Commit e54be46a by Brandon Jones

Revert "Refactoring Shader objects"

This reverts commit 537dfde5. Change-Id: I5eb8923ac8f78877e6e77a8cd897021e56ee004a Reviewed-on: https://chromium-review.googlesource.com/214466Reviewed-by: 's avatarBrandon Jones <bajones@chromium.org> Tested-by: 's avatarBrandon Jones <bajones@chromium.org>
parent 537dfde5
...@@ -247,7 +247,6 @@ ...@@ -247,7 +247,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\loadimage.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\loadimage.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\copyimage.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\copyimage.h"/>
...@@ -272,7 +271,6 @@ ...@@ -272,7 +271,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexDataManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Clear11.h"/> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Clear11.h"/>
...@@ -433,7 +431,6 @@ ...@@ -433,7 +431,6 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\Renderer.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\Renderer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\IndexRangeCache.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\IndexRangeCache.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/>
......
...@@ -282,9 +282,6 @@ ...@@ -282,9 +282,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h">
<Filter>src\libGLESv2\renderer</Filter> <Filter>src\libGLESv2\renderer</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h">
<Filter>src\libGLESv2\renderer</Filter> <Filter>src\libGLESv2\renderer</Filter>
</ClInclude> </ClInclude>
...@@ -360,9 +357,6 @@ ...@@ -360,9 +357,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude> </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude> </ClInclude>
...@@ -411,15 +405,9 @@ ...@@ -411,15 +405,9 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude> </ClInclude>
<<<<<<< HEAD
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.cpp"> <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile> </ClCompile>
=======
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
>>>>>>> Refactoring Shader objects
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h"> <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.h">
<Filter>src\libGLESv2\renderer\d3d</Filter> <Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude> </ClInclude>
......
...@@ -112,7 +112,6 @@ ...@@ -112,7 +112,6 @@
'libGLESv2/renderer/Renderer.cpp', 'libGLESv2/renderer/Renderer.cpp',
'libGLESv2/renderer/Renderer.h', 'libGLESv2/renderer/Renderer.h',
'libGLESv2/renderer/ShaderExecutable.h', 'libGLESv2/renderer/ShaderExecutable.h',
'libGLESv2/renderer/ShaderImpl.h',
'libGLESv2/renderer/SwapChain.h', 'libGLESv2/renderer/SwapChain.h',
'libGLESv2/renderer/TextureImpl.h', 'libGLESv2/renderer/TextureImpl.h',
'libGLESv2/renderer/TransformFeedbackImpl.h', 'libGLESv2/renderer/TransformFeedbackImpl.h',
...@@ -156,8 +155,6 @@ ...@@ -156,8 +155,6 @@
'libGLESv2/renderer/d3d/IndexDataManager.h', 'libGLESv2/renderer/d3d/IndexDataManager.h',
'libGLESv2/renderer/d3d/MemoryBuffer.cpp', 'libGLESv2/renderer/d3d/MemoryBuffer.cpp',
'libGLESv2/renderer/d3d/MemoryBuffer.h', 'libGLESv2/renderer/d3d/MemoryBuffer.h',
'libGLESv2/renderer/d3d/ShaderD3D.cpp',
'libGLESv2/renderer/d3d/ShaderD3D.h',
'libGLESv2/renderer/d3d/TextureD3D.cpp', 'libGLESv2/renderer/d3d/TextureD3D.cpp',
'libGLESv2/renderer/d3d/TextureD3D.h', 'libGLESv2/renderer/d3d/TextureD3D.h',
'libGLESv2/renderer/d3d/TextureStorage.cpp', 'libGLESv2/renderer/d3d/TextureStorage.cpp',
......
...@@ -2383,11 +2383,6 @@ void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const ...@@ -2383,11 +2383,6 @@ void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const
} }
} }
void Context::releaseShaderCompiler()
{
mRenderer->releaseShaderCompiler();
}
void Context::initCaps(GLuint clientVersion) void Context::initCaps(GLuint clientVersion)
{ {
mCaps = mRenderer->getRendererCaps(); mCaps = mRenderer->getRendererCaps();
......
...@@ -234,8 +234,6 @@ class Context ...@@ -234,8 +234,6 @@ class Context
State &getState() { return mState; } State &getState() { return mState; }
const State &getState() const { return mState; } const State &getState() const { return mState; }
void releaseShaderCompiler();
private: private:
DISALLOW_COPY_AND_ASSIGN(Context); DISALLOW_COPY_AND_ASSIGN(Context);
......
