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diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ProgramD3D.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -0,0 +1,3354 @@
+//
+// 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.
+//
+
+// ProgramD3D.cpp: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
+
+#include "libANGLE/renderer/d3d/ProgramD3D.h"
+
+#include "common/MemoryBuffer.h"
+#include "common/bitset_utils.h"
+#include "common/string_utils.h"
+#include "common/utilities.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/FramebufferAttachment.h"
+#include "libANGLE/Program.h"
+#include "libANGLE/ProgramLinkedResources.h"
+#include "libANGLE/Uniform.h"
+#include "libANGLE/VertexArray.h"
+#include "libANGLE/features.h"
+#include "libANGLE/queryconversions.h"
+#include "libANGLE/renderer/ContextImpl.h"
+#include "libANGLE/renderer/d3d/ContextD3D.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
+#include "libANGLE/renderer/d3d/FramebufferD3D.h"
+#include "libANGLE/renderer/d3d/ShaderD3D.h"
+#include "libANGLE/renderer/d3d/ShaderExecutableD3D.h"
+#include "libANGLE/renderer/d3d/VertexDataManager.h"
+#include "libANGLE/renderer/renderer_utils.h"
+#include "libANGLE/trace.h"
+
+using namespace angle;
+
+namespace rx
+{
+
+namespace
+{
+
+void GetDefaultInputLayoutFromShader(gl::Shader *vertexShader, gl::InputLayout *inputLayoutOut)
+{
+ inputLayoutOut->clear();
+
+ if (!vertexShader)
+ {
+ return;
+ }
+
+ for (const sh::ShaderVariable &shaderAttr : vertexShader->getActiveAttributes())
+ {
+ if (shaderAttr.type != GL_NONE)
+ {
+ GLenum transposedType = gl::TransposeMatrixType(shaderAttr.type);
+
+ for (size_t rowIndex = 0;
+ static_cast<int>(rowIndex) < gl::VariableRowCount(transposedType); ++rowIndex)
+ {
+ GLenum componentType = gl::VariableComponentType(transposedType);
+ GLuint components = static_cast<GLuint>(gl::VariableColumnCount(transposedType));
+ bool pureInt = (componentType != GL_FLOAT);
+
+ gl::VertexAttribType attribType =
+ gl::FromGLenum<gl::VertexAttribType>(componentType);
+
+ angle::FormatID defaultID =
+ gl::GetVertexFormatID(attribType, GL_FALSE, components, pureInt);
+
+ inputLayoutOut->push_back(defaultID);
+ }
+ }
+ }
+}
+
+size_t GetMaxOutputIndex(const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
+ size_t location)
+{
+ size_t maxIndex = 0;
+ for (auto &outputVar : shaderOutputVars)
+ {
+ if (outputVar.outputLocation == location)
+ {
+ maxIndex = std::max(maxIndex, outputVar.outputIndex);
+ }
+ }
+ return maxIndex;
+}
+
+void GetDefaultOutputLayoutFromShader(
+ const std::vector<PixelShaderOutputVariable> &shaderOutputVars,
+ std::vector<GLenum> *outputLayoutOut)
+{
+ outputLayoutOut->clear();
+
+ if (!shaderOutputVars.empty())
+ {
+ size_t location = shaderOutputVars[0].outputLocation;
+ size_t maxIndex = GetMaxOutputIndex(shaderOutputVars, location);
+ outputLayoutOut->assign(maxIndex + 1,
+ GL_COLOR_ATTACHMENT0 + static_cast<unsigned int>(location));
+ }
+}
+
+void GetDefaultImage2DBindLayoutFromComputeShader(
+ const std::vector<sh::ShaderVariable> &image2DUniforms,
+ gl::ImageUnitTextureTypeMap *image2DBindLayout)
+{
+ image2DBindLayout->clear();
+
+ for (const sh::ShaderVariable &image2D : image2DUniforms)
+ {
+ if (gl::IsImage2DType(image2D.type))
+ {
+ if (image2D.binding == -1)
+ {
+ image2DBindLayout->insert(std::make_pair(0, gl::TextureType::_2D));
+ }
+ else
+ {
+ for (unsigned int index = 0; index < image2D.getArraySizeProduct(); index++)
+ {
+ image2DBindLayout->insert(
+ std::make_pair(image2D.binding + index, gl::TextureType::_2D));
+ }
+ }
+ }
+ }
+}
+
+gl::PrimitiveMode GetGeometryShaderTypeFromDrawMode(gl::PrimitiveMode drawMode)
+{
+ switch (drawMode)
+ {
+ // Uses the point sprite geometry shader.
+ case gl::PrimitiveMode::Points:
+ return gl::PrimitiveMode::Points;
+
+ // All line drawing uses the same geometry shader.
+ case gl::PrimitiveMode::Lines:
+ case gl::PrimitiveMode::LineStrip:
+ case gl::PrimitiveMode::LineLoop:
+ return gl::PrimitiveMode::Lines;
+
+ // The triangle fan primitive is emulated with strips in D3D11.
+ case gl::PrimitiveMode::Triangles:
+ case gl::PrimitiveMode::TriangleFan:
+ return gl::PrimitiveMode::Triangles;
+
+ // Special case for triangle strips.
+ case gl::PrimitiveMode::TriangleStrip:
+ return gl::PrimitiveMode::TriangleStrip;
+
+ default:
+ UNREACHABLE();
+ return gl::PrimitiveMode::InvalidEnum;
+ }
+}
+
+bool HasFlatInterpolationVarying(const std::vector<sh::ShaderVariable> &varyings)
+{
+ // Note: this assumes nested structs can only be packed with one interpolation.
+ for (const auto &varying : varyings)
+ {
+ if (varying.interpolation == sh::INTERPOLATION_FLAT)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool FindFlatInterpolationVaryingPerShader(gl::Shader *shader)
+{
+ ASSERT(shader);
+ switch (shader->getType())
+ {
+ case gl::ShaderType::Vertex:
+ return HasFlatInterpolationVarying(shader->getOutputVaryings());
+ case gl::ShaderType::Fragment:
+ return HasFlatInterpolationVarying(shader->getInputVaryings());
+ case gl::ShaderType::Geometry:
+ return HasFlatInterpolationVarying(shader->getInputVaryings()) ||
+ HasFlatInterpolationVarying(shader->getOutputVaryings());
+ default:
+ UNREACHABLE();
+ return false;
+ }
+}
+
+bool FindFlatInterpolationVarying(const gl::ShaderMap<gl::Shader *> &shaders)
+{
+ for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
+ {
+ gl::Shader *shader = shaders[shaderType];
+ if (!shader)
+ {
+ continue;
+ }
+
+ if (FindFlatInterpolationVaryingPerShader(shader))
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Helper class that gathers uniform info from the default uniform block.
+class UniformEncodingVisitorD3D : public sh::BlockEncoderVisitor
+{
+ public:
+ UniformEncodingVisitorD3D(gl::ShaderType shaderType,
+ HLSLRegisterType registerType,
+ sh::BlockLayoutEncoder *encoder,
+ D3DUniformMap *uniformMapOut)
+ : sh::BlockEncoderVisitor("", "", encoder),
+ mShaderType(shaderType),
+ mRegisterType(registerType),
+ mUniformMapOut(uniformMapOut)
+ {}
+
+ void visitNamedOpaqueObject(const sh::ShaderVariable &sampler,
+ const std::string &name,
+ const std::string &mappedName,
+ const std::vector<unsigned int> &arraySizes) override
+ {
+ auto uniformMapEntry = mUniformMapOut->find(name);
+ if (uniformMapEntry == mUniformMapOut->end())
+ {
+ (*mUniformMapOut)[name] =
+ new D3DUniform(sampler.type, mRegisterType, name, sampler.arraySizes, true);
+ }
+ }
+
+ void encodeVariable(const sh::ShaderVariable &variable,
+ const sh::BlockMemberInfo &variableInfo,
+ const std::string &name,
+ const std::string &mappedName) override
+ {
+ auto uniformMapEntry = mUniformMapOut->find(name);
+ D3DUniform *d3dUniform = nullptr;
+
+ if (uniformMapEntry != mUniformMapOut->end())
+ {
+ d3dUniform = uniformMapEntry->second;
+ }
+ else
+ {
+ d3dUniform =
+ new D3DUniform(variable.type, mRegisterType, name, variable.arraySizes, true);
+ (*mUniformMapOut)[name] = d3dUniform;
+ }
+
+ d3dUniform->registerElement = static_cast<unsigned int>(
+ sh::BlockLayoutEncoder::GetBlockRegisterElement(variableInfo));
+ unsigned int reg =
+ static_cast<unsigned int>(sh::BlockLayoutEncoder::GetBlockRegister(variableInfo));
+
+ ASSERT(mShaderType != gl::ShaderType::InvalidEnum);
+ d3dUniform->mShaderRegisterIndexes[mShaderType] = reg;
+ }
+
+ private:
+ gl::ShaderType mShaderType;
+ HLSLRegisterType mRegisterType;
+ D3DUniformMap *mUniformMapOut;
+};
+
+class HLSLBlockLayoutEncoderFactory : public gl::CustomBlockLayoutEncoderFactory
+{
+ public:
+ sh::BlockLayoutEncoder *makeEncoder() override
+ {
+ return new sh::HLSLBlockEncoder(sh::HLSLBlockEncoder::ENCODE_PACKED, false);
+ }
+};
+} // anonymous namespace
+
+// D3DUniform Implementation
+
+D3DUniform::D3DUniform(GLenum type,
+ HLSLRegisterType reg,
+ const std::string &nameIn,
+ const std::vector<unsigned int> &arraySizesIn,
+ bool defaultBlock)
+ : typeInfo(gl::GetUniformTypeInfo(type)),
+ name(nameIn),
+ arraySizes(arraySizesIn),
+ mShaderData({}),
+ regType(reg),
+ registerCount(0),
+ registerElement(0)
+{
+ mShaderRegisterIndexes.fill(GL_INVALID_INDEX);
+
+ // We use data storage for default block uniforms to cache values that are sent to D3D during
+ // rendering
+ // Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
+ if (defaultBlock)
+ {
+ // Use the row count as register count, will work for non-square matrices.
+ registerCount = typeInfo.rowCount * getArraySizeProduct();
+ }
+}
+
+D3DUniform::~D3DUniform() {}
+
+unsigned int D3DUniform::getArraySizeProduct() const
+{
+ return gl::ArraySizeProduct(arraySizes);
+}
+
+const uint8_t *D3DUniform::getDataPtrToElement(size_t elementIndex) const
+{
+ ASSERT((!isArray() && elementIndex == 0) ||
+ (isArray() && elementIndex < getArraySizeProduct()));
+
+ if (isSampler())
+ {
+ return reinterpret_cast<const uint8_t *>(&mSamplerData[elementIndex]);
+ }
+
+ return firstNonNullData() + (elementIndex > 0 ? (typeInfo.internalSize * elementIndex) : 0u);
+}
+
+bool D3DUniform::isSampler() const
+{
+ return typeInfo.isSampler;
+}
+
+bool D3DUniform::isImage() const
+{
+ return typeInfo.isImageType;
+}
+
+bool D3DUniform::isImage2D() const
+{
+ return gl::IsImage2DType(typeInfo.type);
+}
+
+bool D3DUniform::isReferencedByShader(gl::ShaderType shaderType) const
+{
+ return mShaderRegisterIndexes[shaderType] != GL_INVALID_INDEX;
+}
+
+const uint8_t *D3DUniform::firstNonNullData() const
+{
+ if (!mSamplerData.empty())
+ {
+ return reinterpret_cast<const uint8_t *>(mSamplerData.data());
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (mShaderData[shaderType])
+ {
+ return mShaderData[shaderType];
+ }
+ }
+
+ UNREACHABLE();
+ return nullptr;
+}
+
+// D3DInterfaceBlock Implementation
+D3DInterfaceBlock::D3DInterfaceBlock()
+{
+ mShaderRegisterIndexes.fill(GL_INVALID_INDEX);
+}
+
+D3DInterfaceBlock::D3DInterfaceBlock(const D3DInterfaceBlock &other) = default;
+
+D3DUniformBlock::D3DUniformBlock()
+{
+ mUseStructuredBuffers.fill(false);
+ mByteWidths.fill(0u);
+ mStructureByteStrides.fill(0u);
+}
+
+D3DUniformBlock::D3DUniformBlock(const D3DUniformBlock &other) = default;
+
+// D3DVarying Implementation
+
+D3DVarying::D3DVarying() : semanticIndex(0), componentCount(0), outputSlot(0) {}
+
+D3DVarying::D3DVarying(const std::string &semanticNameIn,
+ unsigned int semanticIndexIn,
+ unsigned int componentCountIn,
+ unsigned int outputSlotIn)
+ : semanticName(semanticNameIn),
+ semanticIndex(semanticIndexIn),
+ componentCount(componentCountIn),
+ outputSlot(outputSlotIn)
+{}
+
+// ProgramD3DMetadata Implementation
+
+ProgramD3DMetadata::ProgramD3DMetadata(RendererD3D *renderer,
+ const gl::ShaderMap<const ShaderD3D *> &attachedShaders,
+ EGLenum clientType)
+ : mRendererMajorShaderModel(renderer->getMajorShaderModel()),
+ mShaderModelSuffix(renderer->getShaderModelSuffix()),
+ mUsesInstancedPointSpriteEmulation(
+ renderer->getFeatures().useInstancedPointSpriteEmulation.enabled),
+ mUsesViewScale(renderer->presentPathFastEnabled()),
+ mCanSelectViewInVertexShader(renderer->canSelectViewInVertexShader()),
+ mAttachedShaders(attachedShaders),
+ mClientType(clientType)
+{}
+
+ProgramD3DMetadata::~ProgramD3DMetadata() = default;
+
+int ProgramD3DMetadata::getRendererMajorShaderModel() const
+{
+ return mRendererMajorShaderModel;
+}
+
+bool ProgramD3DMetadata::usesBroadcast(const gl::State &data) const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesFragColor() && shader->usesMultipleRenderTargets() &&
+ data.getClientMajorVersion() < 3);
+}
+
+bool ProgramD3DMetadata::usesSecondaryColor() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesSecondaryColor());
+}
+
+bool ProgramD3DMetadata::usesFragDepth() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesFragDepth());
+}
+
+bool ProgramD3DMetadata::usesPointCoord() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesPointCoord());
+}
+
+bool ProgramD3DMetadata::usesFragCoord() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesFragCoord());
+}
+
+bool ProgramD3DMetadata::usesPointSize() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
+ return (shader && shader->usesPointSize());
+}
+
+bool ProgramD3DMetadata::usesInsertedPointCoordValue() const
+{
+ return (!usesPointSize() || !mUsesInstancedPointSpriteEmulation) && usesPointCoord() &&
+ mRendererMajorShaderModel >= 4;
+}
+
+bool ProgramD3DMetadata::usesViewScale() const
+{
+ return mUsesViewScale;
+}
+
+bool ProgramD3DMetadata::hasANGLEMultiviewEnabled() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
+ return (shader && shader->hasANGLEMultiviewEnabled());
+}
+
+bool ProgramD3DMetadata::usesVertexID() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
+ return (shader && shader->usesVertexID());
+}
+
+bool ProgramD3DMetadata::usesViewID() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesViewID());
+}
+
+bool ProgramD3DMetadata::canSelectViewInVertexShader() const
+{
+ return mCanSelectViewInVertexShader;
+}
+
+bool ProgramD3DMetadata::addsPointCoordToVertexShader() const
+{
+ // PointSprite emulation requiress that gl_PointCoord is present in the vertex shader
+ // VS_OUTPUT structure to ensure compatibility with the generated PS_INPUT of the pixel shader.
