1 //
2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
6 // DynamicHLSL.cpp: Implementation for link and run-time HLSL generation
7 //
8 
9 #include "libANGLE/renderer/d3d/DynamicHLSL.h"
10 
11 #include "common/string_utils.h"
12 #include "common/utilities.h"
13 #include "compiler/translator/blocklayoutHLSL.h"
14 #include "libANGLE/Context.h"
15 #include "libANGLE/Program.h"
16 #include "libANGLE/Shader.h"
17 #include "libANGLE/VaryingPacking.h"
18 #include "libANGLE/formatutils.h"
19 #include "libANGLE/renderer/d3d/ProgramD3D.h"
20 #include "libANGLE/renderer/d3d/RendererD3D.h"
21 #include "libANGLE/renderer/d3d/ShaderD3D.h"
22 
23 using namespace gl;
24 
25 namespace rx
26 {
27 
28 namespace
29 {
30 
HLSLComponentTypeString(GLenum componentType)31 const char *HLSLComponentTypeString(GLenum componentType)
32 {
33     switch (componentType)
34     {
35         case GL_UNSIGNED_INT:
36             return "uint";
37         case GL_INT:
38             return "int";
39         case GL_UNSIGNED_NORMALIZED:
40         case GL_SIGNED_NORMALIZED:
41         case GL_FLOAT:
42             return "float";
43         default:
44             UNREACHABLE();
45             return "not-component-type";
46     }
47 }
48 
HLSLComponentTypeString(std::ostringstream & ostream,GLenum componentType,int componentCount)49 void HLSLComponentTypeString(std::ostringstream &ostream, GLenum componentType, int componentCount)
50 {
51     ostream << HLSLComponentTypeString(componentType);
52     if (componentCount > 1)
53     {
54         ostream << componentCount;
55     }
56 }
57 
HLSLMatrixTypeString(GLenum type)58 const char *HLSLMatrixTypeString(GLenum type)
59 {
60     switch (type)
61     {
62         case GL_FLOAT_MAT2:
63             return "float2x2";
64         case GL_FLOAT_MAT3:
65             return "float3x3";
66         case GL_FLOAT_MAT4:
67             return "float4x4";
68         case GL_FLOAT_MAT2x3:
69             return "float2x3";
70         case GL_FLOAT_MAT3x2:
71             return "float3x2";
72         case GL_FLOAT_MAT2x4:
73             return "float2x4";
74         case GL_FLOAT_MAT4x2:
75             return "float4x2";
76         case GL_FLOAT_MAT3x4:
77             return "float3x4";
78         case GL_FLOAT_MAT4x3:
79             return "float4x3";
80         default:
81             UNREACHABLE();
82             return "not-matrix-type";
83     }
84 }
85 
HLSLTypeString(std::ostringstream & ostream,GLenum type)86 void HLSLTypeString(std::ostringstream &ostream, GLenum type)
87 {
88     if (gl::IsMatrixType(type))
89     {
90         ostream << HLSLMatrixTypeString(type);
91         return;
92     }
93 
94     HLSLComponentTypeString(ostream, gl::VariableComponentType(type),
95                             gl::VariableComponentCount(type));
96 }
97 
FindOutputAtLocation(const std::vector<PixelShaderOutputVariable> & outputVariables,unsigned int location,size_t index=0)98 const PixelShaderOutputVariable *FindOutputAtLocation(
99     const std::vector<PixelShaderOutputVariable> &outputVariables,
100     unsigned int location,
101     size_t index = 0)
102 {
103     for (auto &outputVar : outputVariables)
104     {
105         if (outputVar.outputLocation == location && outputVar.outputIndex == index)
106         {
107             return &outputVar;
108         }
109     }
110 
111     return nullptr;
112 }
113 
WriteArrayString(std::ostringstream & strstr,unsigned int i)114 void WriteArrayString(std::ostringstream &strstr, unsigned int i)
115 {
116     static_assert(GL_INVALID_INDEX == UINT_MAX,
117                   "GL_INVALID_INDEX must be equal to the max unsigned int.");
118     if (i == UINT_MAX)
119     {
120         return;
121     }
122 
123     strstr << "[";
124     strstr << i;
125     strstr << "]";
126 }
127 
128 constexpr const char *VERTEX_ATTRIBUTE_STUB_STRING      = "@@ VERTEX ATTRIBUTES @@";
129 constexpr const char *VERTEX_OUTPUT_STUB_STRING         = "@@ VERTEX OUTPUT @@";
130 constexpr const char *PIXEL_OUTPUT_STUB_STRING          = "@@ PIXEL OUTPUT @@";
131 constexpr const char *PIXEL_MAIN_PARAMETERS_STUB_STRING = "@@ PIXEL MAIN PARAMETERS @@";
132 constexpr const char *MAIN_PROLOGUE_STUB_STRING         = "@@ MAIN PROLOGUE @@";
133 }  // anonymous namespace
134 
135 // BuiltinInfo implementation
136 
137 BuiltinInfo::BuiltinInfo()  = default;
138 BuiltinInfo::~BuiltinInfo() = default;
139 
140 // DynamicHLSL implementation
141 
DynamicHLSL(RendererD3D * const renderer)142 DynamicHLSL::DynamicHLSL(RendererD3D *const renderer) : mRenderer(renderer) {}
143 
generateVertexShaderForInputLayout(const std::string & sourceShader,const InputLayout & inputLayout,const std::vector<sh::ShaderVariable> & shaderAttributes) const144 std::string DynamicHLSL::generateVertexShaderForInputLayout(
145     const std::string &sourceShader,
146     const InputLayout &inputLayout,
147     const std::vector<sh::ShaderVariable> &shaderAttributes) const
148 {
149     std::ostringstream structStream;
150     std::ostringstream initStream;
151 
152     structStream << "struct VS_INPUT\n"
153                  << "{\n";
154 
155     int semanticIndex       = 0;
156     unsigned int inputIndex = 0;
157 
158     // If gl_PointSize is used in the shader then pointsprites rendering is expected.
159     // If the renderer does not support Geometry shaders then Instanced PointSprite emulation
160     // must be used.
161     bool usesPointSize = sourceShader.find("GL_USES_POINT_SIZE") != std::string::npos;
162     bool useInstancedPointSpriteEmulation =
163         usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled;
164 
165     // Instanced PointSprite emulation requires additional entries in the
166     // VS_INPUT structure to support the vertices that make up the quad vertices.
167     // These values must be in sync with the cooresponding values added during inputlayout creation
168     // in InputLayoutCache::applyVertexBuffers().
169     //
170     // The additional entries must appear first in the VS_INPUT layout because
171     // Windows Phone 8 era devices require per vertex data to physically come
172     // before per instance data in the shader.
173     if (useInstancedPointSpriteEmulation)
174     {
175         structStream << "    float3 spriteVertexPos : SPRITEPOSITION0;\n"
176                      << "    float2 spriteTexCoord : SPRITETEXCOORD0;\n";
177     }
178 
179     for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); ++attributeIndex)
180     {
181         const sh::ShaderVariable &shaderAttribute = shaderAttributes[attributeIndex];
182         if (!shaderAttribute.name.empty())
183         {
184             ASSERT(inputIndex < MAX_VERTEX_ATTRIBS);
185             angle::FormatID vertexFormatID =
186                 inputIndex < inputLayout.size() ? inputLayout[inputIndex] : angle::FormatID::NONE;
187 
188             // HLSL code for input structure
189             if (IsMatrixType(shaderAttribute.type))
190             {
191                 // Matrix types are always transposed
192                 structStream << "    "
193                              << HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
194             }
195             else
196             {
197                 if (shaderAttribute.name == "gl_InstanceID" ||
198                     shaderAttribute.name == "gl_VertexID")
199                 {
200                     // The input types of the instance ID and vertex ID in HLSL (uint) differs from
201                     // the ones in ESSL (int).