...@@ -11,7 +11,6 @@ ...@@ -11,7 +11,6 @@
#include "libGLESv2/DynamicHLSL.h" #include "libGLESv2/DynamicHLSL.h"
#include "libGLESv2/Shader.h" #include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h" #include "libGLESv2/Program.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/Renderer.h"
#include "common/utilities.h" #include "common/utilities.h"
#include "libGLESv2/ProgramBinary.h" #include "libGLESv2/ProgramBinary.h"
...@@ -211,17 +210,14 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment ...@@ -211,17 +210,14 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment
{ {
const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation()); vertexShader->resetVaryingsRegisterAssignment();
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation()); fragmentShader->resetVaryingsRegisterAssignment();
vertexShaderD3D->resetVaryingsRegisterAssignment();
fragmentShaderD3D->resetVaryingsRegisterAssignment();
std::set<std::string> packedVaryings; std::set<std::string> packedVaryings;
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShaderD3D->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{ {
PackedVarying *varying = &fragmentShaderD3D->mVaryings[varyingIndex]; PackedVarying *varying = &fragmentShader->mVaryings[varyingIndex];
if (packVarying(varying, maxVaryingVectors, packing)) if (packVarying(varying, maxVaryingVectors, packing))
{ {
packedVaryings.insert(varying->name); packedVaryings.insert(varying->name);
...@@ -239,9 +235,9 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment ...@@ -239,9 +235,9 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment
if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end()) if (packedVaryings.find(transformFeedbackVarying) == packedVaryings.end())
{ {
bool found = false; bool found = false;
for (unsigned int varyingIndex = 0; varyingIndex < vertexShaderD3D->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
{ {
PackedVarying *varying = &vertexShaderD3D->mVaryings[varyingIndex]; PackedVarying *varying = &vertexShader->mVaryings[varyingIndex];
if (transformFeedbackVarying == varying->name) if (transformFeedbackVarying == varying->name)
{ {
if (!packVarying(varying, maxVaryingVectors, packing)) if (!packVarying(varying, maxVaryingVectors, packing))
...@@ -279,14 +275,12 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment ...@@ -279,14 +275,12 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, Fragment
std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader) const
{ {
rx::VertexShaderD3D *shaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(shader->getImplementation()); std::string varyingSemantic = getVaryingSemantic(shader->mUsesPointSize);
std::string varyingSemantic = getVaryingSemantic(shaderD3D->mUsesPointSize);
std::string varyingHLSL; std::string varyingHLSL;
for (unsigned int varyingIndex = 0; varyingIndex < shaderD3D->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
{ {
const PackedVarying &varying = shaderD3D->mVaryings[varyingIndex]; const PackedVarying &varying = shader->mVaryings[varyingIndex];
if (varying.registerAssigned()) if (varying.registerAssigned())
{ {
GLenum transposedType = TransposeMatrixType(varying.type); GLenum transposedType = TransposeMatrixType(varying.type);
...@@ -610,10 +604,8 @@ void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info, ...@@ -610,10 +604,8 @@ void DynamicHLSL::storeBuiltinLinkedVaryings(const SemanticInfo &info,
void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader, void DynamicHLSL::storeUserLinkedVaryings(const VertexShader *vertexShader,
std::vector<LinkedVarying> *linkedVaryings) const std::vector<LinkedVarying> *linkedVaryings) const
{ {
const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation()); const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
const std::vector<PackedVarying> &varyings = vertexShader->mVaryings;
const std::string &varyingSemantic = getVaryingSemantic(vertexShaderD3D->mUsesPointSize);
const std::vector<PackedVarying> &varyings = vertexShaderD3D->mVaryings;
for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
{ {
...@@ -644,15 +636,12 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -644,15 +636,12 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
return false; return false;
} }
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation()); bool usesMRT = fragmentShader->mUsesMultipleRenderTargets;
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation()); bool usesFragColor = fragmentShader->mUsesFragColor;
bool usesFragData = fragmentShader->mUsesFragData;
bool usesMRT = fragmentShaderD3D->mUsesMultipleRenderTargets; bool usesFragCoord = fragmentShader->mUsesFragCoord;
bool usesFragColor = fragmentShaderD3D->mUsesFragColor; bool usesPointCoord = fragmentShader->mUsesPointCoord;
bool usesFragData = fragmentShaderD3D->mUsesFragData; bool usesPointSize = vertexShader->mUsesPointSize;
bool usesFragCoord = fragmentShaderD3D->mUsesFragCoord;
bool usesPointCoord = fragmentShaderD3D->mUsesPointCoord;
bool usesPointSize = vertexShaderD3D->mUsesPointSize;
if (usesFragColor && usesFragData) if (usesFragColor && usesFragData)
{ {
...@@ -669,10 +658,10 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -669,10 +658,10 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
// Two cases when writing to gl_FragColor and using ESSL 1.0: // 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 3.0 context, the output color is copied to channel 0
// - with a 2.0 context, the output color is broadcast to all channels // - with a 2.0 context, the output color is broadcast to all channels
const bool broadcast = (fragmentShaderD3D->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3); const bool broadcast = (fragmentShader->mUsesFragColor && mRenderer->getCurrentClientVersion() < 3);
const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1); const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getRendererCaps().maxDrawBuffers : 1);
int shaderVersion = vertexShaderD3D->getShaderVersion(); int shaderVersion = vertexShader->getShaderVersion();