+ // Even with a geometry shader, the app can render triangles or lines and reference
+ // gl_PointCoord in the fragment shader, requiring us to provide a placeholder value. For
+ // simplicity, we always add this to the vertex shader when the fragment shader
+ // references gl_PointCoord, even if we could skip it in the geometry shader.
+ return (mUsesInstancedPointSpriteEmulation && usesPointCoord()) ||
+ usesInsertedPointCoordValue();
+}
+
+bool ProgramD3DMetadata::usesTransformFeedbackGLPosition() const
+{
+ // gl_Position only needs to be outputted from the vertex shader if transform feedback is
+ // active. This isn't supported on D3D11 Feature Level 9_3, so we don't output gl_Position from
+ // the vertex shader in this case. This saves us 1 output vector.
+ return !(mRendererMajorShaderModel >= 4 && mShaderModelSuffix != "");
+}
+
+bool ProgramD3DMetadata::usesSystemValuePointSize() const
+{
+ return !mUsesInstancedPointSpriteEmulation && usesPointSize();
+}
+
+bool ProgramD3DMetadata::usesMultipleFragmentOuts() const
+{
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment];
+ return (shader && shader->usesMultipleRenderTargets());
+}
+
+bool ProgramD3DMetadata::usesCustomOutVars() const
+{
+
+ const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex];
+ int version = shader ? shader->getState().getShaderVersion() : -1;
+
+ switch (mClientType)
+ {
+ case EGL_OPENGL_API:
+ return version >= 130;
+ default:
+ return version >= 300;
+ }
+}
+
+const ShaderD3D *ProgramD3DMetadata::getFragmentShader() const
+{
+ return mAttachedShaders[gl::ShaderType::Fragment];
+}
+
+// ProgramD3D::GetExecutableTask class
+class ProgramD3D::GetExecutableTask : public Closure, public d3d::Context
+{
+ public:
+ GetExecutableTask(ProgramD3D *program) : mProgram(program) {}
+
+ virtual angle::Result run() = 0;
+
+ void operator()() override { mResult = run(); }
+
+ angle::Result getResult() const { return mResult; }
+ const gl::InfoLog &getInfoLog() const { return mInfoLog; }
+ ShaderExecutableD3D *getExecutable() { return mExecutable; }
+
+ void handleResult(HRESULT hr,
+ const char *message,
+ const char *file,
+ const char *function,
+ unsigned int line) override
+ {
+ mStoredHR = hr;
+ mStoredMessage = message;
+ mStoredFile = file;
+ mStoredFunction = function;
+ mStoredLine = line;
+ }
+
+ void popError(d3d::Context *context)
+ {
+ ASSERT(mStoredFile);
+ ASSERT(mStoredFunction);
+ context->handleResult(mStoredHR, mStoredMessage.c_str(), mStoredFile, mStoredFunction,
+ mStoredLine);
+ }
+
+ protected:
+ ProgramD3D *mProgram = nullptr;
+ angle::Result mResult = angle::Result::Continue;
+ gl::InfoLog mInfoLog;
+ ShaderExecutableD3D *mExecutable = nullptr;
+ HRESULT mStoredHR = S_OK;
+ std::string mStoredMessage;
+ const char *mStoredFile = nullptr;
+ const char *mStoredFunction = nullptr;
+ unsigned int mStoredLine = 0;
+};
+
+// ProgramD3D Implementation
+
+ProgramD3D::VertexExecutable::VertexExecutable(const gl::InputLayout &inputLayout,
+ const Signature &signature,
+ ShaderExecutableD3D *shaderExecutable)
+ : mInputs(inputLayout), mSignature(signature), mShaderExecutable(shaderExecutable)
+{}
+
+ProgramD3D::VertexExecutable::~VertexExecutable()
+{
+ SafeDelete(mShaderExecutable);
+}
+
+// static
+ProgramD3D::VertexExecutable::HLSLAttribType ProgramD3D::VertexExecutable::GetAttribType(
+ GLenum type)
+{
+ switch (type)
+ {
+ case GL_INT:
+ return HLSLAttribType::SIGNED_INT;
+ case GL_UNSIGNED_INT:
+ return HLSLAttribType::UNSIGNED_INT;
+ case GL_SIGNED_NORMALIZED:
+ case GL_UNSIGNED_NORMALIZED:
+ case GL_FLOAT:
+ return HLSLAttribType::FLOAT;
+ default:
+ UNREACHABLE();
+ return HLSLAttribType::FLOAT;
+ }
+}
+
+// static
+void ProgramD3D::VertexExecutable::getSignature(RendererD3D *renderer,
+ const gl::InputLayout &inputLayout,
+ Signature *signatureOut)
+{
+ signatureOut->assign(inputLayout.size(), HLSLAttribType::FLOAT);
+
+ for (size_t index = 0; index < inputLayout.size(); ++index)
+ {
+ angle::FormatID vertexFormatID = inputLayout[index];
+ if (vertexFormatID == angle::FormatID::NONE)
+ continue;
+
+ VertexConversionType conversionType = renderer->getVertexConversionType(vertexFormatID);
+ if ((conversionType & VERTEX_CONVERT_GPU) == 0)
+ continue;
+
+ GLenum componentType = renderer->getVertexComponentType(vertexFormatID);
+ (*signatureOut)[index] = GetAttribType(componentType);
+ }
+}
+
+bool ProgramD3D::VertexExecutable::matchesSignature(const Signature &signature) const
+{
+ size_t limit = std::max(mSignature.size(), signature.size());
+ for (size_t index = 0; index < limit; ++index)
+ {
+ // treat undefined indexes as FLOAT
+ auto a = index < signature.size() ? signature[index] : HLSLAttribType::FLOAT;
+ auto b = index < mSignature.size() ? mSignature[index] : HLSLAttribType::FLOAT;
+ if (a != b)
+ return false;
+ }
+
+ return true;
+}
+
+ProgramD3D::PixelExecutable::PixelExecutable(const std::vector<GLenum> &outputSignature,
+ ShaderExecutableD3D *shaderExecutable)
+ : mOutputSignature(outputSignature), mShaderExecutable(shaderExecutable)
+{}
+
+ProgramD3D::PixelExecutable::~PixelExecutable()
+{
+ SafeDelete(mShaderExecutable);
+}
+
+ProgramD3D::ComputeExecutable::ComputeExecutable(
+ const gl::ImageUnitTextureTypeMap &signature,
+ std::unique_ptr<ShaderExecutableD3D> shaderExecutable)
+ : mSignature(signature), mShaderExecutable(std::move(shaderExecutable))
+{}
+
+ProgramD3D::ComputeExecutable::~ComputeExecutable() {}
+
+ProgramD3D::Sampler::Sampler()
+ : active(false), logicalTextureUnit(0), textureType(gl::TextureType::_2D)
+{}
+
+ProgramD3D::Image::Image() : active(false), logicalImageUnit(0) {}
+
+unsigned int ProgramD3D::mCurrentSerial = 1;
+
+ProgramD3D::ProgramD3D(const gl::ProgramState &state, RendererD3D *renderer)
+ : ProgramImpl(state),
+ mRenderer(renderer),
+ mDynamicHLSL(nullptr),
+ mUsesPointSize(false),
+ mUsesFlatInterpolation(false),
+ mUsedShaderSamplerRanges({}),
+ mDirtySamplerMapping(true),
+ mUsedComputeImageRange(0, 0),
+ mUsedComputeReadonlyImageRange(0, 0),
+ mUsedComputeAtomicCounterRange(0, 0),
+ mSerial(issueSerial())
+{
+ mDynamicHLSL = new DynamicHLSL(renderer);
+}
+
+ProgramD3D::~ProgramD3D()
+{
+ reset();
+ SafeDelete(mDynamicHLSL);
+}
+
+bool ProgramD3D::usesPointSpriteEmulation() const
+{
+ return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4;
+}
+
+bool ProgramD3D::usesGeometryShaderForPointSpriteEmulation() const
+{
+ return usesPointSpriteEmulation() && !usesInstancedPointSpriteEmulation();
+}
+
+bool ProgramD3D::usesGetDimensionsIgnoresBaseLevel() const
+{
+ return mRenderer->getFeatures().getDimensionsIgnoresBaseLevel.enabled;
+}
+
+bool ProgramD3D::usesGeometryShader(const gl::State &state, const gl::PrimitiveMode drawMode) const
+{
+ if (mHasANGLEMultiviewEnabled && !mRenderer->canSelectViewInVertexShader())
+ {
+ return true;
+ }
+ if (drawMode != gl::PrimitiveMode::Points)
+ {
+ if (!mUsesFlatInterpolation)
+ {
+ return false;
+ }
+ return state.getProvokingVertex() == gl::ProvokingVertexConvention::LastVertexConvention;
+ }
+ return usesGeometryShaderForPointSpriteEmulation();
+}
+
+bool ProgramD3D::usesInstancedPointSpriteEmulation() const
+{
+ return mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled;
+}
+
+GLint ProgramD3D::getSamplerMapping(gl::ShaderType type,
+ unsigned int samplerIndex,
+ const gl::Caps &caps) const
+{
+ GLint logicalTextureUnit = -1;
+
+ ASSERT(type != gl::ShaderType::InvalidEnum);
+
+ ASSERT(samplerIndex < static_cast<unsigned int>(caps.maxShaderTextureImageUnits[type]));
+
+ const auto &samplers = mShaderSamplers[type];
+ if (samplerIndex < samplers.size() && samplers[samplerIndex].active)
+ {
+ logicalTextureUnit = samplers[samplerIndex].logicalTextureUnit;
+ }
+
+ if (logicalTextureUnit >= 0 && logicalTextureUnit < caps.maxCombinedTextureImageUnits)
+ {
+ return logicalTextureUnit;
+ }
+
+ return -1;
+}
+
+// Returns the texture type for a given Direct3D 9 sampler type and
+// index (0-15 for the pixel shader and 0-3 for the vertex shader).
+gl::TextureType ProgramD3D::getSamplerTextureType(gl::ShaderType type,
+ unsigned int samplerIndex) const
+{
+ ASSERT(type != gl::ShaderType::InvalidEnum);
+
+ const auto &samplers = mShaderSamplers[type];
+ ASSERT(samplerIndex < samplers.size());
+ ASSERT(samplers[samplerIndex].active);
+
+ return samplers[samplerIndex].textureType;
+}
+
+gl::RangeUI ProgramD3D::getUsedSamplerRange(gl::ShaderType type) const
+{
+ ASSERT(type != gl::ShaderType::InvalidEnum);
+ return mUsedShaderSamplerRanges[type];
+}
+
+ProgramD3D::SamplerMapping ProgramD3D::updateSamplerMapping()
+{
+ if (!mDirtySamplerMapping)
+ {
+ return SamplerMapping::WasClean;
+ }
+
+ mDirtySamplerMapping = false;
+
+ // Retrieve sampler uniform values
+ for (const D3DUniform *d3dUniform : mD3DUniforms)
+ {
+ if (!d3dUniform->isSampler())
+ continue;
+
+ int count = d3dUniform->getArraySizeProduct();
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (!d3dUniform->isReferencedByShader(shaderType))
+ {
+ continue;
+ }
+
+ unsigned int firstIndex = d3dUniform->mShaderRegisterIndexes[shaderType];
+
+ std::vector<Sampler> &samplers = mShaderSamplers[shaderType];
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < samplers.size())
+ {
+ ASSERT(samplers[samplerIndex].active);
+ samplers[samplerIndex].logicalTextureUnit = d3dUniform->mSamplerData[i];
+ }
+ }
+ }
+ }
+
+ return SamplerMapping::WasDirty;
+}
+
+GLint ProgramD3D::getImageMapping(gl::ShaderType type,
+ unsigned int imageIndex,
+ bool readonly,
+ const gl::Caps &caps) const
+{
+ GLint logicalImageUnit = -1;
+ ASSERT(imageIndex < static_cast<unsigned int>(caps.maxImageUnits));
+ switch (type)
+ {
+ case gl::ShaderType::Compute:
+ if (readonly && imageIndex < mReadonlyImagesCS.size() &&
+ mReadonlyImagesCS[imageIndex].active)
+ {
+ logicalImageUnit = mReadonlyImagesCS[imageIndex].logicalImageUnit;
+ }
+ else if (imageIndex < mImagesCS.size() && mImagesCS[imageIndex].active)
+ {
+ logicalImageUnit = mImagesCS[imageIndex].logicalImageUnit;
+ }
+ break;
+ // TODO(xinghua.cao@intel.com): add image mapping for vertex shader and pixel shader.
+ default:
+ UNREACHABLE();
+ }
+
+ if (logicalImageUnit >= 0 && logicalImageUnit < caps.maxImageUnits)
+ {
+ return logicalImageUnit;
+ }
+
+ return -1;
+}
+
+gl::RangeUI ProgramD3D::getUsedImageRange(gl::ShaderType type, bool readonly) const
+{
+ switch (type)
+ {
+ case gl::ShaderType::Compute:
+ return readonly ? mUsedComputeReadonlyImageRange : mUsedComputeImageRange;
+ // TODO(xinghua.cao@intel.com): add real image range of vertex shader and pixel shader.
+ case gl::ShaderType::Vertex:
+ case gl::ShaderType::Fragment:
+ return {0, 0};
+ default:
+ UNREACHABLE();
+ return {0, 0};
+ }
+}
+
+class ProgramD3D::LoadBinaryTask : public ProgramD3D::GetExecutableTask
+{
+ public:
+ LoadBinaryTask(ProgramD3D *program, gl::BinaryInputStream *stream, gl::InfoLog &infoLog)
+ : ProgramD3D::GetExecutableTask(program)
+ {
+ ASSERT(mProgram);
+ ASSERT(stream);
+
+ // Copy the remaining data from the stream locally so that the client can't modify it when
+ // loading off thread.