202                     structStream << " uint";
203                 }
204                 else
205                 {
206                     GLenum componentType = mRenderer->getVertexComponentType(vertexFormatID);
207 
208                     structStream << "    ";
209                     HLSLComponentTypeString(structStream, componentType,
210                                             VariableComponentCount(shaderAttribute.type));
211                 }
212             }
213 
214             structStream << " " << DecorateVariable(shaderAttribute.name) << " : ";
215 
216             if (shaderAttribute.name == "gl_InstanceID")
217             {
218                 structStream << "SV_InstanceID";
219             }
220             else if (shaderAttribute.name == "gl_VertexID")
221             {
222                 structStream << "SV_VertexID";
223             }
224             else
225             {
226                 structStream << "TEXCOORD" << semanticIndex;
227                 semanticIndex += VariableRegisterCount(shaderAttribute.type);
228             }
229 
230             structStream << ";\n";
231 
232             // HLSL code for initialization
233             initStream << "    " << DecorateVariable(shaderAttribute.name) << " = ";
234 
235             // Mismatched vertex attribute to vertex input may result in an undefined
236             // data reinterpretation (eg for pure integer->float, float->pure integer)
237             // TODO: issue warning with gl debug info extension, when supported
238             if (IsMatrixType(shaderAttribute.type) ||
239                 (mRenderer->getVertexConversionType(vertexFormatID) & VERTEX_CONVERT_GPU) != 0)
240             {
241                 GenerateAttributeConversionHLSL(vertexFormatID, shaderAttribute, initStream);
242             }
243             else
244             {
245                 initStream << "input." << DecorateVariable(shaderAttribute.name);
246             }
247 
248             if (shaderAttribute.name == "gl_VertexID")
249             {
250                 // dx_VertexID contains the firstVertex offset
251                 initStream << " + dx_VertexID";
252             }
253 
254             initStream << ";\n";
255 
256             inputIndex += VariableRowCount(TransposeMatrixType(shaderAttribute.type));
257         }
258     }
259 
260     structStream << "};\n"
261                     "\n"
262                     "void initAttributes(VS_INPUT input)\n"
263                     "{\n"
264                  << initStream.str() << "}\n";
265 
266     std::string vertexHLSL(sourceShader);
267 
268     bool success =
269         angle::ReplaceSubstring(&vertexHLSL, VERTEX_ATTRIBUTE_STUB_STRING, structStream.str());
270     ASSERT(success);
271 
272     return vertexHLSL;
273 }
274 
generatePixelShaderForOutputSignature(const std::string & sourceShader,const std::vector<PixelShaderOutputVariable> & outputVariables,bool usesFragDepth,const std::vector<GLenum> & outputLayout) const275 std::string DynamicHLSL::generatePixelShaderForOutputSignature(
276     const std::string &sourceShader,
277     const std::vector<PixelShaderOutputVariable> &outputVariables,
278     bool usesFragDepth,
279     const std::vector<GLenum> &outputLayout) const
280 {
281     const int shaderModel      = mRenderer->getMajorShaderModel();
282     std::string targetSemantic = (shaderModel >= 4) ? "SV_TARGET" : "COLOR";
283     std::string depthSemantic  = (shaderModel >= 4) ? "SV_Depth" : "DEPTH";
284 
285     std::ostringstream declarationStream;
286     std::ostringstream copyStream;
287 
288     declarationStream << "struct PS_OUTPUT\n"
289                          "{\n";
290 
291     size_t numOutputs = outputLayout.size();
292 
293     // Workaround for HLSL 3.x: We can't do a depth/stencil only render, the runtime will complain.
294     if (numOutputs == 0 && (shaderModel == 3 || !mRenderer->getShaderModelSuffix().empty()))
295     {
296         numOutputs = 1u;
297     }
298     const PixelShaderOutputVariable defaultOutput(GL_FLOAT_VEC4, "dummy", "float4(0, 0, 0, 1)", 0,
299                                                   0);
300     size_t outputIndex = 0;
301 
302     for (size_t layoutIndex = 0; layoutIndex < numOutputs; ++layoutIndex)
303     {
304         GLenum binding = outputLayout.empty() ? GL_COLOR_ATTACHMENT0 : outputLayout[layoutIndex];
305 
306         if (binding != GL_NONE)
307         {
308             unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
309             outputIndex =
310                 layoutIndex > 0 && binding == outputLayout[layoutIndex - 1] ? outputIndex + 1 : 0;
311 
312             const PixelShaderOutputVariable *outputVariable =
313                 outputLayout.empty() ? &defaultOutput
314                                      : FindOutputAtLocation(outputVariables, location, outputIndex);
315 
316             // OpenGL ES 3.0 spec $4.2.1
317             // If [...] not all user-defined output variables are written, the values of fragment
318             // colors corresponding to unwritten variables are similarly undefined.
319             if (outputVariable)
320             {
321                 declarationStream << "    ";
322                 HLSLTypeString(declarationStream, outputVariable->type);
323                 declarationStream << " " << outputVariable->name << " : " << targetSemantic
324                                   << static_cast<int>(layoutIndex) << ";\n";
325 
326                 copyStream << "    output." << outputVariable->name << " = "
327                            << outputVariable->source << ";\n";
328             }
329         }
330     }
331 
332     if (usesFragDepth)
333     {
334         declarationStream << "    float gl_Depth : " << depthSemantic << ";\n";
335         copyStream << "    output.gl_Depth = gl_Depth; \n";
336     }
337 
338     declarationStream << "};\n"
339                          "\n"
340                          "PS_OUTPUT generateOutput()\n"
341                          "{\n"
342                          "    PS_OUTPUT output;\n"
343                       << copyStream.str()
344                       << "    return output;\n"
345                          "}\n";
346 
347     std::string pixelHLSL(sourceShader);
348 
349     bool success =
350         angle::ReplaceSubstring(&pixelHLSL, PIXEL_OUTPUT_STUB_STRING, declarationStream.str());
351     ASSERT(success);
352 
353     return pixelHLSL;
354 }
355 
generateComputeShaderForImage2DBindSignature(const d3d::Context * context,ProgramD3D & programD3D,const gl::ProgramState & programData,std::vector<sh::ShaderVariable> & image2DUniforms,const gl::ImageUnitTextureTypeMap & image2DBindLayout) const356 std::string DynamicHLSL::generateComputeShaderForImage2DBindSignature(
357     const d3d::Context *context,
358     ProgramD3D &programD3D,
359     const gl::ProgramState &programData,
360     std::vector<sh::ShaderVariable> &image2DUniforms,
361     const gl::ImageUnitTextureTypeMap &image2DBindLayout) const
362 {
363     std::string computeHLSL(
364         programData.getAttachedShader(ShaderType::Compute)->getTranslatedSource());
365 
366     if (image2DUniforms.empty())
367     {
368         return computeHLSL;
369     }
370 
371     return GenerateComputeShaderForImage2DBindSignature(context, programD3D, programData,
372                                                         image2DUniforms, image2DBindLayout);
373 }
374 
generateVaryingLinkHLSL(const VaryingPacking & varyingPacking,const BuiltinInfo & builtins,bool programUsesPointSize,std::ostringstream & hlslStream) const375 void DynamicHLSL::generateVaryingLinkHLSL(const VaryingPacking &varyingPacking,
376                                           const BuiltinInfo &builtins,
377                                           bool programUsesPointSize,
378                                           std::ostringstream &hlslStream) const
379 {
380     ASSERT(builtins.dxPosition.enabled);
381     hlslStream << "{\n"
382                << "    float4 dx_Position : " << builtins.dxPosition.str() << ";\n";
383 
384     if (builtins.glPosition.enabled)
385     {
386         hlslStream << "    float4 gl_Position : " << builtins.glPosition.str() << ";\n";
387     }
388 
389     if (builtins.glFragCoord.enabled)
390     {
391         hlslStream << "    float4 gl_FragCoord : " << builtins.glFragCoord.str() << ";\n";
392     }
393 
394     if (builtins.glPointCoord.enabled)
395     {
396         hlslStream << "    float2 gl_PointCoord : " << builtins.glPointCoord.str() << ";\n";
397     }
398 
399     if (builtins.glPointSize.enabled)
400     {
401         hlslStream << "    float gl_PointSize : " << builtins.glPointSize.str() << ";\n";
402     }
403 
404     if (builtins.glViewIDOVR.enabled)
405     {
406         hlslStream << "    nointerpolation uint gl_ViewID_OVR : " << builtins.glViewIDOVR.str()
407                    << ";\n";
408     }
409 
410     std::string varyingSemantic =
411         GetVaryingSemantic(mRenderer->getMajorShaderModel(), programUsesPointSize);
412 
413     const auto &registerInfos = varyingPacking.getRegisterList();
414     for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
415     {
416         const PackedVaryingRegister &registerInfo = registerInfos[registerIndex];
417         const auto &varying                       = registerInfo.packedVarying->varying();
418         ASSERT(!varying.isStruct());
419 
420         // TODO: Add checks to ensure D3D interpolation modifiers don't result in too many
421         // registers being used.
