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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp | 1435 |
1 files changed, 1435 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp new file mode 100644 index 0000000000..4aeacc553f --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp @@ -0,0 +1,1435 @@ +// +// 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/string_utils.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 +{ + +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, + size_t index = 0) +{ + for (auto &outputVar : outputVariables) + { + if (outputVar.outputLocation == location && outputVar.outputIndex == index) + { + return &outputVar; + } + } + + 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 *VERTEX_OUTPUT_STUB_STRING = "@@ VERTEX OUTPUT @@"; +constexpr const char *PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@"; +constexpr const char *PIXEL_MAIN_PARAMETERS_STUB_STRING = "@@ PIXEL MAIN PARAMETERS @@"; +constexpr const char *MAIN_PROLOGUE_STUB_STRING = "@@ MAIN PROLOGUE @@"; +} // anonymous namespace + +// BuiltinInfo implementation + +BuiltinInfo::BuiltinInfo() = default; +BuiltinInfo::~BuiltinInfo() = default; + +// 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->getFeatures().useInstancedPointSpriteEmulation.enabled; + + // 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); + angle::FormatID vertexFormatID = + inputIndex < inputLayout.size() ? inputLayout[inputIndex] : angle::FormatID::NONE; + + // HLSL code for input structure + if (IsMatrixType(shaderAttribute.type)) + { + // Matrix types are always transposed + structStream << " " + << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type)); + } + else + { + GLenum componentType = mRenderer->getVertexComponentType(vertexFormatID); + + 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(vertexFormatID) & VERTEX_CONVERT_GPU) != 0) + { + GenerateAttributeConversionHLSL(vertexFormatID, shaderAttribute, initStream); + } + else + { + initStream << "input." << DecorateVariable(shaderAttribute.name); + } + + if (shaderAttribute.name == "gl_VertexID") + { + // dx_VertexID contains the firstVertex offset + initStream << " + dx_VertexID"; + } + + initStream << ";\n"; + + inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type)); + } + } + + structStream << "};\n" + "\n" + "void initAttributes(VS_INPUT input)\n" + "{\n" + << initStream.str() << "}\n"; + + std::string vertexHLSL(sourceShader); + + bool success = + angle::ReplaceSubstring(&vertexHLSL, VERTEX_ATTRIBUTE_STUB_STRING, structStream.str()); + ASSERT(success); + + 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"; + + size_t numOutputs = outputLayout.size(); + + // Workaround for HLSL 3.x: We can't do a depth/stencil only render, the runtime will complain. + if (numOutputs == 0 && (shaderModel == 3 || !mRenderer->getShaderModelSuffix().empty())) + { + numOutputs = 1u; + } + const PixelShaderOutputVariable defaultOutput(GL_FLOAT_VEC4, "dummy", "float4(0, 0, 0, 1)", 0, + 0); + size_t outputIndex = 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); + outputIndex = + layoutIndex > 0 && binding == outputLayout[layoutIndex - 1] ? outputIndex + 1 : 0; + + const PixelShaderOutputVariable *outputVariable = + outputLayout.empty() ? &defaultOutput + : FindOutputAtLocation(outputVariables, location, outputIndex); + + // 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); + + bool success = + angle::ReplaceSubstring(&pixelHLSL, PIXEL_OUTPUT_STUB_STRING, declarationStream.str()); + ASSERT(success); + + return pixelHLSL; +} + +std::string DynamicHLSL::generateComputeShaderForImage2DBindSignature( + const d3d::Context *context, + ProgramD3D &programD3D, + const gl::ProgramState &programData, + std::vector<sh::Uniform> &image2DUniforms, + const gl::ImageUnitTextureTypeMap &image2DBindLayout) const +{ + std::string computeHLSL( + programData.getAttachedShader(ShaderType::Compute)->getTranslatedSource()); + + if (image2DUniforms.empty()) + { + return computeHLSL; + } + + return GenerateComputeShaderForImage2DBindSignature(context, programD3D, programData, + image2DUniforms, image2DBindLayout); +} + +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"; + } + + if (builtins.glViewIDOVR.enabled) + { + hlslStream << " nointerpolation uint gl_ViewID_OVR : " << builtins.glViewIDOVR.str() + << ";\n"; + } + + std::string