+ size_t dataSize = stream->remainingSize();
+ mDataCopySucceeded = mStreamData.resize(dataSize);
+ if (mDataCopySucceeded)
+ {
+ memcpy(mStreamData.data(), stream->data() + stream->offset(), dataSize);
+ }
+ }
+
+ angle::Result run() override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::LoadBinaryTask::run");
+ if (!mDataCopySucceeded)
+ {
+ mInfoLog << "Failed to copy program binary data to local buffer.";
+ return angle::Result::Incomplete;
+ }
+
+ gl::BinaryInputStream stream(mStreamData.data(), mStreamData.size());
+ return mProgram->loadBinaryShaderExecutables(this, &stream, mInfoLog);
+ }
+
+ private:
+ bool mDataCopySucceeded;
+ angle::MemoryBuffer mStreamData;
+};
+
+class ProgramD3D::LoadBinaryLinkEvent final : public LinkEvent
+{
+ public:
+ LoadBinaryLinkEvent(std::shared_ptr<WorkerThreadPool> workerPool,
+ ProgramD3D *program,
+ gl::BinaryInputStream *stream,
+ gl::InfoLog &infoLog)
+ : mTask(std::make_shared<ProgramD3D::LoadBinaryTask>(program, stream, infoLog)),
+ mWaitableEvent(angle::WorkerThreadPool::PostWorkerTask(workerPool, mTask))
+ {}
+
+ angle::Result wait(const gl::Context *context) override
+ {
+ mWaitableEvent->wait();
+
+ // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D.
+ if (mTask->getResult() != angle::Result::Stop)
+ {
+ return angle::Result::Continue;
+ }
+
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+ mTask->popError(contextD3D);
+ return angle::Result::Stop;
+ }
+
+ bool isLinking() override { return !mWaitableEvent->isReady(); }
+
+ private:
+ std::shared_ptr<ProgramD3D::LoadBinaryTask> mTask;
+ std::shared_ptr<WaitableEvent> mWaitableEvent;
+};
+
+std::unique_ptr<rx::LinkEvent> ProgramD3D::load(const gl::Context *context,
+ gl::BinaryInputStream *stream,
+ gl::InfoLog &infoLog)
+{
+
+ // TODO(jmadill): Use Renderer from contextImpl.
+
+ reset();
+
+ DeviceIdentifier binaryDeviceIdentifier = {};
+ stream->readBytes(reinterpret_cast<unsigned char *>(&binaryDeviceIdentifier),
+ sizeof(DeviceIdentifier));
+
+ DeviceIdentifier identifier = mRenderer->getAdapterIdentifier();
+ if (memcmp(&identifier, &binaryDeviceIdentifier, sizeof(DeviceIdentifier)) != 0)
+ {
+ infoLog << "Invalid program binary, device configuration has changed.";
+ return nullptr;
+ }
+
+ int compileFlags = stream->readInt<int>();
+ if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+ {
+ infoLog << "Mismatched compilation flags.";
+ return nullptr;
+ }
+
+ for (int &index : mAttribLocationToD3DSemantic)
+ {
+ stream->readInt(&index);
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ size_t samplerCount = stream->readInt<size_t>();
+ for (size_t sampleIndex = 0; sampleIndex < samplerCount; ++sampleIndex)
+ {
+ Sampler sampler;
+ stream->readBool(&sampler.active);
+ stream->readInt(&sampler.logicalTextureUnit);
+ stream->readEnum(&sampler.textureType);
+ mShaderSamplers[shaderType].push_back(sampler);
+ }
+
+ unsigned int samplerRangeLow, samplerRangeHigh;
+ stream->readInt(&samplerRangeLow);
+ stream->readInt(&samplerRangeHigh);
+ mUsedShaderSamplerRanges[shaderType] = gl::RangeUI(samplerRangeLow, samplerRangeHigh);
+ }
+
+ size_t csImageCount = stream->readInt<size_t>();
+ for (size_t imageIndex = 0; imageIndex < csImageCount; ++imageIndex)
+ {
+ Image image;
+ stream->readBool(&image.active);
+ stream->readInt(&image.logicalImageUnit);
+ mImagesCS.push_back(image);
+ }
+
+ size_t csReadonlyImageCount = stream->readInt<size_t>();
+ for (size_t imageIndex = 0; imageIndex < csReadonlyImageCount; ++imageIndex)
+ {
+ Image image;
+ stream->readBool(&image.active);
+ stream->readInt(&image.logicalImageUnit);
+ mReadonlyImagesCS.push_back(image);
+ }
+
+ unsigned int computeImageRangeLow, computeImageRangeHigh, computeReadonlyImageRangeLow,
+ computeReadonlyImageRangeHigh;
+ stream->readInt(&computeImageRangeLow);
+ stream->readInt(&computeImageRangeHigh);
+ stream->readInt(&computeReadonlyImageRangeLow);
+ stream->readInt(&computeReadonlyImageRangeHigh);
+ mUsedComputeImageRange = gl::RangeUI(computeImageRangeLow, computeImageRangeHigh);
+ mUsedComputeReadonlyImageRange =
+ gl::RangeUI(computeReadonlyImageRangeLow, computeReadonlyImageRangeHigh);
+
+ unsigned int atomicCounterRangeLow, atomicCounterRangeHigh;
+ stream->readInt(&atomicCounterRangeLow);
+ stream->readInt(&atomicCounterRangeHigh);
+ mUsedComputeAtomicCounterRange = gl::RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh);
+
+ size_t shaderStorageBlockCount = stream->readInt<size_t>();
+ if (stream->error())
+ {
+ infoLog << "Invalid program binary.";
+ return nullptr;
+ }
+
+ ASSERT(mD3DShaderStorageBlocks.empty());
+ for (size_t blockIndex = 0; blockIndex < shaderStorageBlockCount; ++blockIndex)
+ {
+ D3DInterfaceBlock shaderStorageBlock;
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->readInt(&shaderStorageBlock.mShaderRegisterIndexes[shaderType]);
+ }
+ mD3DShaderStorageBlocks.push_back(shaderStorageBlock);
+ }
+
+ size_t image2DUniformCount = stream->readInt<size_t>();
+ if (stream->error())
+ {
+ infoLog << "Invalid program binary.";
+ return nullptr;
+ }
+
+ ASSERT(mImage2DUniforms.empty());
+ for (size_t image2DUniformIndex = 0; image2DUniformIndex < image2DUniformCount;
+ ++image2DUniformIndex)
+ {
+ sh::ShaderVariable image2Duniform;
+ gl::LoadShaderVar(stream, &image2Duniform);
+ mImage2DUniforms.push_back(image2Duniform);
+ }
+
+ for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS; ++ii)
+ {
+ unsigned int index = stream->readInt<unsigned int>();
+ mComputeAtomicCounterBufferRegisterIndices[ii] = index;
+ }
+
+ size_t uniformCount = stream->readInt<size_t>();
+ if (stream->error())
+ {
+ infoLog << "Invalid program binary.";
+ return nullptr;
+ }
+
+ const auto &linkedUniforms = mState.getUniforms();
+ ASSERT(mD3DUniforms.empty());
+ for (size_t uniformIndex = 0; uniformIndex < uniformCount; uniformIndex++)
+ {
+ const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex];
+
+ D3DUniform *d3dUniform =
+ new D3DUniform(linkedUniform.type, HLSLRegisterType::None, linkedUniform.name,
+ linkedUniform.arraySizes, linkedUniform.isInDefaultBlock());
+ stream->readEnum(&d3dUniform->regType);
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->readInt(&d3dUniform->mShaderRegisterIndexes[shaderType]);
+ }
+ stream->readInt(&d3dUniform->registerCount);
+ stream->readInt(&d3dUniform->registerElement);
+
+ mD3DUniforms.push_back(d3dUniform);
+ }
+
+ size_t blockCount = stream->readInt<size_t>();
+ if (stream->error())
+ {
+ infoLog << "Invalid program binary.";
+ return nullptr;
+ }
+
+ ASSERT(mD3DUniformBlocks.empty());
+ for (size_t blockIndex = 0; blockIndex < blockCount; ++blockIndex)
+ {
+ D3DUniformBlock uniformBlock;
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->readInt(&uniformBlock.mShaderRegisterIndexes[shaderType]);
+ stream->readBool(&uniformBlock.mUseStructuredBuffers[shaderType]);
+ stream->readInt(&uniformBlock.mByteWidths[shaderType]);
+ stream->readInt(&uniformBlock.mStructureByteStrides[shaderType]);
+ }
+ mD3DUniformBlocks.push_back(uniformBlock);
+ }
+
+ size_t streamOutVaryingCount = stream->readInt<size_t>();
+ mStreamOutVaryings.resize(streamOutVaryingCount);
+ for (size_t varyingIndex = 0; varyingIndex < streamOutVaryingCount; ++varyingIndex)
+ {
+ D3DVarying *varying = &mStreamOutVaryings[varyingIndex];
+
+ stream->readString(&varying->semanticName);
+ stream->readInt(&varying->semanticIndex);
+ stream->readInt(&varying->componentCount);
+ stream->readInt(&varying->outputSlot);
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->readString(&mShaderHLSL[shaderType]);
+ stream->readBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]),
+ sizeof(angle::CompilerWorkaroundsD3D));
+ }
+
+ stream->readBool(&mUsesFragDepth);
+ stream->readBool(&mHasANGLEMultiviewEnabled);
+ stream->readBool(&mUsesVertexID);
+ stream->readBool(&mUsesViewID);
+ stream->readBool(&mUsesPointSize);
+ stream->readBool(&mUsesFlatInterpolation);
+
+ const size_t pixelShaderKeySize = stream->readInt<size_t>();
+ mPixelShaderKey.resize(pixelShaderKeySize);
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKeySize;
+ pixelShaderKeyIndex++)
+ {
+ stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].type);
+ stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].name);
+ stream->readString(&mPixelShaderKey[pixelShaderKeyIndex].source);
+ stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputLocation);
+ stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputIndex);
+ }
+
+ stream->readString(&mGeometryShaderPreamble);
+
+ return std::make_unique<LoadBinaryLinkEvent>(context->getWorkerThreadPool(), this, stream,
+ infoLog);
+}
+
+angle::Result ProgramD3D::loadBinaryShaderExecutables(d3d::Context *contextD3D,
+ gl::BinaryInputStream *stream,
+ gl::InfoLog &infoLog)
+{
+ const unsigned char *binary = reinterpret_cast<const unsigned char *>(stream->data());
+
+ bool separateAttribs = (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS);
+
+ size_t vertexShaderCount = stream->readInt<size_t>();
+ for (size_t vertexShaderIndex = 0; vertexShaderIndex < vertexShaderCount; vertexShaderIndex++)
+ {
+ size_t inputLayoutSize = stream->readInt<size_t>();
+ gl::InputLayout inputLayout(inputLayoutSize, angle::FormatID::NONE);
+
+ for (size_t inputIndex = 0; inputIndex < inputLayoutSize; inputIndex++)
+ {
+ inputLayout[inputIndex] = stream->readEnum<angle::FormatID>();
+ }
+
+ size_t vertexShaderSize = stream->readInt<size_t>();
+ const unsigned char *vertexShaderFunction = binary + stream->offset();
+
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ ANGLE_TRY(mRenderer->loadExecutable(contextD3D, vertexShaderFunction, vertexShaderSize,
+ gl::ShaderType::Vertex, mStreamOutVaryings,
+ separateAttribs, &shaderExecutable));
+
+ if (!shaderExecutable)
+ {
+ infoLog << "Could not create vertex shader.";
+ return angle::Result::Incomplete;
+ }
+
+ // generated converted input layout
+ VertexExecutable::Signature signature;
+ VertexExecutable::getSignature(mRenderer, inputLayout, &signature);
+
+ // add new binary
+ mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
+ new VertexExecutable(inputLayout, signature, shaderExecutable)));
+
+ stream->skip(vertexShaderSize);
+ }
+
+ size_t pixelShaderCount = stream->readInt<size_t>();
+ for (size_t pixelShaderIndex = 0; pixelShaderIndex < pixelShaderCount; pixelShaderIndex++)
+ {
+ size_t outputCount = stream->readInt<size_t>();
+ std::vector<GLenum> outputs(outputCount);
+ for (size_t outputIndex = 0; outputIndex < outputCount; outputIndex++)
+ {
+ stream->readInt(&outputs[outputIndex]);
+ }
+
+ size_t pixelShaderSize = stream->readInt<size_t>();
+ const unsigned char *pixelShaderFunction = binary + stream->offset();
+ ShaderExecutableD3D *shaderExecutable = nullptr;
+
+ ANGLE_TRY(mRenderer->loadExecutable(contextD3D, pixelShaderFunction, pixelShaderSize,
+ gl::ShaderType::Fragment, mStreamOutVaryings,
+ separateAttribs, &shaderExecutable));
+
+ if (!shaderExecutable)
+ {
+ infoLog << "Could not create pixel shader.";
+ return angle::Result::Incomplete;
+ }
+
+ // add new binary
+ mPixelExecutables.push_back(
+ std::unique_ptr<PixelExecutable>(new PixelExecutable(outputs, shaderExecutable)));
+
+ stream->skip(pixelShaderSize);
+ }
+
+ for (std::unique_ptr<ShaderExecutableD3D> &geometryExe : mGeometryExecutables)
+ {
+ size_t geometryShaderSize = stream->readInt<size_t>();
+ if (geometryShaderSize == 0)
+ {
+ continue;
+ }
+
+ const unsigned char *geometryShaderFunction = binary + stream->offset();
+
+ ShaderExecutableD3D *geometryExecutable = nullptr;
+ ANGLE_TRY(mRenderer->loadExecutable(contextD3D, geometryShaderFunction, geometryShaderSize,
+ gl::ShaderType::Geometry, mStreamOutVaryings,
+ separateAttribs, &geometryExecutable));
+
+ if (!geometryExecutable)
+ {
+ infoLog << "Could not create geometry shader.";
+ return angle::Result::Incomplete;
+ }
+
+ geometryExe.reset(geometryExecutable);
+
+ stream->skip(geometryShaderSize);
+ }
+
+ size_t computeShaderCount = stream->readInt<size_t>();
+ for (size_t computeShaderIndex = 0; computeShaderIndex < computeShaderCount;
+ computeShaderIndex++)
+ {
+ size_t signatureCount = stream->readInt<size_t>();
+ gl::ImageUnitTextureTypeMap signatures;
+ for (size_t signatureIndex = 0; signatureIndex < signatureCount; signatureIndex++)
+ {
+ unsigned int imageUint;
+ gl::TextureType textureType;
+ stream->readInt(&imageUint);
+ stream->readEnum(&textureType);
+ signatures.insert(std::pair<unsigned int, gl::TextureType>(imageUint, textureType));
+ }
+
+ size_t computeShaderSize = stream->readInt<size_t>();
+ const unsigned char *computeShaderFunction = binary + stream->offset();
+
+ ShaderExecutableD3D *computeExecutable = nullptr;
+ ANGLE_TRY(mRenderer->loadExecutable(contextD3D, computeShaderFunction, computeShaderSize,
+ gl::ShaderType::Compute, std::vector<D3DVarying>(),
+ false, &computeExecutable));
+
+ if (!computeExecutable)
+ {
+ infoLog << "Could not create compute shader.";
+ return angle::Result::Incomplete;
+ }
+
+ // add new binary
+ mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>(new ComputeExecutable(
+ signatures, std::unique_ptr<ShaderExecutableD3D>(computeExecutable))));
+
+ stream->skip(computeShaderSize);
+ }
+
+ size_t bindLayoutCount = stream->readInt<size_t>();
+ for (size_t bindLayoutIndex = 0; bindLayoutIndex < bindLayoutCount; bindLayoutIndex++)
+ {
+ mComputeShaderImage2DBindLayoutCache.insert(std::pair<unsigned int, gl::TextureType>(
+ stream->readInt<unsigned int>(), gl::TextureType::_2D));
+ }
+
+ initializeUniformStorage(mState.getExecutable().getLinkedShaderStages());
+
+ dirtyAllUniforms();
+
+ return angle::Result::Continue;
+}
+
+void ProgramD3D::save(const gl::Context *context, gl::BinaryOutputStream *stream)
+{
+ // Output the DeviceIdentifier before we output any shader code
+ // When we load the binary again later, we can validate the device identifier before trying to
+ // compile any HLSL
+ DeviceIdentifier binaryIdentifier = mRenderer->getAdapterIdentifier();
+ stream->writeBytes(reinterpret_cast<unsigned char *>(&binaryIdentifier),
