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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/DynamicHLSL.cpp
@@ -0,0 +1,1537 @@
+//
+// 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.
+//
+// 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
+{
+
+// kShaderStorageDeclarationString must be the same as outputHLSL.
+constexpr const char kShaderStorageDeclarationString[] =
+ "// @@ SHADER STORAGE DECLARATION STRING @@";
+
+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 << "]";
+}
+
+bool ReplaceShaderStorageDeclaration(const std::vector<ShaderStorageBlock> &shaderStorageBlocks,
+ std::string *hlsl,
+ size_t baseUAVRegister,
+ gl::ShaderType shaderType)
+{
+ std::string ssboHeader;
+ std::ostringstream out(ssboHeader);
+ for (const ShaderStorageBlock &ssbo : shaderStorageBlocks)
+ {
+ size_t uavRegister = baseUAVRegister + ssbo.registerIndex;
+ std::string name = ssbo.name;
+ if (ssbo.arraySize > 0)
+ {
+ for (unsigned int arrayIndex = 0; arrayIndex < ssbo.arraySize; arrayIndex++)
+ {
+ out << "RWByteAddressBuffer "
+ << "dx_" << name << "_" << arrayIndex << ": register(u"
+ << uavRegister + arrayIndex << ");\n";
+ }
+ }
+ else
+ {
+ out << "RWByteAddressBuffer "
+ << "_" << name << ": register(u" << uavRegister << ");\n";
+ }
+ }
+ if (out.str().empty())
+ {
+ return true;
+ }
+ return angle::ReplaceSubstring(hlsl, kShaderStorageDeclarationString, out.str());
+}
+
+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::ShaderVariable> &shaderAttributes,
+ const std::vector<rx::ShaderStorageBlock> &shaderStorageBlocks,
+ size_t baseUAVRegister) 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::ShaderVariable &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
+ {
+ 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
+ {
+ GLenum componentType = mRenderer->getVertexComponentType(vertexFormatID);
+
+ 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);
+
+ success = ReplaceShaderStorageDeclaration(shaderStorageBlocks, &vertexHLSL, baseUAVRegister,
+ gl::ShaderType::Vertex);
+ 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 std::vector<ShaderStorageBlock> &shaderStorageBlocks,
+ size_t baseUAVRegister) 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, "unused", "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);
+
+ success = ReplaceShaderStorageDeclaration(shaderStorageBlocks, &pixelHLSL, baseUAVRegister,
+ gl::ShaderType::Fragment);
+ ASSERT(success);
+
+ return pixelHLSL;
+}
+
+std::string DynamicHLSL::generateShaderForImage2DBindSignature(
+ ProgramD3D &programD3D,
+ const gl::ProgramState &programData,
+ gl::ShaderType shaderType,
+ const std::string &shaderHLSL,
+ std::vector<sh::ShaderVariable> &image2DUniforms,
+ const gl::ImageUnitTextureTypeMap &image2DBindLayout,
+ unsigned int baseUAVRegister) const
+{
+ if (image2DUniforms.empty())
+ {
+ return shaderHLSL;
+ }
+
+ return GenerateShaderForImage2DBindSignature(programD3D, programData, shaderType, shaderHLSL,
+ image2DUniforms, image2DBindLayout,
+ baseUAVRegister);
+}
+
+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 &registerInfos = varyingPacking.getRegisterList();
+ for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
+ {
+ const PackedVaryingRegister &registerInfo = 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;
+ case sh::INTERPOLATION_SAMPLE:
+ hlslStream << " sample ";
+ 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::Context *context,
+ 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 int shaderModel = mRenderer->getMajorShaderModel();
+
+ const ShaderD3D *fragmentShader = nullptr;
+ if (fragmentShaderGL)
+ {
+ fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
+ }
+
+ // 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 || !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 = clipControlOrigin * gl_Position.y;\n";
+ }
+
+ vertexGenerateOutput
+ << " if (clipControlZeroToOne)\n"
+ << " {\n"
+ << " output.dx_Position.z = gl_Position.z;\n"
+ << " } else {\n"
+ << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ << " }\n";
+
+ vertexGenerateOutput << " 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 = clipControlOrigin * (gl_Position.y "
+ "* dx_ViewAdjust.w + "
+ "dx_ViewAdjust.y * gl_Position.w);\n";
+ }
+
+ vertexGenerateOutput
+ << " if (clipControlZeroToOne)\n"
+ << " {\n"
+ << " output.dx_Position.z = gl_Position.z;\n"
+ << " } else {\n"
+ << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ << " }\n";
+
+ vertexGenerateOutput << " 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 &registerInfos = varyingPacking.getRegisterList();
+ for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
+ {
+ const PackedVaryingRegister &registerInfo = registerInfos[registerIndex];
+ const auto &packedVarying = *registerInfo.packedVarying;
+ const auto &varying = *packedVarying.frontVarying.varying;
+ ASSERT(!varying.isStruct());
+
+ vertexGenerateOutput << " output.v" << registerIndex << " = ";
+
+ if (packedVarying.isStructField())
+ {
+ vertexGenerateOutput << DecorateVariable(packedVarying.frontVarying.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"
+ << "}";
+
+ if (vertexShaderGL)
+ {
+ std::string vertexSource = vertexShaderGL->getTranslatedSource(context);
+ 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 && 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.
+ // DComp usually gives us an offset at (0, 0), but this is not always the case. It is
+ // valid for DComp to give us an offset into the texture atlas. In that scenario, we
+ // need to offset gl_FragCoord using dx_FragCoordOffset to point to the correct location
+ // of the pixel.
+ if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
+ {
+ pixelPrologue << " gl_FragCoord.x = input.dx_Position.x - dx_FragCoordOffset.x;\n"
+ << " gl_FragCoord.y = input.dx_Position.y - dx_FragCoordOffset.y;\n";
+ }
+ else if (shaderModel == 3)
+ {
+ pixelPrologue
+ << " gl_FragCoord.x = input.dx_Position.x + 0.5 - dx_FragCoordOffset.x;\n"
+ << " gl_FragCoord.y = input.dx_Position.y + 0.5 - dx_FragCoordOffset.y;\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 - dx_FragCoordOffset.x;\n"
+ << " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + "
+ "dx_ViewCoords.w - dx_FragCoordOffset.y;\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 && 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 &registerInfo = registerInfos[registerIndex];
+ const auto &packedVarying = *registerInfo.packedVarying;
+
+ // Don't reference VS-only transform feedback varyings in the PS.
+ if (packedVarying.vertexOnly())
+ {
+ continue;
+ }
+
+ const auto &varying = *packedVarying.backVarying.varying;
+ ASSERT(!varying.isBuiltIn() && !varying.isStruct());
+
+ // Note that we're relying on that the active flag is set according to usage in the fragment
+ // shader.
+ if (!varying.active)
+ {
+ continue;
+ }
+
+ pixelPrologue << " ";
+
+ if (packedVarying.isStructField())
+ {
+ pixelPrologue << DecorateVariable(packedVarying.backVarying.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";
+ }
+
+ if (fragmentShaderGL)
+ {
+ std::string pixelSource = fragmentShaderGL->getTranslatedSource(context);
+
+ 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 &registerInfos = 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.z);\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(c4.x);\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()
+ ? static_cast<unsigned int>(data.getCaps().maxDrawBuffers)
+ : 1);
+
+ if (!metadata.usesCustomOutVars())
+ {
+ 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.getCaps().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 ShaderD3D *fragmentShader = metadata.getFragmentShader();
+
+ if (!fragmentShader)
+ {
+ return;
+ }
+
+ const auto &shaderOutputVars = fragmentShader->getState().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