if (registersNeeded > maxVaryingVectors) if (registersNeeded > maxVaryingVectors)
{ {
...@@ -729,9 +718,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -729,9 +718,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
} }
for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShaderD3D->mVaryings.size(); vertVaryingIndex++) for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
{ {
const PackedVarying &varying = vertexShaderD3D->mVaryings[vertVaryingIndex]; const PackedVarying &varying = vertexShader->mVaryings[vertVaryingIndex];
if (varying.registerAssigned()) if (varying.registerAssigned())
{ {
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
...@@ -813,13 +802,13 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -813,13 +802,13 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
outPixelShaderKey->push_back(outputKeyVariable); outPixelShaderKey->push_back(outputKeyVariable);
} }
*outUsesFragDepth = fragmentShaderD3D->mUsesFragDepth; *outUsesFragDepth = fragmentShader->mUsesFragDepth;
} }
else else
{ {
defineOutputVariables(fragmentShader, programOutputVars); defineOutputVariables(fragmentShader, programOutputVars);
const std::vector<sh::Attribute> &shaderOutputVars = fragmentShaderD3D->getOutputVariables(); const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++) for (auto locationIt = programOutputVars->begin(); locationIt != programOutputVars->end(); locationIt++)
{ {
const VariableLocation &outputLocation = locationIt->second; const VariableLocation &outputLocation = locationIt->second;
...@@ -841,7 +830,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -841,7 +830,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n"; pixelHLSL += PIXEL_OUTPUT_STUB_STRING + "\n";
if (fragmentShaderD3D->mUsesFrontFacing) if (fragmentShader->mUsesFrontFacing)
{ {
if (shaderModel >= 4) if (shaderModel >= 4)
{ {
...@@ -891,7 +880,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -891,7 +880,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n";
} }
if (fragmentShaderD3D->mUsesFrontFacing) if (fragmentShader->mUsesFrontFacing)
{ {
if (shaderModel <= 3) if (shaderModel <= 3)
{ {
...@@ -903,9 +892,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -903,9 +892,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
} }
} }
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShaderD3D->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{ {
const PackedVarying &varying = fragmentShaderD3D->mVaryings[varyingIndex]; const PackedVarying &varying = fragmentShader->mVaryings[varyingIndex];
if (varying.registerAssigned()) if (varying.registerAssigned())
{ {
for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++) for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
...@@ -959,8 +948,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ...@@ -959,8 +948,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
{ {
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation()); const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getOutputVariables();
const std::vector<sh::Attribute> &shaderOutputVars = fragmentShaderD3D->getOutputVariables();
for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++) for (unsigned int outputVariableIndex = 0; outputVariableIndex < shaderOutputVars.size(); outputVariableIndex++)
{ {
...@@ -986,26 +974,23 @@ void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map ...@@ -986,26 +974,23 @@ void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map
std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{ {
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
// for now we only handle point sprite emulation // for now we only handle point sprite emulation
ASSERT(vertexShaderD3D->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
return generatePointSpriteHLSL(registers, fragmentShader, vertexShader); return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
} }
std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{ {
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
ASSERT(registers >= 0); ASSERT(registers >= 0);
ASSERT(vertexShaderD3D->mUsesPointSize); ASSERT(vertexShader->mUsesPointSize);
ASSERT(mRenderer->getMajorShaderModel() >= 4); ASSERT(mRenderer->getMajorShaderModel() >= 4);
std::string geomHLSL; std::string geomHLSL;
const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShaderD3D->mUsesFragCoord, const SemanticInfo &inSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
false, true, false); false, true, false);
const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShaderD3D->mUsesFragCoord, const SemanticInfo &outSemantics = getSemanticInfo(registers, fragmentShader->mUsesFragCoord,
fragmentShaderD3D->mUsesPointCoord, true, false); fragmentShader->mUsesPointCoord, true, false);
std::string varyingHLSL = generateVaryingHLSL(vertexShader); std::string varyingHLSL = generateVaryingHLSL(vertexShader);
std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL); std::string inLinkHLSL = generateVaryingLinkHLSL(inSemantics, varyingHLSL);
...@@ -1048,7 +1033,7 @@ std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader * ...@@ -1048,7 +1033,7 @@ std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *
geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n"; geomHLSL += " output.v" + Str(r) + " = input[0].v" + Str(r) + ";\n";
} }
if (fragmentShaderD3D->mUsesFragCoord) if (fragmentShader->mUsesFragCoord)
{ {
geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n";
} }
...@@ -1063,7 +1048,7 @@ std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader * ...@@ -1063,7 +1048,7 @@ std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *
geomHLSL += " \n" geomHLSL += " \n"
" output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; " output.dx_Position = dx_Position + float4(pointSpriteCorners[" + Str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n";
if (fragmentShaderD3D->mUsesPointCoord) if (fragmentShader->mUsesPointCoord)
{ {
geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n"; geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + Str(corner) + "];\n";
} }
......