varyingSemantic = + GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize); + + const auto ®isterInfos = varyingPacking.getRegisterList(); + for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) + { + const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; + 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); + hlslStream << " v" << registerIndex << " : " << varyingSemantic << registerIndex << ";\n"; + } + + // Note that the following outputs need to be declared after the others. They are not included + // in pixel shader inputs even when they are in vertex/geometry shader outputs, and the pixel + // shader input struct must be a prefix of the vertex/geometry shader output struct. + + if (builtins.glViewportIndex.enabled) + { + hlslStream << " nointerpolation uint gl_ViewportIndex : " + << builtins.glViewportIndex.str() << ";\n"; + } + + if (builtins.glLayer.enabled) + { + hlslStream << " nointerpolation uint gl_Layer : " << builtins.glLayer.str() << ";\n"; + } + + hlslStream << "};\n"; +} + +void DynamicHLSL::generateShaderLinkHLSL(const gl::Caps &caps, + const gl::ProgramState &programData, + const ProgramD3DMetadata &programMetadata, + const VaryingPacking &varyingPacking, + const BuiltinVaryingsD3D &builtinsD3D, + gl::ShaderMap<std::string> *shaderHLSL) const +{ + ASSERT(shaderHLSL); + ASSERT((*shaderHLSL)[gl::ShaderType::Vertex].empty() && + (*shaderHLSL)[gl::ShaderType::Fragment].empty()); + + gl::Shader *vertexShaderGL = programData.getAttachedShader(ShaderType::Vertex); + gl::Shader *fragmentShaderGL = programData.getAttachedShader(ShaderType::Fragment); + 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->getFeatures().useInstancedPointSpriteEmulation.enabled; + + // Validation done in the compiler + ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData()); + + std::ostringstream vertexStream; + vertexStream << "struct VS_OUTPUT\n"; + const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex]; + generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), + vertexStream); + + // 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>(caps.minAliasedPointSize) + << ".0f;\n" + << "static float maxPointSize = " << static_cast<int>(caps.maxAliasedPointSize) + << ".0f;\n"; + } + + std::ostringstream vertexGenerateOutput; + vertexGenerateOutput << "VS_OUTPUT generateOutput(VS_INPUT input)\n" + << "{\n" + << " VS_OUTPUT output;\n"; + + if (vertexBuiltins.glPosition.enabled) + { + vertexGenerateOutput << " output.gl_Position = gl_Position;\n"; + } + + if (vertexBuiltins.glViewIDOVR.enabled) + { + vertexGenerateOutput << " output.gl_ViewID_OVR = ViewID_OVR;\n"; + } + if (programMetadata.hasANGLEMultiviewEnabled() && programMetadata.canSelectViewInVertexShader()) + { + ASSERT(vertexBuiltins.glViewportIndex.enabled && vertexBuiltins.glLayer.enabled); + vertexGenerateOutput << " if (multiviewSelectViewportIndex)\n" + << " {\n" + << " output.gl_ViewportIndex = ViewID_OVR;\n" + << " } else {\n" + << " output.gl_ViewportIndex = 0;\n" + << " output.gl_Layer = ViewID_OVR;\n" + << " }\n"; + } + + // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust. + if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") + { + vertexGenerateOutput << " 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. + vertexGenerateOutput << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n"; + } + else + { + vertexGenerateOutput << " output.dx_Position.y = - gl_Position.y;\n"; + } + + vertexGenerateOutput + << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" + << " output.dx_Position.w = gl_Position.w;\n"; + } + else + { + vertexGenerateOutput << " 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() != "")) + { + vertexGenerateOutput << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * " + "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"; + } + else + { + vertexGenerateOutput + << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + " + "dx_ViewAdjust.y * gl_Position.w);\n"; + } + + vertexGenerateOutput + << " 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) + { + vertexGenerateOutput << " output.gl_PointSize = gl_PointSize;\n"; + } + + if (vertexBuiltins.glFragCoord.enabled) + { + vertexGenerateOutput << " output.gl_FragCoord = gl_Position;\n"; + } + + const auto ®isterInfos = varyingPacking.getRegisterList(); + for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) + { + const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; + const auto &packedVarying = *registerInfo.packedVarying; + const auto &varying = *packedVarying.varying; + ASSERT(!varying.isStruct()); + + vertexGenerateOutput << " output.v" << registerIndex << " = "; + + if (packedVarying.isStructField()) + { + vertexGenerateOutput << DecorateVariable(packedVarying.parentStructName) << "."; + } + + vertexGenerateOutput << DecorateVariable(varying.name); + + if (varying.isArray()) + { + WriteArrayString(vertexGenerateOutput, registerInfo.varyingArrayIndex); + } + + if (VariableRowCount(varying.type) > 1) + { + WriteArrayString(vertexGenerateOutput, registerInfo.varyingRowIndex); + } + + vertexGenerateOutput << ";\n"; + } + + // Instanced PointSprite emulation requires additional entries to calculate + // the final output vertex positions of the quad that represents each sprite. + if (useInstancedPointSpriteEmulation) + { + vertexGenerateOutput + << "\n" + << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"; + + vertexGenerateOutput + << " 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 + vertexGenerateOutput + << " output.dx_Position.y += (-dx_ViewScale.y * " + "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * " + "output.dx_Position.w;"; + } + else + { + vertexGenerateOutput + << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / " + "(dx_ViewCoords.y*2)) * output.dx_Position.w;"; + } + + vertexGenerateOutput + << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n"; + + if (programMetadata.usesPointCoord()) + { + vertexGenerateOutput << "\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); + vertexGenerateOutput << "\n" + << " output.gl_PointCoord = float2(0.5, 0.5);\n"; + } + + vertexGenerateOutput << "\n" + << " return output;\n" + << "}"; + + std::string vertexSource = vertexShaderGL->getTranslatedSource(); + angle::ReplaceSubstring(&vertexSource, std::string(MAIN_PROLOGUE_STUB_STRING), + " initAttributes(input);\n"); + angle::ReplaceSubstring(&vertexSource, std::string(VERTEX_OUTPUT_STUB_STRING), + vertexGenerateOutput.str()); + vertexStream << vertexSource; + + const auto &pixelBuiltins = builtinsD3D[gl::ShaderType::Fragment]; + + std::ostringstream pixelStream; + pixelStream << "struct PS_INPUT\n"; + generateVaryingLinkHLSL(varyingPacking, pixelBuiltins, builtinsD3D.usesPointSize(), + pixelStream); + pixelStream << "\n"; + + std::ostringstream pixelPrologue; + if (fragmentShader->usesViewID()) + { + ASSERT(pixelBuiltins.glViewIDOVR.enabled); + pixelPrologue << " ViewID_OVR = input.gl_ViewID_OVR;\n"; + } + + if (pixelBuiltins.glFragCoord.enabled) + { + pixelPrologue << " 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() == "") + { + pixelPrologue << " gl_FragCoord.x = input.dx_Position.x;\n" + << " gl_FragCoord.y = input.dx_Position.y;\n"; + } + else if (shaderModel == 3) + { + pixelPrologue << " 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() + pixelPrologue + << " 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: + pixelPrologue + << " 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"; + } + } + + pixelPrologue << " 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) + { + pixelPrologue << " gl_PointCoord.x = input.gl_PointCoord.x;\n" + << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; + } + + if (fragmentShader->usesFrontFacing()) + { + if (shaderModel <= 3) + { + pixelPrologue << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; + } + else + { + pixelPrologue << " gl_FrontFacing = isFrontFace;\n"; + } + } + + for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) + { + const PackedVaryingRegister ®isterInfo = registerInfos[registerIndex]; + 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 active flag is set according to usage in the fragment shader. + if (packedVarying.vertexOnly || !varying.active) + continue; + + pixelPrologue << " "; + + if (packedVarying.isStructField()) + { + pixelPrologue << DecorateVariable(packedVarying.parentStructName) << "."; + } + + pixelPrologue << DecorateVariable(varying.name); + + if (varying.isArray()) + { + WriteArrayString(pixelPrologue, registerInfo.varyingArrayIndex); + } + + GLenum transposedType = TransposeMatrixType(varying.type); + if (VariableRowCount(transposedType) > 