+ sizeof(DeviceIdentifier));
+
+ stream->writeInt(ANGLE_COMPILE_OPTIMIZATION_LEVEL);
+
+ for (int d3dSemantic : mAttribLocationToD3DSemantic)
+ {
+ stream->writeInt(d3dSemantic);
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->writeInt(mShaderSamplers[shaderType].size());
+ for (unsigned int i = 0; i < mShaderSamplers[shaderType].size(); ++i)
+ {
+ stream->writeBool(mShaderSamplers[shaderType][i].active);
+ stream->writeInt(mShaderSamplers[shaderType][i].logicalTextureUnit);
+ stream->writeEnum(mShaderSamplers[shaderType][i].textureType);
+ }
+
+ stream->writeInt(mUsedShaderSamplerRanges[shaderType].low());
+ stream->writeInt(mUsedShaderSamplerRanges[shaderType].high());
+ }
+
+ stream->writeInt(mImagesCS.size());
+ for (size_t imageIndex = 0; imageIndex < mImagesCS.size(); ++imageIndex)
+ {
+ stream->writeBool(mImagesCS[imageIndex].active);
+ stream->writeInt(mImagesCS[imageIndex].logicalImageUnit);
+ }
+
+ stream->writeInt(mReadonlyImagesCS.size());
+ for (size_t imageIndex = 0; imageIndex < mReadonlyImagesCS.size(); ++imageIndex)
+ {
+ stream->writeBool(mReadonlyImagesCS[imageIndex].active);
+ stream->writeInt(mReadonlyImagesCS[imageIndex].logicalImageUnit);
+ }
+
+ stream->writeInt(mUsedComputeImageRange.low());
+ stream->writeInt(mUsedComputeImageRange.high());
+ stream->writeInt(mUsedComputeReadonlyImageRange.low());
+ stream->writeInt(mUsedComputeReadonlyImageRange.high());
+ stream->writeInt(mUsedComputeAtomicCounterRange.low());
+ stream->writeInt(mUsedComputeAtomicCounterRange.high());
+
+ stream->writeInt(mD3DShaderStorageBlocks.size());
+ for (const D3DInterfaceBlock &shaderStorageBlock : mD3DShaderStorageBlocks)
+ {
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->writeIntOrNegOne(shaderStorageBlock.mShaderRegisterIndexes[shaderType]);
+ }
+ }
+
+ stream->writeInt(mImage2DUniforms.size());
+ for (const sh::ShaderVariable &image2DUniform : mImage2DUniforms)
+ {
+ gl::WriteShaderVar(stream, image2DUniform);
+ }
+
+ for (unsigned int ii = 0; ii < gl::IMPLEMENTATION_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS; ++ii)
+ {
+ stream->writeInt(mComputeAtomicCounterBufferRegisterIndices[ii]);
+ }
+
+ stream->writeInt(mD3DUniforms.size());
+ for (const D3DUniform *uniform : mD3DUniforms)
+ {
+ // Type, name and arraySize are redundant, so aren't stored in the binary.
+ stream->writeEnum(uniform->regType);
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->writeIntOrNegOne(uniform->mShaderRegisterIndexes[shaderType]);
+ }
+ stream->writeInt(uniform->registerCount);
+ stream->writeInt(uniform->registerElement);
+ }
+
+ stream->writeInt(mD3DUniformBlocks.size());
+ for (const D3DUniformBlock &uniformBlock : mD3DUniformBlocks)
+ {
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->writeIntOrNegOne(uniformBlock.mShaderRegisterIndexes[shaderType]);
+ stream->writeBool(uniformBlock.mUseStructuredBuffers[shaderType]);
+ stream->writeInt(uniformBlock.mByteWidths[shaderType]);
+ stream->writeInt(uniformBlock.mStructureByteStrides[shaderType]);
+ }
+ }
+
+ stream->writeInt(mStreamOutVaryings.size());
+ for (const D3DVarying &varying : mStreamOutVaryings)
+ {
+ stream->writeString(varying.semanticName);
+ stream->writeInt(varying.semanticIndex);
+ stream->writeInt(varying.componentCount);
+ stream->writeInt(varying.outputSlot);
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ stream->writeString(mShaderHLSL[shaderType]);
+ stream->writeBytes(reinterpret_cast<unsigned char *>(&mShaderWorkarounds[shaderType]),
+ sizeof(angle::CompilerWorkaroundsD3D));
+ }
+
+ stream->writeBool(mUsesFragDepth);
+ stream->writeBool(mHasANGLEMultiviewEnabled);
+ stream->writeBool(mUsesVertexID);
+ stream->writeBool(mUsesViewID);
+ stream->writeBool(mUsesPointSize);
+ stream->writeBool(mUsesFlatInterpolation);
+
+ const std::vector<PixelShaderOutputVariable> &pixelShaderKey = mPixelShaderKey;
+ stream->writeInt(pixelShaderKey.size());
+ for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < pixelShaderKey.size();
+ pixelShaderKeyIndex++)
+ {
+ const PixelShaderOutputVariable &variable = pixelShaderKey[pixelShaderKeyIndex];
+ stream->writeInt(variable.type);
+ stream->writeString(variable.name);
+ stream->writeString(variable.source);
+ stream->writeInt(variable.outputLocation);
+ stream->writeInt(variable.outputIndex);
+ }
+
+ stream->writeString(mGeometryShaderPreamble);
+
+ stream->writeInt(mVertexExecutables.size());
+ for (size_t vertexExecutableIndex = 0; vertexExecutableIndex < mVertexExecutables.size();
+ vertexExecutableIndex++)
+ {
+ VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex].get();
+
+ const gl::InputLayout &inputLayout = vertexExecutable->inputs();
+ stream->writeInt(inputLayout.size());
+
+ for (size_t inputIndex = 0; inputIndex < inputLayout.size(); inputIndex++)
+ {
+ stream->writeEnum(inputLayout[inputIndex]);
+ }
+
+ size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength();
+ stream->writeInt(vertexShaderSize);
+
+ const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction();
+ stream->writeBytes(vertexBlob, vertexShaderSize);
+ }
+
+ stream->writeInt(mPixelExecutables.size());
+ for (size_t pixelExecutableIndex = 0; pixelExecutableIndex < mPixelExecutables.size();
+ pixelExecutableIndex++)
+ {
+ PixelExecutable *pixelExecutable = mPixelExecutables[pixelExecutableIndex].get();
+
+ const std::vector<GLenum> &outputs = pixelExecutable->outputSignature();
+ stream->writeInt(outputs.size());
+ for (size_t outputIndex = 0; outputIndex < outputs.size(); outputIndex++)
+ {
+ stream->writeInt(outputs[outputIndex]);
+ }
+
+ size_t pixelShaderSize = pixelExecutable->shaderExecutable()->getLength();
+ stream->writeInt(pixelShaderSize);
+
+ const uint8_t *pixelBlob = pixelExecutable->shaderExecutable()->getFunction();
+ stream->writeBytes(pixelBlob, pixelShaderSize);
+ }
+
+ for (auto const &geometryExecutable : mGeometryExecutables)
+ {
+ if (!geometryExecutable)
+ {
+ stream->writeInt<size_t>(0);
+ continue;
+ }
+
+ size_t geometryShaderSize = geometryExecutable->getLength();
+ stream->writeInt(geometryShaderSize);
+ stream->writeBytes(geometryExecutable->getFunction(), geometryShaderSize);
+ }
+
+ stream->writeInt(mComputeExecutables.size());
+ for (size_t computeExecutableIndex = 0; computeExecutableIndex < mComputeExecutables.size();
+ computeExecutableIndex++)
+ {
+ ComputeExecutable *computeExecutable = mComputeExecutables[computeExecutableIndex].get();
+
+ const gl::ImageUnitTextureTypeMap signatures = computeExecutable->signature();
+ stream->writeInt(signatures.size());
+ for (const auto &signature : signatures)
+ {
+ stream->writeInt(signature.first);
+ stream->writeEnum(signature.second);
+ }
+
+ size_t computeShaderSize = computeExecutable->shaderExecutable()->getLength();
+ stream->writeInt(computeShaderSize);
+
+ const uint8_t *computeBlob = computeExecutable->shaderExecutable()->getFunction();
+ stream->writeBytes(computeBlob, computeShaderSize);
+ }
+
+ stream->writeInt(mComputeShaderImage2DBindLayoutCache.size());
+ for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache)
+ {
+ stream->writeInt(image2DBindLayout.first);
+ }
+}
+
+void ProgramD3D::setBinaryRetrievableHint(bool /* retrievable */) {}
+
+void ProgramD3D::setSeparable(bool /* separable */) {}
+
+angle::Result ProgramD3D::getPixelExecutableForCachedOutputLayout(
+ d3d::Context *context,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog)
+{
+ if (mCachedPixelExecutableIndex.valid())
+ {
+ *outExecutable = mPixelExecutables[mCachedPixelExecutableIndex.value()]->shaderExecutable();
+ return angle::Result::Continue;
+ }
+
+ std::string finalPixelHLSL = mDynamicHLSL->generatePixelShaderForOutputSignature(
+ mShaderHLSL[gl::ShaderType::Fragment], mPixelShaderKey, mUsesFragDepth,
+ mPixelShaderOutputLayoutCache);
+
+ // Generate new pixel executable
+ ShaderExecutableD3D *pixelExecutable = nullptr;
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ ANGLE_TRY(mRenderer->compileToExecutable(
+ context, *currentInfoLog, finalPixelHLSL, gl::ShaderType::Fragment, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
+ mShaderWorkarounds[gl::ShaderType::Fragment], &pixelExecutable));
+
+ if (pixelExecutable)
+ {
+ mPixelExecutables.push_back(std::unique_ptr<PixelExecutable>(
+ new PixelExecutable(mPixelShaderOutputLayoutCache, pixelExecutable)));
+ mCachedPixelExecutableIndex = mPixelExecutables.size() - 1;
+ }
+ else if (!infoLog)
+ {
+ ERR() << "Error compiling dynamic pixel executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
+ }
+
+ *outExecutable = pixelExecutable;
+ return angle::Result::Continue;
+}
+
+angle::Result ProgramD3D::getVertexExecutableForCachedInputLayout(
+ d3d::Context *context,
+ ShaderExecutableD3D **outExectuable,
+ gl::InfoLog *infoLog)
+{
+ if (mCachedVertexExecutableIndex.valid())
+ {
+ *outExectuable =
+ mVertexExecutables[mCachedVertexExecutableIndex.value()]->shaderExecutable();
+ return angle::Result::Continue;
+ }
+
+ // Generate new dynamic layout with attribute conversions
+ std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
+ mShaderHLSL[gl::ShaderType::Vertex], mCachedInputLayout, mState.getProgramInputs());
+
+ // Generate new vertex executable
+ ShaderExecutableD3D *vertexExecutable = nullptr;
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ ANGLE_TRY(mRenderer->compileToExecutable(
+ context, *currentInfoLog, finalVertexHLSL, gl::ShaderType::Vertex, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
+ mShaderWorkarounds[gl::ShaderType::Vertex], &vertexExecutable));
+
+ if (vertexExecutable)
+ {
+ mVertexExecutables.push_back(std::unique_ptr<VertexExecutable>(
+ new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable)));
+ mCachedVertexExecutableIndex = mVertexExecutables.size() - 1;
+ }
+ else if (!infoLog)
+ {
+ ERR() << "Error compiling dynamic vertex executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
+ }
+
+ *outExectuable = vertexExecutable;
+ return angle::Result::Continue;
+}
+
+angle::Result ProgramD3D::getGeometryExecutableForPrimitiveType(d3d::Context *context,
+ const gl::State &state,
+ gl::PrimitiveMode drawMode,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog)
+{
+ if (outExecutable)
+ {
+ *outExecutable = nullptr;
+ }
+
+ // Return a null shader if the current rendering doesn't use a geometry shader
+ if (!usesGeometryShader(state, drawMode))
+ {
+ return angle::Result::Continue;
+ }
+
+ gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
+
+ if (mGeometryExecutables[geometryShaderType])
+ {
+ if (outExecutable)
+ {
+ *outExecutable = mGeometryExecutables[geometryShaderType].get();
+ }
+ return angle::Result::Continue;
+ }
+ const gl::Caps &caps = state.getCaps();
+ std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(
+ caps, geometryShaderType, mState, mRenderer->presentPathFastEnabled(),
+ mHasANGLEMultiviewEnabled, mRenderer->canSelectViewInVertexShader(),
+ usesGeometryShaderForPointSpriteEmulation(), mGeometryShaderPreamble);
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ ShaderExecutableD3D *geometryExecutable = nullptr;
+ angle::Result result = mRenderer->compileToExecutable(
+ context, *currentInfoLog, geometryHLSL, gl::ShaderType::Geometry, mStreamOutVaryings,
+ (mState.getTransformFeedbackBufferMode() == GL_SEPARATE_ATTRIBS),
+ angle::CompilerWorkaroundsD3D(), &geometryExecutable);
+
+ if (!infoLog && result == angle::Result::Stop)
+ {
+ ERR() << "Error compiling dynamic geometry executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
+ }
+
+ if (geometryExecutable != nullptr)
+ {
+ mGeometryExecutables[geometryShaderType].reset(geometryExecutable);
+ }
+
+ if (outExecutable)
+ {
+ *outExecutable = mGeometryExecutables[geometryShaderType].get();
+ }
+ return result;
+}
+
+class ProgramD3D::GetVertexExecutableTask : public ProgramD3D::GetExecutableTask
+{
+ public:
+ GetVertexExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
+ angle::Result run() override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::GetVertexExecutableTask::run");
+ if (!mProgram->mState.getAttachedShader(gl::ShaderType::Vertex))
+ {
+ return angle::Result::Continue;
+ }
+
+ mProgram->updateCachedInputLayoutFromShader();
+
+ ANGLE_TRY(mProgram->getVertexExecutableForCachedInputLayout(this, &mExecutable, &mInfoLog));
+
+ return angle::Result::Continue;
+ }
+};
+
+void ProgramD3D::updateCachedInputLayoutFromShader()
+{
+ GetDefaultInputLayoutFromShader(mState.getAttachedShader(gl::ShaderType::Vertex),
+ &mCachedInputLayout);
+ VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
+ updateCachedVertexExecutableIndex();
+}
+
+class ProgramD3D::GetPixelExecutableTask : public ProgramD3D::GetExecutableTask
+{
+ public:
+ GetPixelExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
+ angle::Result run() override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::GetPixelExecutableTask::run");
+ if (!mProgram->mState.getAttachedShader(gl::ShaderType::Fragment))
+ {
+ return angle::Result::Continue;
+ }
+
+ mProgram->updateCachedOutputLayoutFromShader();
+
+ ANGLE_TRY(mProgram->getPixelExecutableForCachedOutputLayout(this, &mExecutable, &mInfoLog));
+
+ return angle::Result::Continue;
+ }
+};
+
+void ProgramD3D::updateCachedOutputLayoutFromShader()
+{
+ GetDefaultOutputLayoutFromShader(mPixelShaderKey, &mPixelShaderOutputLayoutCache);
+ updateCachedPixelExecutableIndex();
+}
+
+void ProgramD3D::updateCachedImage2DBindLayoutFromComputeShader()
+{
+ GetDefaultImage2DBindLayoutFromComputeShader(mImage2DUniforms,
+ &mComputeShaderImage2DBindLayoutCache);
+ updateCachedComputeExecutableIndex();
+}
+
+class ProgramD3D::GetGeometryExecutableTask : public ProgramD3D::GetExecutableTask
+{
+ public:
+ GetGeometryExecutableTask(ProgramD3D *program, const gl::State &state)
+ : GetExecutableTask(program), mState(state)
+ {}
+
+ angle::Result run() override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::GetGeometryExecutableTask::run");
+ // Auto-generate the geometry shader here, if we expect to be using point rendering in
+ // D3D11.