422         // For example, if there are N registers, and we have N vec3 varyings and 1 float
423         // varying, then D3D will pack them into N registers.
424         // If the float varying has the 'nointerpolation' modifier on it then we would need
425         // N + 1 registers, and D3D compilation will fail.
426 
427         switch (registerInfo.packedVarying->interpolation)
428         {
429             case sh::INTERPOLATION_SMOOTH:
430                 hlslStream << "    ";
431                 break;
432             case sh::INTERPOLATION_FLAT:
433                 hlslStream << "    nointerpolation ";
434                 break;
435             case sh::INTERPOLATION_CENTROID:
436                 hlslStream << "    centroid ";
437                 break;
438             default:
439                 UNREACHABLE();
440         }
441 
442         GLenum transposedType = gl::TransposeMatrixType(varying.type);
443         GLenum componentType  = gl::VariableComponentType(transposedType);
444         int columnCount       = gl::VariableColumnCount(transposedType);
445         HLSLComponentTypeString(hlslStream, componentType, columnCount);
446         hlslStream << " v" << registerIndex << " : " << varyingSemantic << registerIndex << ";\n";
447     }
448 
449     // Note that the following outputs need to be declared after the others. They are not included
450     // in pixel shader inputs even when they are in vertex/geometry shader outputs, and the pixel
451     // shader input struct must be a prefix of the vertex/geometry shader output struct.
452 
453     if (builtins.glViewportIndex.enabled)
454     {
455         hlslStream << "    nointerpolation uint gl_ViewportIndex : "
456                    << builtins.glViewportIndex.str() << ";\n";
457     }
458 
459     if (builtins.glLayer.enabled)
460     {
461         hlslStream << "    nointerpolation uint gl_Layer : " << builtins.glLayer.str() << ";\n";
462     }
463 
464     hlslStream << "};\n";
465 }
466 
generateShaderLinkHLSL(const gl::Caps & caps,const gl::ProgramState & programData,const ProgramD3DMetadata & programMetadata,const VaryingPacking & varyingPacking,const BuiltinVaryingsD3D & builtinsD3D,gl::ShaderMap<std::string> * shaderHLSL) const467 void DynamicHLSL::generateShaderLinkHLSL(const gl::Caps &caps,
468                                          const gl::ProgramState &programData,
469                                          const ProgramD3DMetadata &programMetadata,
470                                          const VaryingPacking &varyingPacking,
471                                          const BuiltinVaryingsD3D &builtinsD3D,
472                                          gl::ShaderMap<std::string> *shaderHLSL) const
473 {
474     ASSERT(shaderHLSL);
475     ASSERT((*shaderHLSL)[gl::ShaderType::Vertex].empty() &&
476            (*shaderHLSL)[gl::ShaderType::Fragment].empty());
477 
478     gl::Shader *vertexShaderGL   = programData.getAttachedShader(ShaderType::Vertex);
479     gl::Shader *fragmentShaderGL = programData.getAttachedShader(ShaderType::Fragment);
480     const int shaderModel        = mRenderer->getMajorShaderModel();
481 
482     const ShaderD3D *fragmentShader = nullptr;
483     if (fragmentShaderGL)
484     {
485         fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL);
486     }
487 
488     // usesViewScale() isn't supported in the D3D9 renderer
489     ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale());
490 
491     bool useInstancedPointSpriteEmulation =
492         programMetadata.usesPointSize() &&
493         mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled;
494 
495     // Validation done in the compiler
496     ASSERT(!fragmentShader || !fragmentShader->usesFragColor() || !fragmentShader->usesFragData());
497 
498     std::ostringstream vertexStream;
499     vertexStream << "struct VS_OUTPUT\n";
500     const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex];
501     generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(),
502                             vertexStream);
503 
504     // Instanced PointSprite emulation requires additional entries originally generated in the
505     // GeometryShader HLSL. These include pointsize clamp values.
506     if (useInstancedPointSpriteEmulation)
507     {
508         vertexStream << "static float minPointSize = " << static_cast<int>(caps.minAliasedPointSize)
509                      << ".0f;\n"
510                      << "static float maxPointSize = " << static_cast<int>(caps.maxAliasedPointSize)
511                      << ".0f;\n";
512     }
513 
514     std::ostringstream vertexGenerateOutput;
515     vertexGenerateOutput << "VS_OUTPUT generateOutput(VS_INPUT input)\n"
516                          << "{\n"
517                          << "    VS_OUTPUT output;\n";
518 
519     if (vertexBuiltins.glPosition.enabled)
520     {
521         vertexGenerateOutput << "    output.gl_Position = gl_Position;\n";
522     }
523 
524     if (vertexBuiltins.glViewIDOVR.enabled)
525     {
526         vertexGenerateOutput << "    output.gl_ViewID_OVR = ViewID_OVR;\n";
527     }
528     if (programMetadata.hasANGLEMultiviewEnabled() && programMetadata.canSelectViewInVertexShader())
529     {
530         ASSERT(vertexBuiltins.glViewportIndex.enabled && vertexBuiltins.glLayer.enabled);
531         vertexGenerateOutput << "    if (multiviewSelectViewportIndex)\n"
532                              << "    {\n"
533                              << "         output.gl_ViewportIndex = ViewID_OVR;\n"
534                              << "    } else {\n"
535                              << "         output.gl_ViewportIndex = 0;\n"
536                              << "         output.gl_Layer = ViewID_OVR;\n"
537                              << "    }\n";
538     }
539 
540     // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust.
