Example #1
0
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 &registerString = TString("register(") + UniformRegisterPrefix(type) + str(registerIndex) + ")";

            uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n";
        }
    }

    return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms));
}
Example #2
0
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, &registerCount);
        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;
}
Example #3
0
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 &registerString = TString("register(") + UniformRegisterPrefix(type) + str(registerIndex) + ")";

            uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n";
        }
    }

    return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms));
}
Example #4
0
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 &registerString = 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);
        }
    }
}
Example #5
0
unsigned int UniformHLSL::declareUniformAndAssignRegister(const TType &type, const TString &name)
{
    unsigned int registerCount;
    return declareUniformAndAssignRegister(type, name, &registerCount);
}