+ if (mProgram->usesGeometryShader(mState, gl::PrimitiveMode::Points))
+ {
+ ANGLE_TRY(mProgram->getGeometryExecutableForPrimitiveType(
+ this, mState, gl::PrimitiveMode::Points, &mExecutable, &mInfoLog));
+ }
+
+ return angle::Result::Continue;
+ }
+
+ private:
+ const gl::State &mState;
+};
+
+class ProgramD3D::GetComputeExecutableTask : public ProgramD3D::GetExecutableTask
+{
+ public:
+ GetComputeExecutableTask(ProgramD3D *program) : GetExecutableTask(program) {}
+ angle::Result run() override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::GetComputeExecutableTask::run");
+ mProgram->updateCachedImage2DBindLayoutFromComputeShader();
+ ShaderExecutableD3D *computeExecutable = nullptr;
+ ANGLE_TRY(mProgram->getComputeExecutableForImage2DBindLayout(this, &computeExecutable,
+ &mInfoLog));
+
+ return computeExecutable ? angle::Result::Continue : angle::Result::Incomplete;
+ }
+};
+
+// The LinkEvent implementation for linking a rendering(VS, FS, GS) program.
+class ProgramD3D::GraphicsProgramLinkEvent final : public LinkEvent
+{
+ public:
+ GraphicsProgramLinkEvent(gl::InfoLog &infoLog,
+ std::shared_ptr<WorkerThreadPool> workerPool,
+ std::shared_ptr<ProgramD3D::GetVertexExecutableTask> vertexTask,
+ std::shared_ptr<ProgramD3D::GetPixelExecutableTask> pixelTask,
+ std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> geometryTask,
+ bool useGS,
+ const ShaderD3D *vertexShader,
+ const ShaderD3D *fragmentShader)
+ : mInfoLog(infoLog),
+ mVertexTask(vertexTask),
+ mPixelTask(pixelTask),
+ mGeometryTask(geometryTask),
+ mWaitEvents({{std::shared_ptr<WaitableEvent>(
+ angle::WorkerThreadPool::PostWorkerTask(workerPool, mVertexTask)),
+ std::shared_ptr<WaitableEvent>(
+ angle::WorkerThreadPool::PostWorkerTask(workerPool, mPixelTask)),
+ std::shared_ptr<WaitableEvent>(
+ angle::WorkerThreadPool::PostWorkerTask(workerPool, mGeometryTask))}}),
+ mUseGS(useGS),
+ mVertexShader(vertexShader),
+ mFragmentShader(fragmentShader)
+ {}
+
+ angle::Result wait(const gl::Context *context) override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::GraphicsProgramLinkEvent::wait");
+ WaitableEvent::WaitMany(&mWaitEvents);
+
+ ANGLE_TRY(checkTask(context, mVertexTask.get()));
+ ANGLE_TRY(checkTask(context, mPixelTask.get()));
+ ANGLE_TRY(checkTask(context, mGeometryTask.get()));
+
+ if (mVertexTask->getResult() == angle::Result::Incomplete ||
+ mPixelTask->getResult() == angle::Result::Incomplete ||
+ mGeometryTask->getResult() == angle::Result::Incomplete)
+ {
+ return angle::Result::Incomplete;
+ }
+
+ ShaderExecutableD3D *defaultVertexExecutable = mVertexTask->getExecutable();
+ ShaderExecutableD3D *defaultPixelExecutable = mPixelTask->getExecutable();
+ ShaderExecutableD3D *pointGS = mGeometryTask->getExecutable();
+
+ if (mUseGS && pointGS)
+ {
+ // Geometry shaders are currently only used internally, so there is no corresponding
+ // shader object at the interface level. For now the geometry shader debug info is
+ // prepended to the vertex shader.
+ mVertexShader->appendDebugInfo("// GEOMETRY SHADER BEGIN\n\n");
+ mVertexShader->appendDebugInfo(pointGS->getDebugInfo());
+ mVertexShader->appendDebugInfo("\nGEOMETRY SHADER END\n\n\n");
+ }
+
+ if (defaultVertexExecutable)
+ {
+ mVertexShader->appendDebugInfo(defaultVertexExecutable->getDebugInfo());
+ }
+
+ if (defaultPixelExecutable)
+ {
+ mFragmentShader->appendDebugInfo(defaultPixelExecutable->getDebugInfo());
+ }
+
+ bool isLinked = (defaultVertexExecutable && defaultPixelExecutable && (!mUseGS || pointGS));
+ if (!isLinked)
+ {
+ mInfoLog << "Failed to create D3D Shaders";
+ }
+ return isLinked ? angle::Result::Continue : angle::Result::Incomplete;
+ }
+
+ bool isLinking() override
+ {
+ for (auto &event : mWaitEvents)
+ {
+ if (!event->isReady())
+ {
+ return true;
+ }
+ }
+ return false;
+ }
+
+ private:
+ angle::Result checkTask(const gl::Context *context, ProgramD3D::GetExecutableTask *task)
+ {
+ if (!task->getInfoLog().empty())
+ {
+ mInfoLog << task->getInfoLog().str();
+ }
+
+ // Continue and Incomplete are not errors. For Stop, pass the error to the ContextD3D.
+ if (task->getResult() != angle::Result::Stop)
+ {
+ return angle::Result::Continue;
+ }
+
+ ContextD3D *contextD3D = GetImplAs<ContextD3D>(context);
+ task->popError(contextD3D);
+ return angle::Result::Stop;
+ }
+
+ gl::InfoLog &mInfoLog;
+ std::shared_ptr<ProgramD3D::GetVertexExecutableTask> mVertexTask;
+ std::shared_ptr<ProgramD3D::GetPixelExecutableTask> mPixelTask;
+ std::shared_ptr<ProgramD3D::GetGeometryExecutableTask> mGeometryTask;
+ std::array<std::shared_ptr<WaitableEvent>, 3> mWaitEvents;
+ bool mUseGS;
+ const ShaderD3D *mVertexShader;
+ const ShaderD3D *mFragmentShader;
+};
+
+// The LinkEvent implementation for linking a computing program.
+class ProgramD3D::ComputeProgramLinkEvent final : public LinkEvent
+{
+ public:
+ ComputeProgramLinkEvent(gl::InfoLog &infoLog,
+ std::shared_ptr<ProgramD3D::GetComputeExecutableTask> computeTask,
+ std::shared_ptr<WaitableEvent> event)
+ : mInfoLog(infoLog), mComputeTask(computeTask), mWaitEvent(event)
+ {}
+
+ bool isLinking() override { return !mWaitEvent->isReady(); }
+
+ angle::Result wait(const gl::Context *context) override
+ {
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::ComputeProgramLinkEvent::wait");
+ mWaitEvent->wait();
+
+ angle::Result result = mComputeTask->getResult();
+ if (result != angle::Result::Continue)
+ {
+ mInfoLog << "Failed to create D3D compute shader.";
+ }
+ return result;
+ }
+
+ private:
+ gl::InfoLog &mInfoLog;
+ std::shared_ptr<ProgramD3D::GetComputeExecutableTask> mComputeTask;
+ std::shared_ptr<WaitableEvent> mWaitEvent;
+};
+
+std::unique_ptr<LinkEvent> ProgramD3D::compileProgramExecutables(const gl::Context *context,
+ gl::InfoLog &infoLog)
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::compileProgramExecutables");
+ // Ensure the compiler is initialized to avoid race conditions.
+ angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context));
+ if (result != angle::Result::Continue)
+ {
+ return std::make_unique<LinkEventDone>(result);
+ }
+
+ auto vertexTask = std::make_shared<GetVertexExecutableTask>(this);
+ auto pixelTask = std::make_shared<GetPixelExecutableTask>(this);
+ auto geometryTask = std::make_shared<GetGeometryExecutableTask>(this, context->getState());
+ bool useGS = usesGeometryShader(context->getState(), gl::PrimitiveMode::Points);
+ gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
+ gl::Shader *fragmentShader = mState.getAttachedShader(gl::ShaderType::Fragment);
+ const ShaderD3D *vertexShaderD3D = vertexShader ? GetImplAs<ShaderD3D>(vertexShader) : nullptr;
+ const ShaderD3D *fragmentShaderD3D =
+ fragmentShader ? GetImplAs<ShaderD3D>(fragmentShader) : nullptr;
+
+ return std::make_unique<GraphicsProgramLinkEvent>(infoLog, context->getWorkerThreadPool(),
+ vertexTask, pixelTask, geometryTask, useGS,
+ vertexShaderD3D, fragmentShaderD3D);
+}
+
+std::unique_ptr<LinkEvent> ProgramD3D::compileComputeExecutable(const gl::Context *context,
+ gl::InfoLog &infoLog)
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::compileComputeExecutable");
+ // Ensure the compiler is initialized to avoid race conditions.
+ angle::Result result = mRenderer->ensureHLSLCompilerInitialized(GetImplAs<ContextD3D>(context));
+ if (result != angle::Result::Continue)
+ {
+ return std::make_unique<LinkEventDone>(result);
+ }
+ auto computeTask = std::make_shared<GetComputeExecutableTask>(this);
+
+ std::shared_ptr<WaitableEvent> waitableEvent;
+
+ // TODO(jie.a.chen@intel.com): Fix the flaky bug.