541     if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
542     {
543         vertexGenerateOutput << "    output.dx_Position.x = gl_Position.x;\n";
544 
545         if (programMetadata.usesViewScale())
546         {
547             // This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f
548             // when rendering to the default framebuffer. No other values are valid.
549             vertexGenerateOutput << "    output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n";
550         }
551         else
552         {
553             vertexGenerateOutput << "    output.dx_Position.y = - gl_Position.y;\n";
554         }
555 
556         vertexGenerateOutput
557             << "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
558             << "    output.dx_Position.w = gl_Position.w;\n";
559     }
560     else
561     {
562         vertexGenerateOutput << "    output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + "
563                                 "dx_ViewAdjust.x * gl_Position.w;\n";
564 
565         // If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*,
566         // then we need to multiply the gl_Position.y by the viewScale.
567         // usesViewScale() isn't supported when using the D3D9 renderer.
568         if (programMetadata.usesViewScale() &&
569             (shaderModel >= 4 && mRenderer->getShaderModelSuffix() != ""))
570         {
571             vertexGenerateOutput << "    output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * "
572                                     "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n";
573         }
574         else
575         {
576             vertexGenerateOutput
577                 << "    output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + "
578                    "dx_ViewAdjust.y * gl_Position.w);\n";
579         }
580 
581         vertexGenerateOutput
582             << "    output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
583             << "    output.dx_Position.w = gl_Position.w;\n";
584     }
585 
586     // We don't need to output gl_PointSize if we use are emulating point sprites via instancing.
587     if (vertexBuiltins.glPointSize.enabled)
588     {
589         vertexGenerateOutput << "    output.gl_PointSize = gl_PointSize;\n";
590     }
591 
592     if (vertexBuiltins.glFragCoord.enabled)
593     {
594         vertexGenerateOutput << "    output.gl_FragCoord = gl_Position;\n";
595     }
596 
597     const auto &registerInfos = varyingPacking.getRegisterList();
598     for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
599     {
600         const PackedVaryingRegister &registerInfo = registerInfos[registerIndex];
601         const auto &packedVarying                 = *registerInfo.packedVarying;
602         const auto &varying                       = *packedVarying.frontVarying.varying;
603         ASSERT(!varying.isStruct());
604 
605         vertexGenerateOutput << "    output.v" << registerIndex << " = ";
606 
607         if (packedVarying.isStructField())
608         {
609             vertexGenerateOutput << DecorateVariable(packedVarying.frontVarying.parentStructName)
610                                  << ".";
611         }
612 
613         vertexGenerateOutput << DecorateVariable(varying.name);
614 
615         if (varying.isArray())
616         {
617             WriteArrayString(vertexGenerateOutput, registerInfo.varyingArrayIndex);
618         }
619 
620         if (VariableRowCount(varying.type) > 1)
621         {
622             WriteArrayString(vertexGenerateOutput, registerInfo.varyingRowIndex);
623         }
624 
625         vertexGenerateOutput << ";\n";
626     }
627 
628     // Instanced PointSprite emulation requires additional entries to calculate
629     // the final output vertex positions of the quad that represents each sprite.
630     if (useInstancedPointSpriteEmulation)
631     {
632         vertexGenerateOutput
633             << "\n"
634             << "    gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n";
635 
636         vertexGenerateOutput
637             << "    output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / "
638                "(dx_ViewCoords.x*2)) * output.dx_Position.w;";
639 
640         if (programMetadata.usesViewScale())
641         {
642             // Multiply by ViewScale to invert the rendering when appropriate
643             vertexGenerateOutput
644                 << "    output.dx_Position.y += (-dx_ViewScale.y * "
645                    "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * "
646                    "output.dx_Position.w;";
647         }
648         else
649         {
650             vertexGenerateOutput
651                 << "    output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / "
652                    "(dx_ViewCoords.y*2)) * output.dx_Position.w;";
653         }
654 
655         vertexGenerateOutput
656             << "    output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n";
657 
658         if (programMetadata.usesPointCoord())
659         {
660             vertexGenerateOutput << "\n"
661                                  << "    output.gl_PointCoord = input.spriteTexCoord;\n";
662         }
663     }
664 
665     // Renderers that enable instanced pointsprite emulation require the vertex shader output member
666     // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same
667     // default value used in the generated pixel shader.
668     if (programMetadata.usesInsertedPointCoordValue())
669     {
670         ASSERT(!useInstancedPointSpriteEmulation);
671         vertexGenerateOutput << "\n"
672                              << "    output.gl_PointCoord = float2(0.5, 0.5);\n";
673     }
674 
675     vertexGenerateOutput << "\n"
676                          << "    return output;\n"
677                          << "}";
678 
679     if (vertexShaderGL)
680     {
681         std::string vertexSource = vertexShaderGL->getTranslatedSource();
682         angle::ReplaceSubstring(&vertexSource, std::string(MAIN_PROLOGUE_STUB_STRING),
683                                 "    initAttributes(input);\n");
684         angle::ReplaceSubstring(&vertexSource, std::string(VERTEX_OUTPUT_STUB_STRING),
685                                 vertexGenerateOutput.str());
686         vertexStream << vertexSource;
687     }
688 
689     const auto &pixelBuiltins = builtinsD3D[gl::ShaderType::Fragment];
690 
691     std::ostringstream pixelStream;
692     pixelStream << "struct PS_INPUT\n";
693     generateVaryingLinkHLSL(varyingPacking, pixelBuiltins, builtinsD3D.usesPointSize(),
694                             pixelStream);
695     pixelStream << "\n";
696 
697     std::ostringstream pixelPrologue;
698     if (fragmentShader && fragmentShader->usesViewID())
699     {
700         ASSERT(pixelBuiltins.glViewIDOVR.enabled);
701         pixelPrologue << "    ViewID_OVR = input.gl_ViewID_OVR;\n";
702     }
703 
704     if (pixelBuiltins.glFragCoord.enabled)
705     {
706         pixelPrologue << "    float rhw = 1.0 / input.gl_FragCoord.w;\n";
707 
708         // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader.
709         // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using
710         // dx_ViewCoords.
711         if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
712         {
713             pixelPrologue << "    gl_FragCoord.x = input.dx_Position.x;\n"
714                           << "    gl_FragCoord.y = input.dx_Position.y;\n";
715         }
716         else if (shaderModel == 3)
717         {
718             pixelPrologue << "    gl_FragCoord.x = input.dx_Position.x + 0.5;\n"
719                           << "    gl_FragCoord.y = input.dx_Position.y + 0.5;\n";
720         }
721         else
722         {
723             // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See
724             // Renderer::setViewport()
725             pixelPrologue
726                 << "    gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + "
727                    "dx_ViewCoords.z;\n"
728                 << "    gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + "
729                    "dx_ViewCoords.w;\n";
730         }
731 
732         if (programMetadata.usesViewScale())
733         {
734             // For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account
735             // for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using
736             // dx_ViewCoords and is always correct irrespective of dx_ViewScale's value.
737             // NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+).
738             if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "")
739             {
740                 // Some assumptions:
741                 //  - dx_ViewScale.y = -1.0f when rendering to texture
742                 //  - dx_ViewScale.y = +1.0f when rendering to the default framebuffer
743                 //  - gl_FragCoord.y has been set correctly above.
