TString UniformHLSL::uniformsHeader(ShShaderOutput outputType, const ReferencedSymbols &referencedUniforms) { TString uniforms; for (ReferencedSymbols::const_iterator uniformIt = referencedUniforms.begin(); uniformIt != referencedUniforms.end(); uniformIt++) { const TIntermSymbol &uniform = *uniformIt->second; const TType &type = uniform.getType(); const TString &name = uniform.getSymbol(); int registerIndex = declareUniformAndAssignRegister(type, name); if (outputType == SH_HLSL11_OUTPUT && IsSampler(type.getBasicType())) // Also declare the texture { uniforms += "uniform " + SamplerString(type) + " sampler_" + DecorateUniform(name, type) + ArrayString(type) + " : register(s" + str(registerIndex) + ");\n"; uniforms += "uniform " + TextureString(type) + " texture_" + DecorateUniform(name, type) + ArrayString(type) + " : register(t" + str(registerIndex) + ");\n"; } else { const TStructure *structure = type.getStruct(); const TString &typeName = (structure ? QualifiedStructNameString(*structure, false, false) : TypeString(type)); const TString ®isterString = TString("register(") + UniformRegisterPrefix(type) + str(registerIndex) + ")"; uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n"; } } return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms)); }
void UniformHLSL::outputHLSL4_0_FL9_3Sampler(TInfoSinkBase &out, const TType &type, const TName &name, const unsigned int registerIndex) { out << "uniform " << SamplerString(type.getBasicType()) << " sampler_" << DecorateUniform(name, type) << ArrayString(type) << " : register(s" << str(registerIndex) << ");\n"; out << "uniform " << TextureString(type.getBasicType()) << " texture_" << DecorateUniform(name, type) << ArrayString(type) << " : register(t" << str(registerIndex) << ");\n"; }
void UniformHLSL::outputHLSLSamplerUniformGroup(TInfoSinkBase &out, const HLSLTextureSamplerGroup textureGroup, const TVector<const TIntermSymbol *> &group, unsigned int *groupTextureRegisterIndex) { if (group.empty()) { return; } unsigned int groupRegisterCount = 0; for (const TIntermSymbol *uniform : group) { const TType &type = uniform->getType(); const TString &name = uniform->getSymbol(); unsigned int registerCount; unsigned int samplerArrayIndex = declareUniformAndAssignRegister(type, name, ®isterCount); groupRegisterCount += registerCount; if (type.isArray()) { out << "static const uint " << DecorateIfNeeded(uniform->getName()) << ArrayString(type) << " = {"; for (int i = 0; i < type.getArraySize(); ++i) { if (i > 0) out << ", "; out << (samplerArrayIndex + i); } out << "};\n"; } else { out << "static const uint " << DecorateIfNeeded(uniform->getName()) << " = " << samplerArrayIndex << ";\n"; } } TString suffix = TextureGroupSuffix(textureGroup); // Since HLSL_TEXTURE_2D is the first group, it has a fixed offset of zero. if (textureGroup != HLSL_TEXTURE_2D) { out << "static const uint textureIndexOffset" << suffix << " = " << (*groupTextureRegisterIndex) << ";\n"; out << "static const uint samplerIndexOffset" << suffix << " = " << (*groupTextureRegisterIndex) << ";\n"; } out << "uniform " << TextureString(textureGroup) << " textures" << suffix << "[" << groupRegisterCount << "]" << " : register(t" << (*groupTextureRegisterIndex) << ");\n"; out << "uniform " << SamplerString(textureGroup) << " samplers" << suffix << "[" << groupRegisterCount << "]" << " : register(s" << (*groupTextureRegisterIndex) << ");\n"; *groupTextureRegisterIndex += groupRegisterCount; }
TString UniformHLSL::uniformsHeader(ShShaderOutput outputType, const ReferencedSymbols &referencedUniforms) { TString uniforms; for (ReferencedSymbols::const_iterator uniformIt = referencedUniforms.begin(); uniformIt != referencedUniforms.end(); uniformIt++) { const TIntermSymbol &uniform = *uniformIt->second; const TType &type = uniform.getType(); const TString &name = uniform.getSymbol(); unsigned int registerIndex = declareUniformAndAssignRegister(type, name); if (outputType == SH_HLSL11_OUTPUT && IsSampler(type.getBasicType())) // Also declare the texture { uniforms += "uniform " + SamplerString(type) + " sampler_" + DecorateUniform(name, type) + ArrayString(type) + " : register(s" + str(registerIndex) + ");\n"; uniforms += "uniform " + TextureString(type) + " texture_" + DecorateUniform(name, type) + ArrayString(type) + " : register(t" + str(registerIndex) + ");\n"; } else { const TStructure *structure = type.getStruct(); // If this is a nameless struct, we need to use its full definition, rather than its (empty) name. // TypeString() will invoke defineNameless in this case; qualifier prefixes are unnecessary for // nameless structs in ES, as nameless structs cannot be used anywhere that layout qualifiers are // permitted. const TString &typeName = ((structure && !structure->name().empty()) ? QualifiedStructNameString(*structure, false, false) : TypeString(type)); const TString ®isterString = TString("register(") + UniformRegisterPrefix(type) + str(registerIndex) + ")"; uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n"; } } return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms)); }