+ // http://anglebug.com/3349
+ bool compileInParallel = false;
+ if (!compileInParallel)
+ {
+ (*computeTask)();
+ waitableEvent = std::make_shared<WaitableEventDone>();
+ }
+ else
+ {
+ waitableEvent =
+ WorkerThreadPool::PostWorkerTask(context->getWorkerThreadPool(), computeTask);
+ }
+
+ return std::make_unique<ComputeProgramLinkEvent>(infoLog, computeTask, waitableEvent);
+}
+
+angle::Result ProgramD3D::getComputeExecutableForImage2DBindLayout(
+ d3d::Context *context,
+ ShaderExecutableD3D **outExecutable,
+ gl::InfoLog *infoLog)
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::getComputeExecutableForImage2DBindLayout");
+ if (mCachedComputeExecutableIndex.valid())
+ {
+ *outExecutable =
+ mComputeExecutables[mCachedComputeExecutableIndex.value()]->shaderExecutable();
+ return angle::Result::Continue;
+ }
+
+ std::string finalComputeHLSL = mDynamicHLSL->generateComputeShaderForImage2DBindSignature(
+ context, *this, mState, mImage2DUniforms, mComputeShaderImage2DBindLayoutCache);
+
+ // Generate new compute executable
+ ShaderExecutableD3D *computeExecutable = nullptr;
+
+ gl::InfoLog tempInfoLog;
+ gl::InfoLog *currentInfoLog = infoLog ? infoLog : &tempInfoLog;
+
+ ANGLE_TRY(mRenderer->compileToExecutable(
+ context, *currentInfoLog, finalComputeHLSL, gl::ShaderType::Compute,
+ std::vector<D3DVarying>(), false, angle::CompilerWorkaroundsD3D(), &computeExecutable));
+
+ if (computeExecutable)
+ {
+ mComputeExecutables.push_back(std::unique_ptr<ComputeExecutable>(
+ new ComputeExecutable(mComputeShaderImage2DBindLayoutCache,
+ std::unique_ptr<ShaderExecutableD3D>(computeExecutable))));
+ mCachedComputeExecutableIndex = mComputeExecutables.size() - 1;
+ }
+ else if (!infoLog)
+ {
+ ERR() << "Error compiling dynamic compute executable:" << std::endl
+ << tempInfoLog.str() << std::endl;
+ }
+ *outExecutable = computeExecutable;
+
+ return angle::Result::Continue;
+}
+
+std::unique_ptr<LinkEvent> ProgramD3D::link(const gl::Context *context,
+ const gl::ProgramLinkedResources &resources,
+ gl::InfoLog &infoLog,
+ const gl::ProgramMergedVaryings & /*mergedVaryings*/)
+{
+ ANGLE_TRACE_EVENT0("gpu.angle", "ProgramD3D::link");
+ const auto &data = context->getState();
+
+ reset();
+
+ gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute);
+ if (computeShader)
+ {
+ mShaderSamplers[gl::ShaderType::Compute].resize(
+ data.getCaps().maxShaderTextureImageUnits[gl::ShaderType::Compute]);
+ mImagesCS.resize(data.getCaps().maxImageUnits);
+ mReadonlyImagesCS.resize(data.getCaps().maxImageUnits);
+
+ mShaderUniformsDirty.set(gl::ShaderType::Compute);
+
+ linkResources(resources);
+
+ for (const sh::ShaderVariable &uniform : computeShader->getUniforms())
+ {
+ if (gl::IsImageType(uniform.type) && gl::IsImage2DType(uniform.type))
+ {
+ mImage2DUniforms.push_back(uniform);
+ }
+ }
+
+ defineUniformsAndAssignRegisters();
+
+ return compileComputeExecutable(context, infoLog);
+ }
+ else
+ {
+ gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
+ for (gl::ShaderType shaderType : gl::kAllGraphicsShaderTypes)
+ {
+ if (mState.getAttachedShader(shaderType))
+ {
+ shadersD3D[shaderType] = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
+
+ mShaderSamplers[shaderType].resize(
+ data.getCaps().maxShaderTextureImageUnits[shaderType]);
+
+ shadersD3D[shaderType]->generateWorkarounds(&mShaderWorkarounds[shaderType]);
+
+ mShaderUniformsDirty.set(shaderType);
+
+ const std::set<std::string> &slowCompilingUniformBlockSet =
+ shadersD3D[shaderType]->getSlowCompilingUniformBlockSet();
+ if (slowCompilingUniformBlockSet.size() > 0)
+ {
+ std::ostringstream stream;
+ stream << "You could get a better shader compiling performance if you re-write"
+ << " the uniform block(s)\n[ ";
+ for (const std::string &str : slowCompilingUniformBlockSet)
+ {
+ stream << str << " ";
+ }
+ stream << "]\nin the " << gl::GetShaderTypeString(shaderType) << " shader.\n";
+
+ stream << "You could get more details from "
+ "https://chromium.googlesource.com/angle/angle/+/refs/heads/master/"
+ "src/libANGLE/renderer/d3d/d3d11/"
+ "UniformBlockToStructuredBufferTranslation.md\n";
+ ANGLE_PERF_WARNING(context->getState().getDebug(), GL_DEBUG_SEVERITY_MEDIUM,
+ stream.str().c_str());
+ }
+ }
+ }
+
+ if (mRenderer->getNativeLimitations().noFrontFacingSupport)
+ {
+ const ShaderD3D *fragmentShader = shadersD3D[gl::ShaderType::Fragment];
+ if (fragmentShader && fragmentShader->usesFrontFacing())
+ {
+ infoLog << "The current renderer doesn't support gl_FrontFacing";
+ return std::make_unique<LinkEventDone>(angle::Result::Incomplete);
+ }
+ }
+
+ const gl::VaryingPacking &varyingPacking =
+ resources.varyingPacking.getOutputPacking(gl::ShaderType::Vertex);
+
+ ProgramD3DMetadata metadata(mRenderer, shadersD3D, context->getClientType());
+ BuiltinVaryingsD3D builtins(metadata, varyingPacking);
+
+ mDynamicHLSL->generateShaderLinkHLSL(context->getCaps(), mState, metadata, varyingPacking,
+ builtins, &mShaderHLSL);
+
+ const ShaderD3D *vertexShader = shadersD3D[gl::ShaderType::Vertex];
+ mUsesPointSize = vertexShader && vertexShader->usesPointSize();
+ mDynamicHLSL->getPixelShaderOutputKey(data, mState, metadata, &mPixelShaderKey);
+ mUsesFragDepth = metadata.usesFragDepth();
+ mUsesVertexID = metadata.usesVertexID();
+ mUsesViewID = metadata.usesViewID();
+ mHasANGLEMultiviewEnabled = metadata.hasANGLEMultiviewEnabled();
+
+ // Cache if we use flat shading
+ mUsesFlatInterpolation = FindFlatInterpolationVarying(mState.getAttachedShaders());
+
+ if (mRenderer->getMajorShaderModel() >= 4)
+ {
+ mGeometryShaderPreamble = mDynamicHLSL->generateGeometryShaderPreamble(
+ varyingPacking, builtins, mHasANGLEMultiviewEnabled,
+ metadata.canSelectViewInVertexShader());
+ }
+
+ initAttribLocationsToD3DSemantic();
+
+ defineUniformsAndAssignRegisters();
+
+ gatherTransformFeedbackVaryings(varyingPacking, builtins[gl::ShaderType::Vertex]);
+
+ linkResources(resources);
+
+ return compileProgramExecutables(context, infoLog);
+ }
+}
+
+GLboolean ProgramD3D::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/)
+{
+ // TODO(jmadill): Do something useful here?
+ return GL_TRUE;
+}
+
+void ProgramD3D::initializeShaderStorageBlocks()
+{
+ if (mState.getShaderStorageBlocks().empty())
+ {
+ return;
+ }
+
+ ASSERT(mD3DShaderStorageBlocks.empty());
+
+ // Assign registers and update sizes.
+ gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
+ }
+
+ for (const gl::InterfaceBlock &shaderStorageBlock : mState.getShaderStorageBlocks())
+ {
+ unsigned int shaderStorageBlockElement =
+ shaderStorageBlock.isArray ? shaderStorageBlock.arrayElement : 0;
+
+ D3DInterfaceBlock d3dShaderStorageBlock;
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (shaderStorageBlock.isActive(shaderType))
+ {
+ ASSERT(shadersD3D[shaderType]);
+ unsigned int baseRegister =
+ shadersD3D[shaderType]->getShaderStorageBlockRegister(shaderStorageBlock.name);
+ d3dShaderStorageBlock.mShaderRegisterIndexes[shaderType] =
+ baseRegister + shaderStorageBlockElement;
+ }
+ }
+
+ mD3DShaderStorageBlocks.push_back(d3dShaderStorageBlock);
+ }
+}
+
+void ProgramD3D::initializeUniformBlocks()
+{
+ if (mState.getUniformBlocks().empty())
+ {
+ return;
+ }
+
+ ASSERT(mD3DUniformBlocks.empty());
+
+ // Assign registers and update sizes.
+ gl::ShaderMap<const ShaderD3D *> shadersD3D = {};
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ shadersD3D[shaderType] = SafeGetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
+ }
+
+ for (const gl::InterfaceBlock &uniformBlock : mState.getUniformBlocks())
+ {
+ unsigned int uniformBlockElement = uniformBlock.isArray ? uniformBlock.arrayElement : 0;
+
+ D3DUniformBlock d3dUniformBlock;
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (uniformBlock.isActive(shaderType))
+ {
+ ASSERT(shadersD3D[shaderType]);
+ unsigned int baseRegister =
+ shadersD3D[shaderType]->getUniformBlockRegister(uniformBlock.name);
+ d3dUniformBlock.mShaderRegisterIndexes[shaderType] =
+ baseRegister + uniformBlockElement;
+ bool useStructuredBuffer =
+ shadersD3D[shaderType]->shouldUniformBlockUseStructuredBuffer(
+ uniformBlock.name);
+ if (useStructuredBuffer)
+ {
+ d3dUniformBlock.mUseStructuredBuffers[shaderType] = true;
+ d3dUniformBlock.mByteWidths[shaderType] = uniformBlock.dataSize;
+ d3dUniformBlock.mStructureByteStrides[shaderType] =
+ uniformBlock.firstFieldArraySize == 0u
+ ? uniformBlock.dataSize
+ : uniformBlock.dataSize / uniformBlock.firstFieldArraySize;
+ }
+ }
+ }
+
+ mD3DUniformBlocks.push_back(d3dUniformBlock);
+ }
+}
+
+void ProgramD3D::initializeUniformStorage(const gl::ShaderBitSet &availableShaderStages)
+{
+ // Compute total default block size
+ gl::ShaderMap<unsigned int> shaderRegisters = {};
+ for (const D3DUniform *d3dUniform : mD3DUniforms)
+ {
+ if (d3dUniform->isSampler())
+ {
+ continue;
+ }
+
+ for (gl::ShaderType shaderType : availableShaderStages)
+ {
+ if (d3dUniform->isReferencedByShader(shaderType))
+ {
+ shaderRegisters[shaderType] = std::max(
+ shaderRegisters[shaderType],
+ d3dUniform->mShaderRegisterIndexes[shaderType] + d3dUniform->registerCount);
+ }
+ }
+ }
+
+ // We only reset uniform storages for the shader stages available in the program (attached
+ // shaders in ProgramD3D::link() and linkedShaderStages in ProgramD3D::load()).
+ for (gl::ShaderType shaderType : availableShaderStages)
+ {
+ mShaderUniformStorages[shaderType].reset(
+ mRenderer->createUniformStorage(shaderRegisters[shaderType] * 16u));
+ }
+
+ // Iterate the uniforms again to assign data pointers to default block uniforms.
+ for (D3DUniform *d3dUniform : mD3DUniforms)
+ {
+ if (d3dUniform->isSampler())
+ {
+ d3dUniform->mSamplerData.resize(d3dUniform->getArraySizeProduct(), 0);
+ continue;
+ }
+
+ for (gl::ShaderType shaderType : availableShaderStages)
+ {
+ if (d3dUniform->isReferencedByShader(shaderType))
+ {
+ d3dUniform->mShaderData[shaderType] =
+ mShaderUniformStorages[shaderType]->getDataPointer(
+ d3dUniform->mShaderRegisterIndexes[shaderType],
+ d3dUniform->registerElement);
+ }
+ }
+ }
+}
+
+void ProgramD3D::updateUniformBufferCache(const gl::Caps &caps)
+{
+ if (mState.getUniformBlocks().empty())
+ {
+ return;
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ mShaderUBOCaches[shaderType].clear();
+ mShaderUBOCachesUseSB[shaderType].clear();
+ }
+
+ for (unsigned int uniformBlockIndex = 0; uniformBlockIndex < mD3DUniformBlocks.size();
+ uniformBlockIndex++)
+ {
+ const D3DUniformBlock &uniformBlock = mD3DUniformBlocks[uniformBlockIndex];
+ GLuint blockBinding = mState.getUniformBlockBinding(uniformBlockIndex);
+
+ // Unnecessary to apply an unreferenced standard or shared UBO
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (!uniformBlock.activeInShader(shaderType))
+ {
+ continue;
+ }
+
+ bool useStructuredBuffer = uniformBlock.mUseStructuredBuffers[shaderType];
+ unsigned int registerIndex = uniformBlock.mShaderRegisterIndexes[shaderType];
+ if (useStructuredBuffer)
+ {
+ D3DUBOCacheUseSB cacheUseSB;
+ cacheUseSB.registerIndex = registerIndex;
+ cacheUseSB.binding = blockBinding;
+ cacheUseSB.byteWidth = uniformBlock.mByteWidths[shaderType];
+ cacheUseSB.structureByteStride = uniformBlock.mStructureByteStrides[shaderType];
+ mShaderUBOCachesUseSB[shaderType].push_back(cacheUseSB);
+ }
+ else
+ {
+ ASSERT(registerIndex <
+ static_cast<unsigned int>(caps.maxShaderUniformBlocks[shaderType]));
+ D3DUBOCache cache;
+ cache.registerIndex = registerIndex;
+ cache.binding = blockBinding;
+ mShaderUBOCaches[shaderType].push_back(cache);
+ }
+ }
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ GLuint uniformBlockCount = static_cast<GLuint>(mShaderUBOCaches[shaderType].size() +
+ mShaderUBOCachesUseSB[shaderType].size());
+ ASSERT(uniformBlockCount <=
+ static_cast<unsigned int>(caps.maxShaderUniformBlocks[shaderType]));
+ }
+}
+
+unsigned int ProgramD3D::getAtomicCounterBufferRegisterIndex(GLuint binding,
+ gl::ShaderType shaderType) const
+{
+ if (shaderType != gl::ShaderType::Compute)
+ {
+ // Implement atomic counters for non-compute shaders
+ // http://anglebug.com/1729
+ UNIMPLEMENTED();
+ }
+ return mComputeAtomicCounterBufferRegisterIndices[binding];
+}
+
+unsigned int ProgramD3D::getShaderStorageBufferRegisterIndex(GLuint blockIndex,
+ gl::ShaderType shaderType) const
+{
+ return mD3DShaderStorageBlocks[blockIndex].mShaderRegisterIndexes[shaderType];
+}
+
+const std::vector<D3DUBOCache> &ProgramD3D::getShaderUniformBufferCache(
+ gl::ShaderType shaderType) const
+{
+ return mShaderUBOCaches[shaderType];
+}
+
+const std::vector<D3DUBOCacheUseSB> &ProgramD3D::getShaderUniformBufferCacheUseSB(
+ gl::ShaderType shaderType) const
+{
+ return mShaderUBOCachesUseSB[shaderType];
+}
+
+void ProgramD3D::dirtyAllUniforms()
+{
+ mShaderUniformsDirty = mState.getExecutable().getLinkedShaderStages();
+}
+
+void ProgramD3D::markUniformsClean()
+{
+ mShaderUniformsDirty.reset();
+}
+
+void ProgramD3D::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniformInternal(location, count, v, GL_FLOAT);
+}
+
+void ProgramD3D::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniformInternal(location, count, v, GL_FLOAT_VEC2);
+}
+
+void ProgramD3D::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniformInternal(location, count, v, GL_FLOAT_VEC3);
+}
+
+void ProgramD3D::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ setUniformInternal(location, count, v, GL_FLOAT_VEC4);
+}
+
+void ProgramD3D::setUniformMatrix2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<2, 2>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<3, 3>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<4, 4>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix2x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<2, 3>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix3x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<3, 2>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix2x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<2, 4>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix4x2fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<4, 2>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix3x4fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<3, 4>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniformMatrix4x3fv(GLint location,
+ GLsizei count,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ setUniformMatrixfvInternal<4, 3>(location, count, transpose, value);
+}
+
+void ProgramD3D::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniformInternal(location, count, v, GL_INT);
+}
+
+void ProgramD3D::setUniform2iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniformInternal(location, count, v, GL_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniformInternal(location, count, v, GL_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4iv(GLint location, GLsizei count, const GLint *v)
+{
+ setUniformInternal(location, count, v, GL_INT_VEC4);
+}
+
+void ProgramD3D::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT);
+}
+
+void ProgramD3D::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC2);
+}
+
+void ProgramD3D::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC3);
+}
+
+void ProgramD3D::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
+{
+ setUniformInternal(location, count, v, GL_UNSIGNED_INT_VEC4);
+}
+
+void ProgramD3D::defineUniformsAndAssignRegisters()
+{
+ D3DUniformMap uniformMap;
+
+ gl::ShaderBitSet attachedShaders;
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ gl::Shader *shader = mState.getAttachedShader(shaderType);
+ if (shader)
+ {
+ for (const sh::ShaderVariable &uniform : shader->getUniforms())
+ {
+ if (uniform.active)
+ {
+ defineUniformBase(shader, uniform, &uniformMap);
+ }
+ }
+
+ attachedShaders.set(shader->getType());
+ }
+ }
+
+ // Initialize the D3DUniform list to mirror the indexing of the GL layer.