1) + { + WriteArrayString(pixelPrologue, registerInfo.varyingRowIndex); + } + + pixelPrologue << " = input.v" << registerIndex; + + switch (VariableColumnCount(transposedType)) + { + case 1: + pixelPrologue << ".x"; + break; + case 2: + pixelPrologue << ".xy"; + break; + case 3: + pixelPrologue << ".xyz"; + break; + case 4: + break; + default: + UNREACHABLE(); + } + pixelPrologue << ";\n"; + } + + std::string pixelSource = fragmentShaderGL->getTranslatedSource(); + + if (fragmentShader->usesFrontFacing()) + { + if (shaderModel >= 4) + { + angle::ReplaceSubstring(&pixelSource, std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), + "PS_INPUT input, bool isFrontFace : SV_IsFrontFace"); + } + else + { + angle::ReplaceSubstring(&pixelSource, std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), + "PS_INPUT input, float vFace : VFACE"); + } + } + else + { + angle::ReplaceSubstring(&pixelSource, std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING), + "PS_INPUT input"); + } + + angle::ReplaceSubstring(&pixelSource, std::string(MAIN_PROLOGUE_STUB_STRING), + pixelPrologue.str()); + pixelStream << pixelSource; + + (*shaderHLSL)[gl::ShaderType::Vertex] = vertexStream.str(); + (*shaderHLSL)[gl::ShaderType::Fragment] = pixelStream.str(); +} + +std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking, + const BuiltinVaryingsD3D &builtinsD3D, + const bool hasANGLEMultiviewEnabled, + const bool selectViewInVS) const +{ + ASSERT(mRenderer->getMajorShaderModel() >= 4); + + std::ostringstream preambleStream; + + const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex]; + + preambleStream << "struct GS_INPUT\n"; + generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(), + preambleStream); + preambleStream << "\n" + << "struct GS_OUTPUT\n"; + generateVaryingLinkHLSL(varyingPacking, builtinsD3D[gl::ShaderType::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"; + } + + if (hasANGLEMultiviewEnabled) + { + preambleStream << " output.gl_ViewID_OVR = input.gl_ViewID_OVR;\n"; + if (selectViewInVS) + { + ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled && + builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled); + + // If the view is already selected in the VS, then we just pass the gl_ViewportIndex and + // gl_Layer to the output. + preambleStream << " output.gl_ViewportIndex = input.gl_ViewportIndex;\n" + << " output.gl_Layer = input.gl_Layer;\n"; + } + } + + const auto ®isterInfos = varyingPacking.getRegisterList(); + for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex) + { + const PackedVaryingRegister &varyingRegister = registerInfos[registerIndex]; + preambleStream << " output.v" << registerIndex << " = "; + if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT) + { + preambleStream << "flat"; + } + preambleStream << "input.v" << registerIndex << "; \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"; + + if (hasANGLEMultiviewEnabled && !selectViewInVS) + { + ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled && + builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled); + + // According to the HLSL reference, using SV_RenderTargetArrayIndex is only valid if the + // render target is an array resource. Because of this we do not write to gl_Layer if we are + // taking the side-by-side code path. We still select the viewport index in the layered code + // path as that is always valid. See: + // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509647(v=vs.85).aspx + preambleStream << "\n" + << "void selectView(inout GS_OUTPUT output, GS_INPUT input)\n" + << "{\n" + << " if (multiviewSelectViewportIndex)\n" + << " {\n" + << " output.gl_ViewportIndex = input.gl_ViewID_OVR;\n" + << " } else {\n" + << " output.gl_ViewportIndex = 0;\n" + << " output.gl_Layer = input.gl_ViewID_OVR;\n" + << " }\n" + << "}\n"; + } + + return preambleStream.str(); +} + +std::string DynamicHLSL::generateGeometryShaderHLSL(const gl::Caps &caps, + gl::PrimitiveMode primitiveType, + const gl::ProgramState &programData, + const bool useViewScale, + const bool hasANGLEMultiviewEnabled, + const bool selectViewInVS, + const bool pointSpriteEmulation, + const std::string &preambleString) const +{ + ASSERT(mRenderer->getMajorShaderModel() >= 4); + + std::stringstream shaderStream; + + const bool pointSprites = (primitiveType == gl::PrimitiveMode::Points) && pointSpriteEmulation; + 