744                 //
745                 // When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate.
746                 // This involves subtracting the y coordinate from the height of the area being
747                 // rendered to.
748                 //
749                 // First we calculate the height of the area being rendered to:
750                 //    render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) *
751                 //    gl_FragCoord.y
752                 //
753                 // Note that when we're rendering to default FB, we want our output to be
754                 // equivalent to:
755                 //    "gl_FragCoord.y = render_area_height - gl_FragCoord.y"
756                 //
757                 // When we're rendering to a texture, we want our output to be equivalent to:
758                 //    "gl_FragCoord.y = gl_FragCoord.y;"
759                 //
760                 // If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that
761                 //  - When rendering to default FB: scale_factor = 1.0f
762                 //  - When rendering to texture:    scale_factor = 0.0f
763                 //
764                 // Therefore, we can get our desired output by setting:
765                 //    "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y *
766                 //    gl_FragCoord.y"
767                 //
768                 // Simplifying, this becomes:
769                 pixelPrologue
770                     << "    gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /"
771                        "(1.0f - input.gl_FragCoord.y * rhw)  - dx_ViewScale.y * gl_FragCoord.y;\n";
772             }
773         }
774 
775         pixelPrologue << "    gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + "
776                          "dx_DepthFront.y;\n"
777                       << "    gl_FragCoord.w = rhw;\n";
778     }
779 
780     if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3)
781     {
782         pixelPrologue << "    gl_PointCoord.x = input.gl_PointCoord.x;\n"
783                       << "    gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
784     }
785 
786     if (fragmentShader && fragmentShader->usesFrontFacing())
787     {
788         if (shaderModel <= 3)
789         {
790             pixelPrologue << "    gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n";
791         }
792         else
793         {
794             pixelPrologue << "    gl_FrontFacing = isFrontFace;\n";
795         }
796     }
797 
798     for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
799     {
800         const PackedVaryingRegister &registerInfo = registerInfos[registerIndex];
801         const auto &packedVarying                 = *registerInfo.packedVarying;
802 
803         // Don't reference VS-only transform feedback varyings in the PS.
804         if (packedVarying.vertexOnly())
805         {
806             continue;
807         }
808 
809         const auto &varying = *packedVarying.backVarying.varying;
810         ASSERT(!varying.isBuiltIn() && !varying.isStruct());
811 
812         // Note that we're relying on that the active flag is set according to usage in the fragment
813         // shader.
814         if (!varying.active)
815         {
816             continue;
817         }
818 
819         pixelPrologue << "    ";
820 
821         if (packedVarying.isStructField())
822         {
823             pixelPrologue << DecorateVariable(packedVarying.backVarying.parentStructName) << ".";
824         }
825 
826         pixelPrologue << DecorateVariable(varying.name);
827 
828         if (varying.isArray())
829         {
830             WriteArrayString(pixelPrologue, registerInfo.varyingArrayIndex);
831         }
832 
833         GLenum transposedType = TransposeMatrixType(varying.type);
834         if (VariableRowCount(transposedType) > 1)
835         {
836             WriteArrayString(pixelPrologue, registerInfo.varyingRowIndex);
837         }
838 
839         pixelPrologue << " = input.v" << registerIndex;
840 
841         switch (VariableColumnCount(transposedType))
842         {
843             case 1:
844                 pixelPrologue << ".x";
845                 break;
846             case 2:
847                 pixelPrologue << ".xy";
848                 break;
849             case 3:
850                 pixelPrologue << ".xyz";
851                 break;
852             case 4:
853                 break;
854             default:
855                 UNREACHABLE();
856         }
857         pixelPrologue << ";\n";
858     }
859 
860     if (fragmentShaderGL)
861     {
862         std::string pixelSource = fragmentShaderGL->getTranslatedSource();
863 
864         if (fragmentShader->usesFrontFacing())
865         {
866             if (shaderModel >= 4)
867             {
868                 angle::ReplaceSubstring(&pixelSource,
869                                         std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING),
870                                         "PS_INPUT input, bool isFrontFace : SV_IsFrontFace");
871             }
872             else
873             {
874                 angle::ReplaceSubstring(&pixelSource,
875                                         std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING),
876                                         "PS_INPUT input, float vFace : VFACE");
877             }
878         }
879         else
880         {
881             angle::ReplaceSubstring(&pixelSource, std::string(PIXEL_MAIN_PARAMETERS_STUB_STRING),
882                                     "PS_INPUT input");
883         }
884 
885         angle::ReplaceSubstring(&pixelSource, std::string(MAIN_PROLOGUE_STUB_STRING),
886                                 pixelPrologue.str());
887         pixelStream << pixelSource;
888     }
889 
890     (*shaderHLSL)[gl::ShaderType::Vertex]   = vertexStream.str();
891     (*shaderHLSL)[gl::ShaderType::Fragment] = pixelStream.str();
892 }
893 
generateGeometryShaderPreamble(const VaryingPacking & varyingPacking,const BuiltinVaryingsD3D & builtinsD3D,const bool hasANGLEMultiviewEnabled,const bool selectViewInVS) const894 std::string DynamicHLSL::generateGeometryShaderPreamble(const VaryingPacking &varyingPacking,
895                                                         const BuiltinVaryingsD3D &builtinsD3D,
896                                                         const bool hasANGLEMultiviewEnabled,
897                                                         const bool selectViewInVS) const
898 {
899     ASSERT(mRenderer->getMajorShaderModel() >= 4);
900 
901     std::ostringstream preambleStream;
902 
903     const auto &vertexBuiltins = builtinsD3D[gl::ShaderType::Vertex];
904 
905     preambleStream << "struct GS_INPUT\n";
906     generateVaryingLinkHLSL(varyingPacking, vertexBuiltins, builtinsD3D.usesPointSize(),
907                             preambleStream);
908     preambleStream << "\n"
909                    << "struct GS_OUTPUT\n";
910     generateVaryingLinkHLSL(varyingPacking, builtinsD3D[gl::ShaderType::Geometry],
911                             builtinsD3D.usesPointSize(), preambleStream);
912     preambleStream
913         << "\n"
914         << "void copyVertex(inout GS_OUTPUT output, GS_INPUT input, GS_INPUT flatinput)\n"
915         << "{\n"
916         << "    output.gl_Position = input.gl_Position;\n";
917 
918     if (vertexBuiltins.glPointSize.enabled)
919     {
920         preambleStream << "    output.gl_PointSize = input.gl_PointSize;\n";
921     }
922 
923     if (hasANGLEMultiviewEnabled)
924     {
925         preambleStream << "    output.gl_ViewID_OVR = input.gl_ViewID_OVR;\n";
926         if (selectViewInVS)
927         {
928             ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled &&
929                    builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled);
930 
931             // If the view is already selected in the VS, then we just pass the gl_ViewportIndex and
932             // gl_Layer to the output.