+ for (const gl::LinkedUniform &glUniform : mState.getUniforms())
+ {
+ if (!glUniform.isInDefaultBlock())
+ continue;
+
+ std::string name = glUniform.name;
+ if (glUniform.isArray())
+ {
+ // In the program state, array uniform names include [0] as in the program resource
+ // spec. Here we don't include it.
+ // TODO(oetuaho@nvidia.com): consider using the same uniform naming here as in the GL
+ // layer.
+ ASSERT(angle::EndsWith(name, "[0]"));
+ name.resize(name.length() - 3);
+ }
+ auto mapEntry = uniformMap.find(name);
+ ASSERT(mapEntry != uniformMap.end());
+ mD3DUniforms.push_back(mapEntry->second);
+ }
+
+ assignAllSamplerRegisters();
+ assignAllAtomicCounterRegisters();
+ // Samplers and readonly images share shader input resource slot, adjust low value of
+ // readonly image range.
+ mUsedComputeReadonlyImageRange =
+ gl::RangeUI(mUsedShaderSamplerRanges[gl::ShaderType::Compute].high(),
+ mUsedShaderSamplerRanges[gl::ShaderType::Compute].high());
+ // Atomic counter buffers and non-readonly images share input resource slots
+ mUsedComputeImageRange =
+ gl::RangeUI(mUsedComputeAtomicCounterRange.high(), mUsedComputeAtomicCounterRange.high());
+ assignAllImageRegisters();
+ initializeUniformStorage(attachedShaders);
+}
+
+void ProgramD3D::defineUniformBase(const gl::Shader *shader,
+ const sh::ShaderVariable &uniform,
+ D3DUniformMap *uniformMap)
+{
+ sh::StubBlockEncoder stubEncoder;
+
+ // Samplers get their registers assigned in assignAllSamplerRegisters, and images get their
+ // registers assigned in assignAllImageRegisters.
+ if (gl::IsSamplerType(uniform.type))
+ {
+ UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture,
+ &stubEncoder, uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+ return;
+ }
+
+ if (gl::IsImageType(uniform.type))
+ {
+ if (uniform.readonly)
+ {
+ UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::Texture,
+ &stubEncoder, uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+ }
+ else
+ {
+ UniformEncodingVisitorD3D visitor(
+ shader->getType(), HLSLRegisterType::UnorderedAccessView, &stubEncoder, uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+ }
+ mImageBindingMap[uniform.name] = uniform.binding;
+ return;
+ }
+
+ if (uniform.isBuiltIn() && !uniform.isEmulatedBuiltIn())
+ {
+ UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &stubEncoder,
+ uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+ return;
+ }
+ else if (gl::IsAtomicCounterType(uniform.type))
+ {
+ UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::UnorderedAccessView,
+ &stubEncoder, uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+ mAtomicBindingMap[uniform.name] = uniform.binding;
+ return;
+ }
+
+ const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader);
+ unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name);
+ ShShaderOutput outputType = shaderD3D->getCompilerOutputType();
+ sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType), true);
+ encoder.skipRegisters(startRegister);
+
+ UniformEncodingVisitorD3D visitor(shader->getType(), HLSLRegisterType::None, &encoder,
+ uniformMap);
+ sh::TraverseShaderVariable(uniform, false, &visitor);
+}
+
+bool ProgramD3D::hasNamedUniform(const std::string &name)
+{
+ for (D3DUniform *d3dUniform : mD3DUniforms)
+ {
+ if (d3dUniform->name == name)
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Assume count is already clamped.
+template <typename T>
+void ProgramD3D::setUniformImpl(D3DUniform *targetUniform,
+ const gl::VariableLocation &locationInfo,
+ GLsizei count,
+ const T *v,
+ uint8_t *targetState,
+ GLenum uniformType)
+{
+ const int components = targetUniform->typeInfo.componentCount;
+ const unsigned int arrayElementOffset = locationInfo.arrayIndex;
+ const int blockSize = 4;
+
+ if (targetUniform->typeInfo.type == uniformType)
+ {
+ T *dest = reinterpret_cast<T *>(targetState) + arrayElementOffset * blockSize;
+ const T *source = v;
+
+ // If the component is equal to the block size, we can optimize to a single memcpy.
+ // Otherwise, we have to do partial block writes.
+ if (components == blockSize)
+ {
+ memcpy(dest, source, components * count * sizeof(T));
+ }
+ else
+ {
+ for (GLint i = 0; i < count; i++, dest += blockSize, source += components)
+ {
+ memcpy(dest, source, components * sizeof(T));
+ }
+ }
+ }
+ else
+ {
+ ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType));
+ GLint *boolParams = reinterpret_cast<GLint *>(targetState) + arrayElementOffset * 4;
+
+ for (GLint i = 0; i < count; i++)
+ {
+ GLint *dest = boolParams + (i * 4);
+ const T *source = v + (i * components);
+
+ for (int c = 0; c < components; c++)
+ {
+ dest[c] = (source[c] == static_cast<T>(0)) ? GL_FALSE : GL_TRUE;
+ }
+ }
+ }
+}
+
+template <typename T>
+void ProgramD3D::setUniformInternal(GLint location, GLsizei count, const T *v, GLenum uniformType)
+{
+ const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
+ D3DUniform *targetUniform = mD3DUniforms[locationInfo.index];
+
+ if (targetUniform->typeInfo.isSampler)
+ {
+ ASSERT(uniformType == GL_INT);
+ size_t size = count * sizeof(T);
+ GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex];
+ if (memcmp(dest, v, size) != 0)
+ {
+ memcpy(dest, v, size);
+ mDirtySamplerMapping = true;
+ }
+ return;
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ uint8_t *targetState = targetUniform->mShaderData[shaderType];
+ if (targetState)
+ {
+ setUniformImpl(targetUniform, locationInfo, count, v, targetState, uniformType);
+ mShaderUniformsDirty.set(shaderType);
+ }
+ }
+}
+
+template <int cols, int rows>
+void ProgramD3D::setUniformMatrixfvInternal(GLint location,
+ GLsizei countIn,
+ GLboolean transpose,
+ const GLfloat *value)
+{
+ D3DUniform *targetUniform = getD3DUniformFromLocation(location);
+ const gl::VariableLocation &uniformLocation = mState.getUniformLocations()[location];
+ unsigned int arrayElementOffset = uniformLocation.arrayIndex;
+ unsigned int elementCount = targetUniform->getArraySizeProduct();
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (targetUniform->mShaderData[shaderType])
+ {
+ SetFloatUniformMatrixHLSL<cols, rows>::Run(arrayElementOffset, elementCount, countIn,
+ transpose, value,
+ targetUniform->mShaderData[shaderType]);
+ mShaderUniformsDirty.set(shaderType);
+ }
+ }
+}
+
+void ProgramD3D::assignAllSamplerRegisters()
+{
+ for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
+ {
+ if (mD3DUniforms[uniformIndex]->isSampler())
+ {
+ assignSamplerRegisters(uniformIndex);
+ }
+ }
+}
+
+void ProgramD3D::assignSamplerRegisters(size_t uniformIndex)
+{
+ D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
+ ASSERT(d3dUniform->isSampler());
+ // If the uniform is an array of arrays, then we have separate entries for each inner array in
+ // mD3DUniforms. However, the sampler register info is stored in the shader only for the
+ // outermost array.
+ std::vector<unsigned int> subscripts;
+ const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts);
+ unsigned int registerOffset =
+ mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct();
+
+ bool hasUniform = false;
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ if (!mState.getAttachedShader(shaderType))
+ {
+ continue;
+ }
+
+ const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType));
+ if (shaderD3D->hasUniform(baseName))
+ {
+ d3dUniform->mShaderRegisterIndexes[shaderType] =
+ shaderD3D->getUniformRegister(baseName) + registerOffset;
+ ASSERT(d3dUniform->mShaderRegisterIndexes[shaderType] != GL_INVALID_VALUE);
+
+ AssignSamplers(d3dUniform->mShaderRegisterIndexes[shaderType], d3dUniform->typeInfo,
+ d3dUniform->getArraySizeProduct(), mShaderSamplers[shaderType],
+ &mUsedShaderSamplerRanges[shaderType]);
+ hasUniform = true;
+ }
+ }
+
+ ASSERT(hasUniform);
+}
+
+// static
+void ProgramD3D::AssignSamplers(unsigned int startSamplerIndex,
+ const gl::UniformTypeInfo &typeInfo,
+ unsigned int samplerCount,
+ std::vector<Sampler> &outSamplers,
+ gl::RangeUI *outUsedRange)
+{
+ unsigned int samplerIndex = startSamplerIndex;
+ unsigned int low = outUsedRange->low();
+ unsigned int high = outUsedRange->high();
+
+ do
+ {
+ ASSERT(samplerIndex < outSamplers.size());
+ Sampler *sampler = &outSamplers[samplerIndex];
+ sampler->active = true;
+ sampler->textureType = gl::FromGLenum<gl::TextureType>(typeInfo.textureType);
+ sampler->logicalTextureUnit = 0;
+ low = std::min(samplerIndex, low);
+ high = std::max(samplerIndex + 1, high);
+ samplerIndex++;
+ } while (samplerIndex < startSamplerIndex + samplerCount);
+
+ ASSERT(low < high);
+ *outUsedRange = gl::RangeUI(low, high);
+}
+
+void ProgramD3D::assignAllImageRegisters()
+{
+ for (size_t uniformIndex = 0; uniformIndex < mD3DUniforms.size(); ++uniformIndex)
+ {
+ if (mD3DUniforms[uniformIndex]->isImage() && !mD3DUniforms[uniformIndex]->isImage2D())
+ {
+ assignImageRegisters(uniformIndex);
+ }
+ }
+}
+
+void ProgramD3D::assignAllAtomicCounterRegisters()
+{
+ if (mAtomicBindingMap.empty())
+ {
+ return;
+ }
+ gl::ShaderType shaderType = gl::ShaderType::Compute;
+ const gl::Shader *computeShader = mState.getAttachedShader(shaderType);
+ if (computeShader)
+ {
+ const ShaderD3D *computeShaderD3D = GetImplAs<ShaderD3D>(computeShader);
+ auto &registerIndices = mComputeAtomicCounterBufferRegisterIndices;
+ unsigned int firstRegister = GL_INVALID_VALUE;
+ unsigned int lastRegister = 0;
+ for (auto &atomicBinding : mAtomicBindingMap)
+ {
+ ASSERT(computeShaderD3D->hasUniform(atomicBinding.first));
+ unsigned int currentRegister =
+ computeShaderD3D->getUniformRegister(atomicBinding.first);
+ ASSERT(currentRegister != GL_INVALID_INDEX);
+ const int kBinding = atomicBinding.second;
+
+ registerIndices[kBinding] = currentRegister;
+
+ firstRegister = std::min(firstRegister, currentRegister);
+ lastRegister = std::max(lastRegister, currentRegister);
+ }
+ ASSERT(firstRegister != GL_INVALID_VALUE);
+ ASSERT(lastRegister != GL_INVALID_VALUE);
+ mUsedComputeAtomicCounterRange = gl::RangeUI(firstRegister, lastRegister + 1);
+ }
+ else
+ {
+ // Implement atomic counters for non-compute shaders
+ // http://anglebug.com/1729
+ UNIMPLEMENTED();
+ }
+}
+
+void ProgramD3D::assignImageRegisters(size_t uniformIndex)
+{
+ D3DUniform *d3dUniform = mD3DUniforms[uniformIndex];
+ ASSERT(d3dUniform->isImage());
+ // If the uniform is an array of arrays, then we have separate entries for each inner array in
+ // mD3DUniforms. However, the image register info is stored in the shader only for the
+ // outermost array.
+ std::vector<unsigned int> subscripts;
+ const std::string baseName = gl::ParseResourceName(d3dUniform->name, &subscripts);
+ unsigned int registerOffset =
+ mState.getUniforms()[uniformIndex].parentArrayIndex() * d3dUniform->getArraySizeProduct();
+
+ const gl::Shader *computeShader = mState.getAttachedShader(gl::ShaderType::Compute);
+ if (computeShader)
+ {
+ const ShaderD3D *computeShaderD3D =
+ GetImplAs<ShaderD3D>(mState.getAttachedShader(gl::ShaderType::Compute));
+ ASSERT(computeShaderD3D->hasUniform(baseName));
+ d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] =
+ computeShaderD3D->getUniformRegister(baseName) + registerOffset;
+ ASSERT(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute] != GL_INVALID_INDEX);
+ auto bindingIter = mImageBindingMap.find(baseName);
+ ASSERT(bindingIter != mImageBindingMap.end());
+ if (d3dUniform->regType == HLSLRegisterType::Texture)
+ {
+ AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute],
+ bindingIter->second, d3dUniform->getArraySizeProduct(), mReadonlyImagesCS,
+ &mUsedComputeReadonlyImageRange);
+ }
+ else if (d3dUniform->regType == HLSLRegisterType::UnorderedAccessView)
+ {
+ AssignImages(d3dUniform->mShaderRegisterIndexes[gl::ShaderType::Compute],
+ bindingIter->second, d3dUniform->getArraySizeProduct(), mImagesCS,
+ &mUsedComputeImageRange);
+ }
+ else
+ {
+ UNREACHABLE();
+ }
+ }
+ else
+ {
+ // TODO(xinghua.cao@intel.com): Implement image variables in vertex shader and pixel shader.