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 gl::PrimitiveMode::Points: + inputPT = "point"; + inputSize = 1; + + if (pointSprites) + { + outputPT = "Triangle"; + maxVertexOutput = 4; + } + else + { + outputPT = "Point"; + maxVertexOutput = 1; + } + + break; + + case gl::PrimitiveMode::Lines: + case gl::PrimitiveMode::LineStrip: + case gl::PrimitiveMode::LineLoop: + inputPT = "line"; + outputPT = "Line"; + inputSize = 2; + maxVertexOutput = 2; + break; + + case gl::PrimitiveMode::Triangles: + case gl::PrimitiveMode::TriangleStrip: + case gl::PrimitiveMode::TriangleFan: + inputPT = "triangle"; + outputPT = "Triangle"; + inputSize = 3; + maxVertexOutput = 3; + break; + + default: + UNREACHABLE(); + break; + } + + if (pointSprites || hasANGLEMultiviewEnabled) + { + shaderStream << "cbuffer DriverConstants : register(b0)\n" + "{\n"; + + if (pointSprites) + { + shaderStream << " float4 dx_ViewCoords : packoffset(c1);\n"; + if (useViewScale) + { + shaderStream << " float2 dx_ViewScale : packoffset(c3);\n"; + } + } + + if (hasANGLEMultiviewEnabled) + { + // We have to add a value which we can use to keep track of which multi-view code path + // is to be selected in the GS. + shaderStream << " float multiviewSelectViewportIndex : packoffset(c3.z);\n"; + } + + shaderStream << "};\n\n"; + } + + if (pointSprites) + { + shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\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 = " + << static_cast<int>(caps.minAliasedPointSize) + << ".0f;\n" + "static float maxPointSize = " + << static_cast<int>(caps.maxAliasedPointSize) << ".0f;\n" + << "\n"; + } + + shaderStream << preambleString << "\n" + << "[maxvertexcount(" << maxVertexOutput << ")]\n" + << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], "; + + if (primitiveType == gl::PrimitiveMode::TriangleStrip) + { + shaderStream << "uint primitiveID : SV_PrimitiveID, "; + } + + shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n" + << "{\n" + << " GS_OUTPUT output = (GS_OUTPUT)0;\n"; + + if (primitiveType == gl::PrimitiveMode::TriangleStrip) + { + 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 (hasANGLEMultiviewEnabled && !selectViewInVS) + { + shaderStream << " selectView(output, input[" << vertexIndex << "]);\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(angle::FormatID vertexFormatID, + 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::GetVertexFormatFromID(vertexFormatID); + + // 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::State &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.outputLocation = renderTargetIndex; + + outPixelShaderKey->push_back(outputKeyVariable); + } + + if (metadata.usesSecondaryColor()) + { + for (unsigned int secondaryIndex = 0; + secondaryIndex < data.getExtensions().maxDualSourceDrawBuffers; secondaryIndex++) + { + PixelShaderOutputVariable outputKeyVariable; + outputKeyVariable.type = GL_FLOAT_VEC4; + outputKeyVariable.name = "gl_SecondaryColor" + Str(secondaryIndex); + outputKeyVariable.source = "gl_SecondaryColor[" + Str(secondaryIndex) + "]"; + outputKeyVariable.outputLocation = secondaryIndex; + outputKeyVariable.outputIndex = 1; + + outPixelShaderKey->push_back(outputKeyVariable); + } + } + } + else + { + const auto &shaderOutputVars = + metadata.getFragmentShader()->getData().getActiveOutputVariables(); + + for (size_t outputLocationIndex = 0u; + outputLocationIndex < programData.getOutputLocations().size(); ++outputLocationIndex) + { + const VariableLocation &outputLocation = + programData.getOutputLocations().at(outputLocationIndex); + if (!outputLocation.used()) + { + continue; + } + const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; + const std::string &variableName = "out_" + outputVariable.name; + + // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6. + const std::string &elementString = + (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); + + ASSERT(outputVariable.active); + + PixelShaderOutputVariable outputKeyVariable; + outputKeyVariable.type = outputVariable.type; + outputKeyVariable.name = variableName + elementString; + outputKeyVariable.source = + variableName + + (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); + outputKeyVariable.outputLocation = outputLocationIndex; + + outPixelShaderKey->push_back(outputKeyVariable); + } + + // Now generate any secondary