933             preambleStream << "    output.gl_ViewportIndex = input.gl_ViewportIndex;\n"
934                            << "    output.gl_Layer = input.gl_Layer;\n";
935         }
936     }
937 
938     const auto &registerInfos = varyingPacking.getRegisterList();
939     for (GLuint registerIndex = 0u; registerIndex < registerInfos.size(); ++registerIndex)
940     {
941         const PackedVaryingRegister &varyingRegister = registerInfos[registerIndex];
942         preambleStream << "    output.v" << registerIndex << " = ";
943         if (varyingRegister.packedVarying->interpolation == sh::INTERPOLATION_FLAT)
944         {
945             preambleStream << "flat";
946         }
947         preambleStream << "input.v" << registerIndex << "; \n";
948     }
949 
950     if (vertexBuiltins.glFragCoord.enabled)
951     {
952         preambleStream << "    output.gl_FragCoord = input.gl_FragCoord;\n";
953     }
954 
955     // Only write the dx_Position if we aren't using point sprites
956     preambleStream << "#ifndef ANGLE_POINT_SPRITE_SHADER\n"
957                    << "    output.dx_Position = input.dx_Position;\n"
958                    << "#endif  // ANGLE_POINT_SPRITE_SHADER\n"
959                    << "}\n";
960 
961     if (hasANGLEMultiviewEnabled && !selectViewInVS)
962     {
963         ASSERT(builtinsD3D[gl::ShaderType::Geometry].glViewportIndex.enabled &&
964                builtinsD3D[gl::ShaderType::Geometry].glLayer.enabled);
965 
966         // According to the HLSL reference, using SV_RenderTargetArrayIndex is only valid if the
967         // render target is an array resource. Because of this we do not write to gl_Layer if we are
968         // taking the side-by-side code path. We still select the viewport index in the layered code
969         // path as that is always valid. See:
970         // https://msdn.microsoft.com/en-us/library/windows/desktop/bb509647(v=vs.85).aspx
971         preambleStream << "\n"
972                        << "void selectView(inout GS_OUTPUT output, GS_INPUT input)\n"
973                        << "{\n"
974                        << "    if (multiviewSelectViewportIndex)\n"
975                        << "    {\n"
976                        << "        output.gl_ViewportIndex = input.gl_ViewID_OVR;\n"
977                        << "    } else {\n"
978                        << "        output.gl_ViewportIndex = 0;\n"
979                        << "        output.gl_Layer = input.gl_ViewID_OVR;\n"
980                        << "    }\n"
981                        << "}\n";
982     }
983 
984     return preambleStream.str();
985 }
986 
generateGeometryShaderHLSL(const gl::Caps & caps,gl::PrimitiveMode primitiveType,const gl::ProgramState & programData,const bool useViewScale,const bool hasANGLEMultiviewEnabled,const bool selectViewInVS,const bool pointSpriteEmulation,const std::string & preambleString) const987 std::string DynamicHLSL::generateGeometryShaderHLSL(const gl::Caps &caps,
988                                                     gl::PrimitiveMode primitiveType,
989                                                     const gl::ProgramState &programData,
990                                                     const bool useViewScale,
991                                                     const bool hasANGLEMultiviewEnabled,
992                                                     const bool selectViewInVS,
993                                                     const bool pointSpriteEmulation,
994                                                     const std::string &preambleString) const
995 {
996     ASSERT(mRenderer->getMajorShaderModel() >= 4);
997 
998     std::stringstream shaderStream;
999 
1000     const bool pointSprites = (primitiveType == gl::PrimitiveMode::Points) && pointSpriteEmulation;
1001     const bool usesPointCoord = preambleString.find("gl_PointCoord") != std::string::npos;
1002 
1003     const char *inputPT  = nullptr;
1004     const char *outputPT = nullptr;
1005     int inputSize        = 0;
1006     int maxVertexOutput  = 0;
1007 
1008     switch (primitiveType)
1009     {
1010         case gl::PrimitiveMode::Points:
1011             inputPT   = "point";
1012             inputSize = 1;
1013 
1014             if (pointSprites)
1015             {
1016                 outputPT        = "Triangle";
1017                 maxVertexOutput = 4;
1018             }
1019             else
1020             {
1021                 outputPT        = "Point";
1022                 maxVertexOutput = 1;
1023             }
1024 
1025             break;
1026 
1027         case gl::PrimitiveMode::Lines:
1028         case gl::PrimitiveMode::LineStrip:
1029         case gl::PrimitiveMode::LineLoop:
1030             inputPT         = "line";
1031             outputPT        = "Line";
1032             inputSize       = 2;
1033             maxVertexOutput = 2;
1034             break;
1035 
1036         case gl::PrimitiveMode::Triangles:
1037         case gl::PrimitiveMode::TriangleStrip:
1038         case gl::PrimitiveMode::TriangleFan:
1039             inputPT         = "triangle";
1040             outputPT        = "Triangle";
1041             inputSize       = 3;
1042             maxVertexOutput = 3;
1043             break;
1044 
1045         default:
1046             UNREACHABLE();
1047             break;
1048     }
1049 
1050     if (pointSprites || hasANGLEMultiviewEnabled)
1051     {
1052         shaderStream << "cbuffer DriverConstants : register(b0)\n"
1053                         "{\n";
1054 
1055         if (pointSprites)
1056         {
1057             shaderStream << "    float4 dx_ViewCoords : packoffset(c1);\n";
1058             if (useViewScale)
1059             {
1060                 shaderStream << "    float2 dx_ViewScale : packoffset(c3);\n";
1061             }
1062         }
1063 
1064         if (hasANGLEMultiviewEnabled)
1065         {
1066             // We have to add a value which we can use to keep track of which multi-view code path
1067             // is to be selected in the GS.
1068             shaderStream << "    float multiviewSelectViewportIndex : packoffset(c3.z);\n";
1069         }
1070 
1071         shaderStream << "};\n\n";
1072     }
1073 
1074     if (pointSprites)
1075     {
1076         shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n"
1077                         "\n"
1078                         "static float2 pointSpriteCorners[] = \n"
1079                         "{\n"
1080                         "    float2( 0.5f, -0.5f),\n"
1081                         "    float2( 0.5f,  0.5f),\n"
1082                         "    float2(-0.5f, -0.5f),\n"
1083                         "    float2(-0.5f,  0.5f)\n"
1084                         "};\n"
1085                         "\n"
1086                         "static float2 pointSpriteTexcoords[] = \n"
1087                         "{\n"
1088                         "    float2(1.0f, 1.0f),\n"
1089                         "    float2(1.0f, 0.0f),\n"
1090                         "    float2(0.0f, 1.0f),\n"
1091                         "    float2(0.0f, 0.0f)\n"
1092                         "};\n"
1093                         "\n"
1094                         "static float minPointSize = "
1095                      << static_cast<int>(caps.minAliasedPointSize)
1096                      << ".0f;\n"
1097                         "static float maxPointSize = "
1098                      << static_cast<int>(caps.maxAliasedPointSize) << ".0f;\n"
1099                      << "\n";
1100     }
1101 
1102     shaderStream << preambleString << "\n"
1103                  << "[maxvertexcount(" << maxVertexOutput << ")]\n"
1104                  << "void main(" << inputPT << " GS_INPUT input[" << inputSize << "], ";
1105 
1106     if (primitiveType == gl::PrimitiveMode::TriangleStrip)
1107     {
1108         shaderStream << "uint primitiveID : SV_PrimitiveID, ";
1109     }
1110 
1111     shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n"
1112                  << "{\n"
1113                  << "    GS_OUTPUT output = (GS_OUTPUT)0;\n";
1114 
1115     if (primitiveType == gl::PrimitiveMode::TriangleStrip)
1116     {
1117         shaderStream << "    uint lastVertexIndex = (primitiveID % 2 == 0 ? 2 : 1);\n";
1118     }