+ UNIMPLEMENTED();
+ }
+}
+
+// static
+void ProgramD3D::AssignImages(unsigned int startImageIndex,
+ int startLogicalImageUnit,
+ unsigned int imageCount,
+ std::vector<Image> &outImages,
+ gl::RangeUI *outUsedRange)
+{
+ unsigned int imageIndex = startImageIndex;
+ unsigned int low = outUsedRange->low();
+ unsigned int high = outUsedRange->high();
+
+ // If declare without a binding qualifier, any uniform image variable (include all elements of
+ // unbound image array) shoud be bound to unit zero.
+ if (startLogicalImageUnit == -1)
+ {
+ ASSERT(imageIndex < outImages.size());
+ Image *image = &outImages[imageIndex];
+ image->active = true;
+ image->logicalImageUnit = 0;
+ low = std::min(imageIndex, low);
+ high = std::max(imageIndex + 1, high);
+ ASSERT(low < high);
+ *outUsedRange = gl::RangeUI(low, high);
+ return;
+ }
+
+ unsigned int logcalImageUnit = startLogicalImageUnit;
+ do
+ {
+ ASSERT(imageIndex < outImages.size());
+ Image *image = &outImages[imageIndex];
+ image->active = true;
+ image->logicalImageUnit = logcalImageUnit;
+ low = std::min(imageIndex, low);
+ high = std::max(imageIndex + 1, high);
+ imageIndex++;
+ logcalImageUnit++;
+ } while (imageIndex < startImageIndex + imageCount);
+
+ ASSERT(low < high);
+ *outUsedRange = gl::RangeUI(low, high);
+}
+
+void ProgramD3D::assignImage2DRegisters(unsigned int startImageIndex,
+ int startLogicalImageUnit,
+ bool readonly)
+{
+ if (readonly)
+ {
+ AssignImages(startImageIndex, startLogicalImageUnit, 1, mReadonlyImagesCS,
+ &mUsedComputeReadonlyImageRange);
+ }
+ else
+ {
+ AssignImages(startImageIndex, startLogicalImageUnit, 1, mImagesCS, &mUsedComputeImageRange);
+ }
+}
+
+void ProgramD3D::reset()
+{
+ mVertexExecutables.clear();
+ mPixelExecutables.clear();
+ mComputeExecutables.clear();
+
+ for (auto &geometryExecutable : mGeometryExecutables)
+ {
+ geometryExecutable.reset(nullptr);
+ }
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ mShaderHLSL[shaderType].clear();
+ }
+
+ mUsesFragDepth = false;
+ mHasANGLEMultiviewEnabled = false;
+ mUsesVertexID = false;
+ mUsesViewID = false;
+ mPixelShaderKey.clear();
+ mUsesPointSize = false;
+ mUsesFlatInterpolation = false;
+
+ SafeDeleteContainer(mD3DUniforms);
+ mD3DUniformBlocks.clear();
+ mD3DShaderStorageBlocks.clear();
+ mComputeAtomicCounterBufferRegisterIndices.fill({});
+
+ for (gl::ShaderType shaderType : gl::AllShaderTypes())
+ {
+ mShaderUniformStorages[shaderType].reset();
+ mShaderSamplers[shaderType].clear();
+ }
+
+ mImagesCS.clear();
+ mReadonlyImagesCS.clear();
+
+ mUsedShaderSamplerRanges.fill({0, 0});
+ mUsedComputeAtomicCounterRange = {0, 0};
+ mDirtySamplerMapping = true;
+ mUsedComputeImageRange = {0, 0};
+ mUsedComputeReadonlyImageRange = {0, 0};
+
+ mAttribLocationToD3DSemantic.fill(-1);
+
+ mStreamOutVaryings.clear();
+
+ mGeometryShaderPreamble.clear();
+
+ markUniformsClean();
+
+ mCachedPixelExecutableIndex.reset();
+ mCachedVertexExecutableIndex.reset();
+}
+
+unsigned int ProgramD3D::getSerial() const
+{
+ return mSerial;
+}
+
+unsigned int ProgramD3D::issueSerial()
+{
+ return mCurrentSerial++;
+}
+
+void ProgramD3D::initAttribLocationsToD3DSemantic()
+{
+ gl::Shader *vertexShader = mState.getAttachedShader(gl::ShaderType::Vertex);
+ if (!vertexShader)
+ {
+ return;
+ }
+
+ // Init semantic index
+ int semanticIndex = 0;
+ for (const sh::ShaderVariable &attribute : vertexShader->getActiveAttributes())
+ {
+ int regCount = gl::VariableRegisterCount(attribute.type);
+ GLuint location = mState.getAttributeLocation(attribute.name);
+ ASSERT(location != std::numeric_limits<GLuint>::max());
+
+ for (int reg = 0; reg < regCount; ++reg)
+ {
+ mAttribLocationToD3DSemantic[location + reg] = semanticIndex++;
+ }
+ }
+}
+
+void ProgramD3D::updateCachedInputLayout(Serial associatedSerial, const gl::State &state)
+{
+ if (mCurrentVertexArrayStateSerial == associatedSerial)
+ {
+ return;
+ }
+
+ mCurrentVertexArrayStateSerial = associatedSerial;
+ mCachedInputLayout.clear();
+
+ const auto &vertexAttributes = state.getVertexArray()->getVertexAttributes();
+ const gl::AttributesMask &attributesMask =
+ mState.getExecutable().getActiveAttribLocationsMask();
+
+ for (size_t locationIndex : attributesMask)
+ {
+ int d3dSemantic = mAttribLocationToD3DSemantic[locationIndex];
+
+ if (d3dSemantic != -1)
+ {
+ if (mCachedInputLayout.size() < static_cast<size_t>(d3dSemantic + 1))
+ {
+ mCachedInputLayout.resize(d3dSemantic + 1, angle::FormatID::NONE);
+ }
+ mCachedInputLayout[d3dSemantic] =
+ GetVertexFormatID(vertexAttributes[locationIndex],
+ state.getVertexAttribCurrentValue(locationIndex).Type);
+ }
+ }
+
+ VertexExecutable::getSignature(mRenderer, mCachedInputLayout, &mCachedVertexSignature);
+
+ updateCachedVertexExecutableIndex();
+}
+
+void ProgramD3D::updateCachedOutputLayout(const gl::Context *context,
+ const gl::Framebuffer *framebuffer)
+{
+ mPixelShaderOutputLayoutCache.clear();
+
+ FramebufferD3D *fboD3D = GetImplAs<FramebufferD3D>(framebuffer);
+ const auto &colorbuffers = fboD3D->getColorAttachmentsForRender(context);
+
+ for (size_t colorAttachment = 0; colorAttachment < colorbuffers.size(); ++colorAttachment)
+ {
+ const gl::FramebufferAttachment *colorbuffer = colorbuffers[colorAttachment];
+
+ if (colorbuffer)
+ {
+ auto binding = colorbuffer->getBinding() == GL_BACK ? GL_COLOR_ATTACHMENT0
+ : colorbuffer->getBinding();
+ size_t maxIndex = binding != GL_NONE ? GetMaxOutputIndex(mPixelShaderKey,
+ binding - GL_COLOR_ATTACHMENT0)
+ : 0;
+ mPixelShaderOutputLayoutCache.insert(mPixelShaderOutputLayoutCache.end(), maxIndex + 1,
+ binding);
+ }
+ else
+ {
+ mPixelShaderOutputLayoutCache.push_back(GL_NONE);
+ }
+ }
+
+ updateCachedPixelExecutableIndex();
+}
+
+void ProgramD3D::updateCachedComputeImage2DBindLayout(const gl::Context *context)
+{
+ const auto &glState = context->getState();
+ for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache)
+ {
+ const gl::ImageUnit &imageUnit = glState.getImageUnit(image2DBindLayout.first);
+ if (imageUnit.texture.get())
+ {
+ image2DBindLayout.second = imageUnit.texture->getType();
+ }
+ else
+ {
+ image2DBindLayout.second = gl::TextureType::_2D;
+ }
+ }
+
+ updateCachedComputeExecutableIndex();
+}
+
+void ProgramD3D::gatherTransformFeedbackVaryings(const gl::VaryingPacking &varyingPacking,
+ const BuiltinInfo &builtins)
+{
+ const std::string &varyingSemantic =
+ GetVaryingSemantic(mRenderer->getMajorShaderModel(), usesPointSize());
+
+ // Gather the linked varyings that are used for transform feedback, they should all exist.
+ mStreamOutVaryings.clear();
+
+ const auto &tfVaryingNames = mState.getTransformFeedbackVaryingNames();
+ for (unsigned int outputSlot = 0; outputSlot < static_cast<unsigned int>(tfVaryingNames.size());
+ ++outputSlot)
+ {
+ const auto &tfVaryingName = tfVaryingNames[outputSlot];
+ if (tfVaryingName == "gl_Position")
+ {
+ if (builtins.glPosition.enabled)
+ {
+ mStreamOutVaryings.emplace_back(builtins.glPosition.semantic,
+ builtins.glPosition.index, 4, outputSlot);
+ }
+ }
+ else if (tfVaryingName == "gl_FragCoord")
+ {
+ if (builtins.glFragCoord.enabled)
+ {
+ mStreamOutVaryings.emplace_back(builtins.glFragCoord.semantic,
+ builtins.glFragCoord.index, 4, outputSlot);
+ }
+ }
+ else if (tfVaryingName == "gl_PointSize")
+ {
+ if (builtins.glPointSize.enabled)
+ {
+ mStreamOutVaryings.emplace_back("PSIZE", 0, 1, outputSlot);
+ }
+ }
+ else
+ {
+ const auto &registerInfos = varyingPacking.getRegisterList();
+ for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
+ {
+ const auto &registerInfo = registerInfos[registerIndex];
+ const auto &varying = registerInfo.packedVarying->varying();
+ GLenum transposedType = gl::TransposeMatrixType(varying.type);
+ int componentCount = gl::VariableColumnCount(transposedType);
+ ASSERT(!varying.isBuiltIn() && !varying.isStruct());
+
+ // There can be more than one register assigned to a particular varying, and each
+ // register needs its own stream out entry.
+ if (registerInfo.tfVaryingName() == tfVaryingName)
+ {
+ mStreamOutVaryings.emplace_back(varyingSemantic, registerIndex, componentCount,
+ outputSlot);
+ }
+ }
+ }
+ }
+}
+
+D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location)
+{
+ return mD3DUniforms[mState.getUniformLocations()[location].index];
+}
+
+const D3DUniform *ProgramD3D::getD3DUniformFromLocation(GLint location) const
+{
+ return mD3DUniforms[mState.getUniformLocations()[location].index];
+}
+
+bool ProgramD3D::hasVertexExecutableForCachedInputLayout()
+{
+ return mCachedVertexExecutableIndex.valid();
+}
+
+bool ProgramD3D::hasGeometryExecutableForPrimitiveType(const gl::State &state,
+ gl::PrimitiveMode drawMode)
+{
+ if (!usesGeometryShader(state, drawMode))
+ {
+ // No shader necessary mean we have the required (null) executable.
+ return true;
+ }
+
+ gl::PrimitiveMode geometryShaderType = GetGeometryShaderTypeFromDrawMode(drawMode);
+ return mGeometryExecutables[geometryShaderType].get() != nullptr;
+}
+
+bool ProgramD3D::hasPixelExecutableForCachedOutputLayout()
+{
+ return mCachedPixelExecutableIndex.valid();
+}
+
+bool ProgramD3D::hasComputeExecutableForCachedImage2DBindLayout()
+{
+ return mCachedComputeExecutableIndex.valid();
+}
+
+template <typename DestT>
+void ProgramD3D::getUniformInternal(GLint location, DestT *dataOut) const
+{
+ const gl::VariableLocation &locationInfo = mState.getUniformLocations()[location];
+ const gl::LinkedUniform &uniform = mState.getUniforms()[locationInfo.index];
+
+ const D3DUniform *targetUniform = getD3DUniformFromLocation(location);
+ const uint8_t *srcPointer = targetUniform->getDataPtrToElement(locationInfo.arrayIndex);
+
+ if (gl::IsMatrixType(uniform.type))
+ {
+ GetMatrixUniform(uniform.type, dataOut, reinterpret_cast<const DestT *>(srcPointer), true);
+ }
+ else
+ {
+ memcpy(dataOut, srcPointer, uniform.getElementSize());
+ }
+}
+
+void ProgramD3D::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
+{
+ getUniformInternal(location, params);
+}
+
+void ProgramD3D::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
+{
+ getUniformInternal(location, params);
+}
+
+void ProgramD3D::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
+{
+ getUniformInternal(location, params);
+}
+
+void ProgramD3D::updateCachedVertexExecutableIndex()
+{
+ mCachedVertexExecutableIndex.reset();
+ for (size_t executableIndex = 0; executableIndex < mVertexExecutables.size(); executableIndex++)
+ {
+ if (mVertexExecutables[executableIndex]->matchesSignature(mCachedVertexSignature))
+ {
+ mCachedVertexExecutableIndex = executableIndex;
+ break;
+ }
+ }
+}
+
+void ProgramD3D::updateCachedPixelExecutableIndex()
+{
+ mCachedPixelExecutableIndex.reset();
+ for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
+ {
+ if (mPixelExecutables[executableIndex]->matchesSignature(mPixelShaderOutputLayoutCache))
+ {
+ mCachedPixelExecutableIndex = executableIndex;
+ break;
+ }
+ }
+}
+
+void ProgramD3D::updateCachedComputeExecutableIndex()
+{
+ mCachedComputeExecutableIndex.reset();
+ for (size_t executableIndex = 0; executableIndex < mComputeExecutables.size();
+ executableIndex++)
+ {
+ if (mComputeExecutables[executableIndex]->matchesSignature(
+ mComputeShaderImage2DBindLayoutCache))
+ {
+ mCachedComputeExecutableIndex = executableIndex;
+ break;
+ }
+ }
+}
+
+void ProgramD3D::linkResources(const gl::ProgramLinkedResources &resources)
+{
+ HLSLBlockLayoutEncoderFactory hlslEncoderFactory;
+ gl::ProgramLinkedResourcesLinker linker(&hlslEncoderFactory);
+
+ linker.linkResources(mState, resources);
+
+ initializeUniformBlocks();
+ initializeShaderStorageBlocks();
+}
+
+} // namespace rx