :
91a5635a
Author :
Date :
2022-12-16T00:00:00
Support arbitrary clip and cull distance array sizes Removed limitSimultaneousClipAndCullDistanceUsage cap. Enhanced HLSL translator to support all valid combinations of clip and cull distances. Validate that these arrays are sized explicitly or by using only constant indices; adjusted link program error message. Enhanced tests to cover all possible combinations of implicit and explicit array sizes for both built-ins. Bug: angleproject:4452 Change-Id: I704db6dc3c8951e5ba482a3e4dad09e5b0182f9c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/4111645 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Commit-Queue: Alexey Knyazev <lexa.knyazev@gmail.com>
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//
// Copyright 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.
//
// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#ifndef LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#define LIBANGLE_RENDERER_D3D_SHADERD3D_H_
#include "libANGLE/renderer/ShaderImpl.h"
#include <map>
namespace angle
{
struct FeaturesD3D;
} // namespace angle
namespace gl
{
struct Extensions;
}
namespace rx
{
class DynamicHLSL;
class RendererD3D;
struct D3DUniform;
// Workarounds attached to each shader. Do not need to expose information about these workarounds so
// a simple bool struct suffices.
struct CompilerWorkaroundsD3D
{
bool skipOptimization = false;
bool useMaxOptimization = false;
// IEEE strictness needs to be enabled for NANs to work.
bool enableIEEEStrictness = false;
};
class ShaderD3D : public ShaderImpl
{
public:
ShaderD3D(const gl::ShaderState &state, RendererD3D *renderer);
~ShaderD3D() override;
std::shared_ptr<WaitableCompileEvent> compile(const gl::Context *context,
gl::ShCompilerInstance *compilerInstance,
ShCompileOptions *options) override;
std::string getDebugInfo() const override;
// D3D-specific methods
void uncompile();
bool hasUniform(const std::string &name) const;
// Query regular uniforms with their name. Query sampler fields of structs with field selection
// using dot (.) operator.
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getUniformBlockRegister(const std::string &blockName) const;
bool shouldUniformBlockUseStructuredBuffer(const std::string &blockName) const;
unsigned int getShaderStorageBlockRegister(const std::string &blockName) const;
unsigned int getReadonlyImage2DRegisterIndex() const { return mReadonlyImage2DRegisterIndex; }
unsigned int getImage2DRegisterIndex() const { return mImage2DRegisterIndex; }
bool useImage2DFunction(const std::string &functionName) const;
const std::set<std::string> &getSlowCompilingUniformBlockSet() const;
void appendDebugInfo(const std::string &info) const { mDebugInfo += info; }
void generateWorkarounds(CompilerWorkaroundsD3D *workarounds) const;
bool usesMultipleRenderTargets() const { return mUsesMultipleRenderTargets; }
bool usesFragColor() const { return mUsesFragColor; }
bool usesFragData() const { return mUsesFragData; }
bool usesSecondaryColor() const { return mUsesSecondaryColor; }
bool usesFragCoord() const { return mUsesFragCoord; }
bool usesFrontFacing() const { return mUsesFrontFacing; }
bool usesHelperInvocation() const { return mUsesHelperInvocation; }
bool usesPointSize() const { return mUsesPointSize; }
bool usesPointCoord() const { return mUsesPointCoord; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesFragDepth() const { return mUsesFragDepth; }
bool usesVertexID() const { return mUsesVertexID; }
bool usesViewID() const { return mUsesViewID; }
bool hasANGLEMultiviewEnabled() const { return mHasANGLEMultiviewEnabled; }
uint8_t getClipDistanceArraySize() const { return mClipDistanceSize; }
uint8_t getCullDistanceArraySize() const { return mCullDistanceSize; }
ShShaderOutput getCompilerOutputType() const;
private:
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesSecondaryColor;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesHelperInvocation;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mHasANGLEMultiviewEnabled;
bool mUsesVertexID;
bool mUsesViewID;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
bool mRequiresIEEEStrictCompiling;
uint8_t mClipDistanceSize;
uint8_t mCullDistanceSize;
RendererD3D *mRenderer;
ShShaderOutput mCompilerOutputType;
mutable std::string mDebugInfo;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mUniformBlockRegisterMap;
std::map<std::string, bool> mUniformBlockUseStructuredBufferMap;
std::set<std::string> mSlowCompilingUniformBlockSet;
std::map<std::string, unsigned int> mShaderStorageBlockRegisterMap;
unsigned int mReadonlyImage2DRegisterIndex;
unsigned int mImage2DRegisterIndex;
std::set<std::string> mUsedImage2DFunctionNames;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_D3D_SHADERD3D_H_