1119     else
1120     {
1121         shaderStream << "    uint lastVertexIndex = " << (inputSize - 1) << ";\n";
1122     }
1123 
1124     for (int vertexIndex = 0; vertexIndex < inputSize; ++vertexIndex)
1125     {
1126         shaderStream << "    copyVertex(output, input[" << vertexIndex
1127                      << "], input[lastVertexIndex]);\n";
1128         if (hasANGLEMultiviewEnabled && !selectViewInVS)
1129         {
1130             shaderStream << "   selectView(output, input[" << vertexIndex << "]);\n";
1131         }
1132         if (!pointSprites)
1133         {
1134             ASSERT(inputSize == maxVertexOutput);
1135             shaderStream << "    outStream.Append(output);\n";
1136         }
1137     }
1138 
1139     if (pointSprites)
1140     {
1141         shaderStream << "\n"
1142                         "    float4 dx_Position = input[0].dx_Position;\n"
1143                         "    float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, "
1144                         "maxPointSize);\n"
1145                         "    float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / "
1146                         "dx_ViewCoords.y) * dx_Position.w;\n";
1147 
1148         for (int corner = 0; corner < 4; corner++)
1149         {
1150             if (useViewScale)
1151             {
1152                 shaderStream << "    \n"
1153                                 "    output.dx_Position = dx_Position + float4(1.0f, "
1154                                 "-dx_ViewScale.y, 1.0f, 1.0f)"
1155                                 "        * float4(pointSpriteCorners["
1156                              << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1157             }
1158             else
1159             {
1160                 shaderStream << "\n"
1161                                 "    output.dx_Position = dx_Position + float4(pointSpriteCorners["
1162                              << corner << "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
1163             }
1164 
1165             if (usesPointCoord)
1166             {
1167                 shaderStream << "    output.gl_PointCoord = pointSpriteTexcoords[" << corner
1168                              << "];\n";
1169             }
1170 
1171             shaderStream << "    outStream.Append(output);\n";
1172         }
1173     }
1174 
1175     shaderStream << "    \n"
1176                     "    outStream.RestartStrip();\n"
1177                     "}\n";
1178 
1179     return shaderStream.str();
1180 }
1181 
1182 // static
GenerateAttributeConversionHLSL(angle::FormatID vertexFormatID,const sh::ShaderVariable & shaderAttrib,std::ostringstream & outStream)1183 void DynamicHLSL::GenerateAttributeConversionHLSL(angle::FormatID vertexFormatID,
1184                                                   const sh::ShaderVariable &shaderAttrib,
1185                                                   std::ostringstream &outStream)
1186 {
1187     // Matrix
1188     if (IsMatrixType(shaderAttrib.type))
1189     {
1190         outStream << "transpose(input." << DecorateVariable(shaderAttrib.name) << ")";
1191         return;
1192     }
1193 
1194     GLenum shaderComponentType           = VariableComponentType(shaderAttrib.type);
1195     int shaderComponentCount             = VariableComponentCount(shaderAttrib.type);
1196     const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromID(vertexFormatID);
1197 
1198     // Perform integer to float conversion (if necessary)
1199     if (shaderComponentType == GL_FLOAT && vertexFormat.type != GL_FLOAT)
1200     {
1201         // TODO: normalization for 32-bit integer formats
1202         ASSERT(!vertexFormat.normalized && !vertexFormat.pureInteger);
1203         outStream << "float" << shaderComponentCount << "(input."
1204                   << DecorateVariable(shaderAttrib.name) << ")";
1205         return;
1206     }
1207 
1208     // No conversion necessary
1209     outStream << "input." << DecorateVariable(shaderAttrib.name);
1210 }
1211 
getPixelShaderOutputKey(const gl::State & data,const gl::ProgramState & programData,const ProgramD3DMetadata & metadata,std::vector<PixelShaderOutputVariable> * outPixelShaderKey)1212 void DynamicHLSL::getPixelShaderOutputKey(const gl::State &data,
1213                                           const gl::ProgramState &programData,
1214                                           const ProgramD3DMetadata &metadata,
1215                                           std::vector<PixelShaderOutputVariable> *outPixelShaderKey)
1216 {
1217     // Two cases when writing to gl_FragColor and using ESSL 1.0:
1218     // - with a 3.0 context, the output color is copied to channel 0
1219     // - with a 2.0 context, the output color is broadcast to all channels
1220     bool broadcast = metadata.usesBroadcast(data);
1221     const unsigned int numRenderTargets =
1222         (broadcast || metadata.usesMultipleFragmentOuts()
1223              ? static_cast<unsigned int>(data.getCaps().maxDrawBuffers)
1224              : 1);
1225 
1226     if (!metadata.usesCustomOutVars())
1227     {
1228         for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets;
1229              renderTargetIndex++)
1230         {
1231             PixelShaderOutputVariable outputKeyVariable;
1232             outputKeyVariable.type = GL_FLOAT_VEC4;
1233             outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
1234             outputKeyVariable.source =
1235                 broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
1236             outputKeyVariable.outputLocation = renderTargetIndex;
1237 
1238             outPixelShaderKey->push_back(outputKeyVariable);
1239         }
1240 
1241         if (metadata.usesSecondaryColor())
1242         {
1243             for (unsigned int secondaryIndex = 0;
1244                  secondaryIndex < data.getExtensions().maxDualSourceDrawBuffers; secondaryIndex++)
1245             {
1246                 PixelShaderOutputVariable outputKeyVariable;
1247                 outputKeyVariable.type           = GL_FLOAT_VEC4;
1248                 outputKeyVariable.name           = "gl_SecondaryColor" + Str(secondaryIndex);
1249                 outputKeyVariable.source         = "gl_SecondaryColor[" + Str(secondaryIndex) + "]";
1250                 outputKeyVariable.outputLocation = secondaryIndex;
1251                 outputKeyVariable.outputIndex    = 1;
1252 
1253                 outPixelShaderKey->push_back(outputKeyVariable);
1254             }
1255         }
1256     }
1257     else
1258     {
1259         const ShaderD3D *fragmentShader = metadata.getFragmentShader();
1260 
1261         if (!fragmentShader)
1262         {
1263             return;
1264         }
1265 
1266         const auto &shaderOutputVars = fragmentShader->getData().getActiveOutputVariables();
1267 
1268         for (size_t outputLocationIndex = 0u;
1269              outputLocationIndex < programData.getOutputLocations().size(); ++outputLocationIndex)
1270         {
1271             const VariableLocation &outputLocation =
1272                 programData.getOutputLocations().at(outputLocationIndex);
1273             if (!outputLocation.used())
1274             {
1275                 continue;
1276             }
1277             const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
1278             const std::string &variableName          = "out_" + outputVariable.name;
1279 
1280             // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6.
1281             const std::string &elementString =
1282                 (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : "");
1283 
1284             ASSERT(outputVariable.active);
1285 
1286             PixelShaderOutputVariable outputKeyVariable;
1287             outputKeyVariable.type = outputVariable.type;
1288             outputKeyVariable.name = variableName + elementString;
1289             outputKeyVariable.source =
1290                 variableName +
1291                 (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : "");
1292             outputKeyVariable.outputLocation = outputLocationIndex;
1293 
1294             outPixelShaderKey->push_back(outputKeyVariable);
1295         }
1296 
1297         // Now generate any secondary outputs...