outputs... + for (size_t outputLocationIndex = 0u; + outputLocationIndex < programData.getSecondaryOutputLocations().size(); + ++outputLocationIndex) + { + const VariableLocation &outputLocation = + programData.getSecondaryOutputLocations().at(outputLocationIndex); + if (!outputLocation.used()) + { + continue; + } + const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; + const std::string &variableName = "out_" + outputVariable.name; + + // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6. + const std::string &elementString = + (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); + + ASSERT(outputVariable.active); + + PixelShaderOutputVariable outputKeyVariable; + outputKeyVariable.type = outputVariable.type; + outputKeyVariable.name = variableName + elementString; + outputKeyVariable.source = + variableName + + (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); + outputKeyVariable.outputLocation = outputLocationIndex; + outputKeyVariable.outputIndex = 1; + + 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(gl::ShaderType::Vertex, metadata, packing); + updateBuiltins(gl::ShaderType::Fragment, metadata, packing); + int shaderModel = metadata.getRendererMajorShaderModel(); + if (shaderModel >= 4) + { + updateBuiltins(gl::ShaderType::Geometry, metadata, packing); + } + // In shader model >= 4, some builtins need to be the same in vertex and pixel shaders - input + // struct needs to be a prefix of output struct. + ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPosition.enabled == + mBuiltinInfo[gl::ShaderType::Fragment].glPosition.enabled); + ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glFragCoord.enabled == + mBuiltinInfo[gl::ShaderType::Fragment].glFragCoord.enabled); + ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointCoord.enabled == + mBuiltinInfo[gl::ShaderType::Fragment].glPointCoord.enabled); + ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointSize.enabled == + mBuiltinInfo[gl::ShaderType::Fragment].glPointSize.enabled); + ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glViewIDOVR.enabled == + mBuiltinInfo[gl::ShaderType::Fragment].glViewIDOVR.enabled); +} + +BuiltinVaryingsD3D::~BuiltinVaryingsD3D() = default; + +void BuiltinVaryingsD3D::updateBuiltins(gl::ShaderType shaderType, + const ProgramD3DMetadata &metadata, + const VaryingPacking &packing) +{ + const std::string &userSemantic = GetVaryingSemantic(metadata.getRendererMajorShaderModel(), + metadata.usesSystemValuePointSize()); + + // Note that when enabling builtins only for specific shader stages in shader model >= 4, the + // code needs to ensure that the input struct of the shader stage is a prefix of the output + // struct of the previous stage. + + unsigned int reservedSemanticIndex = packing.getMaxSemanticIndex(); + + BuiltinInfo *builtins = &mBuiltinInfo[shaderType]; + + if (metadata.getRendererMajorShaderModel() >= 4) + { + builtins->dxPosition.enableSystem("SV_Position"); + } + else if (shaderType == gl::ShaderType::Fragment) + { + 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 == gl::ShaderType::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); + } + } + + if (metadata.hasANGLEMultiviewEnabled()) + { + // Although it is possible to compute gl_ViewID_OVR from the value of + // SV_ViewportArrayIndex or SV_RenderTargetArrayIndex and the multi-view state in the + // driver constant buffer, it is easier and cleaner to always pass it as a varying. + builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++); + + if (shaderType == gl::ShaderType::Vertex) + { + if (metadata.canSelectViewInVertexShader()) + { + builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); + builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); + } + } + + if (shaderType == gl::ShaderType::Geometry) + { + // gl_Layer and gl_ViewportIndex are necessary so that we can write to either based on + // the multiview state in the driver constant buffer. + builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex"); + builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex"); + } + } + + // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders + if (metadata.usesSystemValuePointSize() && + (shaderType != gl::ShaderType::Fragment || metadata.getRendererMajorShaderModel() >= 4)) + { + builtins->glPointSize.enableSystem("PSIZE"); + } +} + +} // namespace rx |