void DynamicHLSL::getPixelShaderOutputKey(const gl::Data &data, const gl::Program::Data &programData, const ProgramD3DMetadata &metadata, std::vector<PixelShaderOutputVariable> *outPixelShaderKey) { // Two cases when writing to gl_FragColor and using ESSL 1.0: // - with a 3.0 context, the output color is copied to channel 0 // - with a 2.0 context, the output color is broadcast to all channels bool broadcast = metadata.usesBroadcast(data); const unsigned int numRenderTargets = (broadcast || metadata.usesMultipleFragmentOuts() ? data.caps->maxDrawBuffers : 1); if (metadata.getMajorShaderVersion() < 300) { for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) { PixelShaderOutputVariable outputKeyVariable; outputKeyVariable.type = GL_FLOAT_VEC4; outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex); outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]"; outputKeyVariable.outputIndex = renderTargetIndex; outPixelShaderKey->push_back(outputKeyVariable); } } else { const auto &shaderOutputVars = metadata.getFragmentShader()->getData().getActiveOutputVariables(); for (auto outputPair : programData.getOutputVariables()) { const VariableLocation &outputLocation = outputPair.second; const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; const std::string &variableName = "out_" + outputLocation.name; const std::string &elementString = (outputLocation.element == GL_INVALID_INDEX ? "" : Str(outputLocation.element)); ASSERT(outputVariable.staticUse); PixelShaderOutputVariable outputKeyVariable; outputKeyVariable.type = outputVariable.type; outputKeyVariable.name = variableName + elementString; outputKeyVariable.source = variableName + ArrayString(outputLocation.element); outputKeyVariable.outputIndex = outputPair.first; outPixelShaderKey->push_back(outputKeyVariable); } } }
void VaryingPacking::enableBuiltins(ShaderType shaderType, const ProgramD3DMetadata &programMetadata) { int majorShaderModel = programMetadata.getRendererMajorShaderModel(); bool position = programMetadata.usesTransformFeedbackGLPosition(); bool fragCoord = programMetadata.usesFragCoord(); bool pointCoord = shaderType == SHADER_VERTEX ? programMetadata.addsPointCoordToVertexShader() : programMetadata.usesPointCoord(); bool pointSize = programMetadata.usesSystemValuePointSize(); bool hlsl4 = (majorShaderModel >= 4); const std::string &userSemantic = GetVaryingSemantic(majorShaderModel, pointSize); unsigned int reservedSemanticIndex = getMaxSemanticIndex(); BuiltinInfo *builtins = &mBuiltinInfo[shaderType]; if (hlsl4) { builtins->dxPosition.enableSystem("SV_Position"); } else if (shaderType == SHADER_PIXEL) { builtins->dxPosition.enableSystem("VPOS"); } else { builtins->dxPosition.enableSystem("POSITION"); } if (position) { builtins->glPosition.enable(userSemantic, reservedSemanticIndex++); } if (fragCoord) { builtins->glFragCoord.enable(userSemantic, reservedSemanticIndex++); } if (pointCoord) { // SM3 reserves the TEXCOORD semantic for point sprite texcoords (gl_PointCoord) // In D3D11 we manually compute gl_PointCoord in the GS. if (hlsl4) { builtins->glPointCoord.enable(userSemantic, reservedSemanticIndex++); } else { builtins->glPointCoord.enable("TEXCOORD", 0); } } // Special case: do not include PSIZE semantic in HLSL 3 pixel shaders if (pointSize && (shaderType != SHADER_PIXEL || hlsl4)) { builtins->glPointSize.enableSystem("PSIZE"); } }
bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, const gl::Program::Data &programData, const ProgramD3DMetadata &programMetadata, const VaryingPacking &varyingPacking, std::string *pixelHLSL, std::string *vertexHLSL) const { ASSERT(pixelHLSL->empty() && vertexHLSL->empty()); const gl::Shader *vertexShaderGL = programData.getAttachedVertexShader(); const gl::Shader *fragmentShaderGL = programData.getAttachedFragmentShader(); const ShaderD3D *fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); const int shaderModel = mRenderer->getMajorShaderModel(); // usesViewScale() isn't supported in the D3D9 renderer ASSERT(shaderModel >= 4 || !programMetadata.usesViewScale()); bool useInstancedPointSpriteEmulation = programMetadata.usesPointSize() && mRenderer->getWorkarounds().useInstancedPointSpriteEmulation; // Validation done in the compiler ASSERT(!fragmentShader->usesFragColor() || !fragmentShader->usesFragData()); std::stringstream vertexStream; vertexStream << vertexShaderGL->getTranslatedSource(); // Instanced PointSprite emulation requires additional entries originally generated in the // GeometryShader HLSL. These include pointsize clamp values. if (useInstancedPointSpriteEmulation) { vertexStream << "static float minPointSize = " << static_cast<int>(data.caps->minAliasedPointSize) << ".0f;\n" << "static float maxPointSize = " << static_cast<int>(data.caps->maxAliasedPointSize) << ".0f;\n"; } // Add stub string to be replaced when shader is dynamically defined by its layout vertexStream << "\n" << VERTEX_ATTRIBUTE_STUB_STRING + "\n"; // Write the HLSL input/output declarations vertexStream << "struct VS_OUTPUT\n"; generateVaryingLinkHLSL(SHADER_VERTEX, varyingPacking, vertexStream); vertexStream << "\n" << "VS_OUTPUT main(VS_INPUT input)\n" << "{\n" << " initAttributes(input);\n"; vertexStream << "\n" << " gl_main();\n" << "\n" << " VS_OUTPUT output;\n"; const auto &vertexBuiltins = varyingPacking.builtins(SHADER_VERTEX); if (vertexBuiltins.glPosition.enabled) { vertexStream << " output.gl_Position = gl_Position;\n"; } // On D3D9 or D3D11 Feature Level 9, we need to emulate large viewports using dx_ViewAdjust. if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") { vertexStream << " output.dx_Position.x = gl_Position.x;\n"; if (programMetadata.usesViewScale()) { // This code assumes that dx_ViewScale.y = -1.0f when rendering to texture, and +1.0f // when rendering to the default framebuffer. No other values are valid. vertexStream << " output.dx_Position.y = dx_ViewScale.y * gl_Position.y;\n"; } else { vertexStream << " output.dx_Position.y = - gl_Position.y;\n"; } vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" << " output.dx_Position.w = gl_Position.w;\n"; } else { vertexStream << " output.dx_Position.x = gl_Position.x * dx_ViewAdjust.z + " "dx_ViewAdjust.x * gl_Position.w;\n"; // If usesViewScale() is true and we're using the D3D11 renderer via Feature Level 9_*, // then we need to multiply the gl_Position.y by the viewScale. // usesViewScale() isn't supported when using the D3D9 renderer. if (programMetadata.usesViewScale() && (shaderModel >= 4 && mRenderer->getShaderModelSuffix() != "")) { vertexStream << " output.dx_Position.y = dx_ViewScale.y * (gl_Position.y * " "dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n"; } else { vertexStream << " output.dx_Position.y = -(gl_Position.y * dx_ViewAdjust.w + " "dx_ViewAdjust.y * gl_Position.w);\n"; } vertexStream << " output.dx_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" << " output.dx_Position.w = gl_Position.w;\n"; } // We don't need to output gl_PointSize if we use are emulating point sprites via instancing. if (vertexBuiltins.glPointSize.enabled) { vertexStream << " output.gl_PointSize = gl_PointSize;\n"; } if (vertexBuiltins.glFragCoord.enabled) { vertexStream << " output.gl_FragCoord = gl_Position;\n"; } for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) { const auto &packedVarying = *registerInfo.packedVarying; const auto &varying = *packedVarying.varying; ASSERT(!varying.isStruct()); vertexStream << " output.v" << registerInfo.semanticIndex << " = "; if (packedVarying.isStructField()) { vertexStream << decorateVariable(packedVarying.parentStructName) << "."; } vertexStream << decorateVariable(varying.name); if (varying.isArray()) { WriteArrayString(vertexStream, registerInfo.varyingArrayIndex); } if (VariableRowCount(varying.type) > 1) { WriteArrayString(vertexStream, registerInfo.varyingRowIndex); } vertexStream << ";\n"; } // Instanced PointSprite emulation requires additional entries to calculate // the final output vertex positions of the quad that represents each sprite. if (useInstancedPointSpriteEmulation) { vertexStream << "\n" << " gl_PointSize = clamp(gl_PointSize, minPointSize, maxPointSize);\n"; vertexStream << " output.dx_Position.x += (input.spriteVertexPos.x * gl_PointSize / " "(dx_ViewCoords.x*2)) * output.dx_Position.w;"; if (programMetadata.usesViewScale()) { // Multiply by ViewScale to invert the rendering when appropriate vertexStream << " output.dx_Position.y += (-dx_ViewScale.y * " "input.spriteVertexPos.y * gl_PointSize / (dx_ViewCoords.y*2)) * " "output.dx_Position.w;"; } else { vertexStream << " output.dx_Position.y += (input.spriteVertexPos.y * gl_PointSize / " "(dx_ViewCoords.y*2)) * output.dx_Position.w;"; } vertexStream << " output.dx_Position.z += input.spriteVertexPos.z * output.dx_Position.w;\n"; if (programMetadata.usesPointCoord()) { vertexStream << "\n" << " output.gl_PointCoord = input.spriteTexCoord;\n"; } } // Renderers that enable instanced pointsprite emulation require the vertex shader output member // gl_PointCoord to be set to a default value if used without gl_PointSize. 0.5,0.5 is the same // default value used in the generated pixel shader. if (programMetadata.usesInsertedPointCoordValue()) { ASSERT(!useInstancedPointSpriteEmulation); vertexStream << "\n" << " output.gl_PointCoord = float2(0.5, 0.5);\n"; } vertexStream << "\n" << " return output;\n" << "}\n"; std::stringstream pixelStream; pixelStream << fragmentShaderGL->getTranslatedSource(); pixelStream << "struct PS_INPUT\n"; generateVaryingLinkHLSL(SHADER_PIXEL, varyingPacking, pixelStream); pixelStream << "\n"; pixelStream << PIXEL_OUTPUT_STUB_STRING + "\n"; if (fragmentShader->usesFrontFacing()) { if (shaderModel >= 4) { pixelStream << "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" << "{\n"; } else { pixelStream << "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" << "{\n"; } } else { pixelStream << "PS_OUTPUT main(PS_INPUT input)\n" << "{\n"; } const auto &pixelBuiltins = varyingPacking.builtins(SHADER_PIXEL); if (pixelBuiltins.glFragCoord.enabled) { pixelStream << " float rhw = 1.0 / input.gl_FragCoord.w;\n"; // Certain Shader Models (4_0+ and 3_0) allow reading from dx_Position in the pixel shader. // Other Shader Models (4_0_level_9_3 and 2_x) don't support this, so we emulate it using // dx_ViewCoords. if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") { pixelStream << " gl_FragCoord.x = input.dx_Position.x;\n" << " gl_FragCoord.y = input.dx_Position.y;\n"; } else if (shaderModel == 3) { pixelStream << " gl_FragCoord.x = input.dx_Position.x + 0.5;\n" << " gl_FragCoord.y = input.dx_Position.y + 0.5;\n"; } else { // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See // Renderer::setViewport() pixelStream << " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + " "dx_ViewCoords.z;\n" << " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + " "dx_ViewCoords.w;\n"; } if (programMetadata.usesViewScale()) { // For Feature Level 9_3 and below, we need to correct gl_FragCoord.y to account // for dx_ViewScale. On Feature Level 10_0+, gl_FragCoord.y is calculated above using // dx_ViewCoords and is always correct irrespective of dx_ViewScale's value. // NOTE: usesViewScale() can only be true on D3D11 (i.e. Shader Model 4.0+). if (shaderModel >= 4 && mRenderer->getShaderModelSuffix() == "") { // Some assumptions: // - dx_ViewScale.y = -1.0f when rendering to texture // - dx_ViewScale.y = +1.0f when rendering to the default framebuffer // - gl_FragCoord.y has been set correctly above. // // When rendering to the backbuffer, the code inverts gl_FragCoord's y coordinate. // This involves subtracting the y coordinate from the height of the area being // rendered to. // // First we calculate the height of the area being rendered to: // render_area_height = (2.0f / (1.0f - input.gl_FragCoord.y * rhw)) * // gl_FragCoord.y // // Note that when we're rendering to default FB, we want our output to be // equivalent to: // "gl_FragCoord.y = render_area_height - gl_FragCoord.y" // // When we're rendering to a texture, we want our output to be equivalent to: // "gl_FragCoord.y = gl_FragCoord.y;" // // If we set scale_factor = ((1.0f + dx_ViewScale.y) / 2.0f), then notice that // - When rendering to default FB: scale_factor = 1.0f // - When rendering to texture: scale_factor = 0.0f // // Therefore, we can get our desired output by setting: // "gl_FragCoord.y = scale_factor * render_area_height - dx_ViewScale.y * // gl_FragCoord.y" // // Simplifying, this becomes: pixelStream << " gl_FragCoord.y = (1.0f + dx_ViewScale.y) * gl_FragCoord.y /" "(1.0f - input.gl_FragCoord.y * rhw) - dx_ViewScale.y * gl_FragCoord.y;\n"; } } pixelStream << " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + " "dx_DepthFront.y;\n" << " gl_FragCoord.w = rhw;\n"; } if (pixelBuiltins.glPointCoord.enabled && shaderModel >= 3) { pixelStream << " gl_PointCoord.x = input.gl_PointCoord.x;\n" << " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; } if (fragmentShader->usesFrontFacing()) { if (shaderModel <= 3) { pixelStream << " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; } else { pixelStream << " gl_FrontFacing = isFrontFace;\n"; } } for (const PackedVaryingRegister ®isterInfo : varyingPacking.getRegisterList()) { const auto &packedVarying = *registerInfo.packedVarying; const auto &varying = *packedVarying.varying; ASSERT(!varying.isBuiltIn() && !varying.isStruct()); // Don't reference VS-only transform feedback varyings in the PS. if (registerInfo.packedVarying->vertexOnly) continue; pixelStream << " "; if (packedVarying.isStructField()) { pixelStream << decorateVariable(packedVarying.parentStructName) << "."; } pixelStream << decorateVariable(varying.name); if (varying.isArray()) { WriteArrayString(pixelStream, registerInfo.varyingArrayIndex); } GLenum transposedType = TransposeMatrixType(varying.type); if (VariableRowCount(transposedType) > 1) { WriteArrayString(pixelStream, registerInfo.varyingRowIndex); } pixelStream << " = input.v" << registerInfo.semanticIndex; switch (VariableColumnCount(transposedType)) { case 1: pixelStream << ".x"; break; case 2: pixelStream << ".xy"; break; case 3: pixelStream << ".xyz"; break; case 4: break; default: UNREACHABLE(); } pixelStream << ";\n"; } pixelStream << "\n" << " gl_main();\n" << "\n" << " return generateOutput();\n" << "}\n"; *vertexHLSL = vertexStream.str(); *pixelHLSL = pixelStream.str(); return true; }