1298         for (size_t outputLocationIndex = 0u;
1299              outputLocationIndex < programData.getSecondaryOutputLocations().size();
1300              ++outputLocationIndex)
1301         {
1302             const VariableLocation &outputLocation =
1303                 programData.getSecondaryOutputLocations().at(outputLocationIndex);
1304             if (!outputLocation.used())
1305             {
1306                 continue;
1307             }
1308             const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index];
1309             const std::string &variableName          = "out_" + outputVariable.name;
1310 
1311             // Fragment outputs can't be arrays of arrays. ESSL 3.10 section 4.3.6.
1312             const std::string &elementString =
1313                 (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : "");
1314 
1315             ASSERT(outputVariable.active);
1316 
1317             PixelShaderOutputVariable outputKeyVariable;
1318             outputKeyVariable.type = outputVariable.type;
1319             outputKeyVariable.name = variableName + elementString;
1320             outputKeyVariable.source =
1321                 variableName +
1322                 (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : "");
1323             outputKeyVariable.outputLocation = outputLocationIndex;
1324             outputKeyVariable.outputIndex    = 1;
1325 
1326             outPixelShaderKey->push_back(outputKeyVariable);
1327         }
1328     }
1329 }
1330 
1331 // BuiltinVarying Implementation.
BuiltinVarying()1332 BuiltinVarying::BuiltinVarying() : enabled(false), index(0), systemValue(false) {}
1333 
str() const1334 std::string BuiltinVarying::str() const
1335 {
1336     return (systemValue ? semantic : (semantic + Str(index)));
1337 }
1338 
enableSystem(const std::string & systemValueSemantic)1339 void BuiltinVarying::enableSystem(const std::string &systemValueSemantic)
1340 {
1341     enabled     = true;
1342     semantic    = systemValueSemantic;
1343     systemValue = true;
1344 }
1345 
enable(const std::string & semanticVal,unsigned int indexVal)1346 void BuiltinVarying::enable(const std::string &semanticVal, unsigned int indexVal)
1347 {
1348     enabled  = true;
1349     semantic = semanticVal;
1350     index    = indexVal;
1351 }
1352 
1353 // BuiltinVaryingsD3D Implementation.
BuiltinVaryingsD3D(const ProgramD3DMetadata & metadata,const VaryingPacking & packing)1354 BuiltinVaryingsD3D::BuiltinVaryingsD3D(const ProgramD3DMetadata &metadata,
1355                                        const VaryingPacking &packing)
1356 {
1357     updateBuiltins(gl::ShaderType::Vertex, metadata, packing);
1358     updateBuiltins(gl::ShaderType::Fragment, metadata, packing);
1359     int shaderModel = metadata.getRendererMajorShaderModel();
1360     if (shaderModel >= 4)
1361     {
1362         updateBuiltins(gl::ShaderType::Geometry, metadata, packing);
1363     }
1364     // In shader model >= 4, some builtins need to be the same in vertex and pixel shaders - input
1365     // struct needs to be a prefix of output struct.
1366     ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPosition.enabled ==
1367                                   mBuiltinInfo[gl::ShaderType::Fragment].glPosition.enabled);
1368     ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glFragCoord.enabled ==
1369                                   mBuiltinInfo[gl::ShaderType::Fragment].glFragCoord.enabled);
1370     ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointCoord.enabled ==
1371                                   mBuiltinInfo[gl::ShaderType::Fragment].glPointCoord.enabled);
1372     ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glPointSize.enabled ==
1373                                   mBuiltinInfo[gl::ShaderType::Fragment].glPointSize.enabled);
1374     ASSERT(shaderModel < 4 || mBuiltinInfo[gl::ShaderType::Vertex].glViewIDOVR.enabled ==
1375                                   mBuiltinInfo[gl::ShaderType::Fragment].glViewIDOVR.enabled);
1376 }
1377 
1378 BuiltinVaryingsD3D::~BuiltinVaryingsD3D() = default;
1379 
updateBuiltins(gl::ShaderType shaderType,const ProgramD3DMetadata & metadata,const VaryingPacking & packing)1380 void BuiltinVaryingsD3D::updateBuiltins(gl::ShaderType shaderType,
1381                                         const ProgramD3DMetadata &metadata,
1382                                         const VaryingPacking &packing)
1383 {
1384     const std::string &userSemantic = GetVaryingSemantic(metadata.getRendererMajorShaderModel(),
1385                                                          metadata.usesSystemValuePointSize());
1386 
1387     // Note that when enabling builtins only for specific shader stages in shader model >= 4, the
1388     // code needs to ensure that the input struct of the shader stage is a prefix of the output
1389     // struct of the previous stage.
1390 
1391     unsigned int reservedSemanticIndex = packing.getMaxSemanticIndex();
1392 
1393     BuiltinInfo *builtins = &mBuiltinInfo[shaderType];
1394 
1395     if (metadata.getRendererMajorShaderModel() >= 4)
1396     {
1397         builtins->dxPosition.enableSystem("SV_Position");
1398     }
1399     else if (shaderType == gl::ShaderType::Fragment)
1400     {
1401         builtins->dxPosition.enableSystem("VPOS");
1402     }
1403     else
1404     {
1405         builtins->dxPosition.enableSystem("POSITION");
1406     }
1407 
1408     if (metadata.usesTransformFeedbackGLPosition())
1409     {
1410         builtins->glPosition.enable(userSemantic, reservedSemanticIndex++);
1411     }
1412 
1413     if (metadata.usesFragCoord())
1414     {
1415         builtins->glFragCoord.enable(userSemantic, reservedSemanticIndex++);
1416     }
1417 
1418     if (shaderType == gl::ShaderType::Vertex ? metadata.addsPointCoordToVertexShader()
1419                                              : metadata.usesPointCoord())
1420     {
1421         // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord)
1422         // In D3D11 we manually compute gl_PointCoord in the GS.
1423         if (metadata.getRendererMajorShaderModel() >= 4)
1424         {
1425             builtins->glPointCoord.enable(userSemantic, reservedSemanticIndex++);
1426         }
1427         else
1428         {
1429             builtins->glPointCoord.enable("TEXCOORD", 0);
1430         }
1431     }
1432 
1433     if (metadata.hasANGLEMultiviewEnabled())
1434     {
1435         // Although it is possible to compute gl_ViewID_OVR from the value of
1436         // SV_ViewportArrayIndex or SV_RenderTargetArrayIndex and the multi-view state in the
1437         // driver constant buffer, it is easier and cleaner to always pass it as a varying.
1438         builtins->glViewIDOVR.enable(userSemantic, reservedSemanticIndex++);
1439 
1440         if (shaderType == gl::ShaderType::Vertex)
1441         {
1442             if (metadata.canSelectViewInVertexShader())
1443             {
1444                 builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex");
1445                 builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex");
1446             }
1447         }
1448 
1449         if (shaderType == gl::ShaderType::Geometry)
1450         {
1451             // gl_Layer and gl_ViewportIndex are necessary so that we can write to either based on
1452             // the multiview state in the driver constant buffer.
1453             builtins->glViewportIndex.enableSystem("SV_ViewportArrayIndex");
1454             builtins->glLayer.enableSystem("SV_RenderTargetArrayIndex");
1455         }
1456     }
1457 
1458     // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders
1459     if (metadata.usesSystemValuePointSize() &&
1460         (shaderType != gl::ShaderType::Fragment || metadata.getRendererMajorShaderModel() >= 4))
1461     {
1462         builtins->glPointSize.enableSystem("PSIZE");
1463     }
1464 }
1465 
1466 }  // namespace rx
1467