void UniformHLSL::outputHLSLSamplerUniformGroup( TInfoSinkBase &out, const HLSLTextureSamplerGroup textureGroup, const TVector<const TIntermSymbol *> &group, const TMap<const TIntermSymbol *, TString> &samplerInStructSymbolsToAPINames, unsigned int *groupTextureRegisterIndex) { if (group.empty()) { return; } unsigned int groupRegisterCount = 0; for (const TIntermSymbol *uniform : group) { const TType &type = uniform->getType(); const TString &name = uniform->getSymbol(); unsigned int registerCount; // The uniform might be just a regular sampler or one extracted from a struct. unsigned int samplerArrayIndex = 0u; const Uniform *uniformByName = findUniformByName(name); if (uniformByName) { samplerArrayIndex = assignUniformRegister(type, name, ®isterCount); } else { ASSERT(samplerInStructSymbolsToAPINames.find(uniform) != samplerInStructSymbolsToAPINames.end()); samplerArrayIndex = assignSamplerInStructUniformRegister( type, samplerInStructSymbolsToAPINames.at(uniform), ®isterCount); } groupRegisterCount += registerCount; if (type.isArray()) { out << "static const uint " << DecorateIfNeeded(uniform->getName()) << ArrayString(type) << " = {"; for (unsigned int i = 0u; i < type.getArraySize(); ++i) { if (i > 0u) out << ", "; out << (samplerArrayIndex + i); } out << "};\n"; } else { out << "static const uint " << DecorateIfNeeded(uniform->getName()) << " = " << samplerArrayIndex << ";\n"; } } TString suffix = TextureGroupSuffix(textureGroup); // Since HLSL_TEXTURE_2D is the first group, it has a fixed offset of zero. if (textureGroup != HLSL_TEXTURE_2D) { out << "static const uint textureIndexOffset" << suffix << " = " << (*groupTextureRegisterIndex) << ";\n"; out << "static const uint samplerIndexOffset" << suffix << " = " << (*groupTextureRegisterIndex) << ";\n"; } out << "uniform " << TextureString(textureGroup) << " textures" << suffix << "[" << groupRegisterCount << "]" << " : register(t" << (*groupTextureRegisterIndex) << ");\n"; out << "uniform " << SamplerString(textureGroup) << " samplers" << suffix << "[" << groupRegisterCount << "]" << " : register(s" << (*groupTextureRegisterIndex) << ");\n"; *groupTextureRegisterIndex += groupRegisterCount; }
void UniformHLSL::uniformsHeader(TInfoSinkBase &out, ShShaderOutput outputType, const ReferencedSymbols &referencedUniforms) { if (!referencedUniforms.empty()) { out << "// Uniforms\n\n"; } // In the case of HLSL 4, sampler uniforms need to be grouped by type before the code is // written. They are grouped based on the combination of the HLSL texture type and // HLSL sampler type, enumerated in HLSLTextureSamplerGroup. TVector<TVector<const TIntermSymbol *>> groupedSamplerUniforms; groupedSamplerUniforms.resize(HLSL_TEXTURE_MAX + 1); for (auto &uniformIt : referencedUniforms) { // Output regular uniforms. Group sampler uniforms by type. const TIntermSymbol &uniform = *uniformIt.second; const TType &type = uniform.getType(); const TString &name = uniform.getSymbol(); if (outputType == SH_HLSL_4_1_OUTPUT && IsSampler(type.getBasicType())) { HLSLTextureSamplerGroup group = TextureGroup(type.getBasicType()); groupedSamplerUniforms[group].push_back(&uniform); } else if (outputType == SH_HLSL_4_0_FL9_3_OUTPUT && IsSampler(type.getBasicType())) { unsigned int registerIndex = declareUniformAndAssignRegister(type, name); out << "uniform " << SamplerString(type.getBasicType()) << " sampler_" << DecorateUniform(name, type) << ArrayString(type) << " : register(s" << str(registerIndex) << ");\n"; out << "uniform " << TextureString(type.getBasicType()) << " texture_" << DecorateUniform(name, type) << ArrayString(type) << " : register(t" << str(registerIndex) << ");\n"; } else { unsigned int registerIndex = declareUniformAndAssignRegister(type, name); const TStructure *structure = type.getStruct(); // If this is a nameless struct, we need to use its full definition, rather than its (empty) name. // TypeString() will invoke defineNameless in this case; qualifier prefixes are unnecessary for // nameless structs in ES, as nameless structs cannot be used anywhere that layout qualifiers are // permitted. const TString &typeName = ((structure && !structure->name().empty()) ? QualifiedStructNameString(*structure, false, false) : TypeString(type)); const TString ®isterString = TString("register(") + UniformRegisterPrefix(type) + str(registerIndex) + ")"; out << "uniform " << typeName << " " << DecorateUniform(name, type) << ArrayString(type) << " : " << registerString << ";\n"; } } if (outputType == SH_HLSL_4_1_OUTPUT) { unsigned int groupTextureRegisterIndex = 0; // TEXTURE_2D is special, index offset is assumed to be 0 and omitted in that case. ASSERT(HLSL_TEXTURE_MIN == HLSL_TEXTURE_2D); for (int groupId = HLSL_TEXTURE_MIN; groupId < HLSL_TEXTURE_MAX; ++groupId) { outputHLSLSamplerUniformGroup(out, HLSLTextureSamplerGroup(groupId), groupedSamplerUniforms[groupId], &groupTextureRegisterIndex); } } }