...@@ -22,7 +22,6 @@ ...@@ -22,7 +22,6 @@
#include "libGLESv2/Shader.h" #include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h" #include "libGLESv2/Program.h"
#include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h" #include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/Context.h" #include "libGLESv2/Context.h"
#include "libGLESv2/Buffer.h" #include "libGLESv2/Buffer.h"
...@@ -1053,11 +1052,8 @@ bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuff ...@@ -1053,11 +1052,8 @@ bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuff
bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader) bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader)
{ {
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation()); std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation()); std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
std::vector<PackedVarying> &fragmentVaryings = fragmentShaderD3D->getVaryings();
std::vector<PackedVarying> &vertexVaryings = vertexShaderD3D->getVaryings();
for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++) for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
{ {
...@@ -1609,16 +1605,13 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin ...@@ -1609,16 +1605,13 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
mTransformFeedbackBufferMode = transformFeedbackBufferMode; mTransformFeedbackBufferMode = transformFeedbackBufferMode;
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation()); mShaderVersion = vertexShader->getShaderVersion();
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
mShaderVersion = vertexShaderD3D->getShaderVersion();
mPixelHLSL = fragmentShaderD3D->getTranslatedSource(); mPixelHLSL = fragmentShader->getHLSL();
mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds(); mPixelWorkarounds = fragmentShader->getD3DWorkarounds();
mVertexHLSL = vertexShaderD3D->getTranslatedSource(); mVertexHLSL = vertexShader->getHLSL();
mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds(); mVertexWorkarounds = vertexShader->getD3DWorkarounds();
// Map the varyings to the register file // Map the varyings to the register file
VaryingPacking packing = { NULL }; VaryingPacking packing = { NULL };
...@@ -1634,7 +1627,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin ...@@ -1634,7 +1627,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
return false; return false;
} }
mUsesPointSize = vertexShaderD3D->usesPointSize(); mUsesPointSize = vertexShader->usesPointSize();
std::vector<LinkedVarying> linkedVaryings; std::vector<LinkedVarying> linkedVaryings;
if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, registers, packing, mPixelHLSL, mVertexHLSL, if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, registers, packing, mPixelHLSL, mVertexHLSL,
fragmentShader, vertexShader, transformFeedbackVaryings, fragmentShader, vertexShader, transformFeedbackVaryings,
...@@ -1656,7 +1649,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin ...@@ -1656,7 +1649,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
} }
// special case for gl_DepthRange, the only built-in uniform (also a struct) // special case for gl_DepthRange, the only built-in uniform (also a struct)
if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange()) if (vertexShader->usesDepthRange() || fragmentShader->usesDepthRange())
{ {
const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo(); const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
...@@ -1679,7 +1672,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin ...@@ -1679,7 +1672,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
if (success) if (success)
{ {
VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS]; VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS];
GetInputLayoutFromShader(vertexShaderD3D->getActiveAttributes(), defaultInputLayout); GetInputLayoutFromShader(vertexShader->activeAttributes(), defaultInputLayout);
rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout); rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout);
std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS); std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS);
...@@ -1712,10 +1705,8 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin ...@@ -1712,10 +1705,8 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader) bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
{ {
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
unsigned int usedLocations = 0; unsigned int usedLocations = 0;
const std::vector<sh::Attribute> &activeAttributes = vertexShaderD3D->getActiveAttributes(); const std::vector<sh::Attribute> &activeAttributes = vertexShader->activeAttributes();
// Link attributes that have a binding location // Link attributes that have a binding location
for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++) for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++)
...@@ -1782,7 +1773,7 @@ bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &at ...@@ -1782,7 +1773,7 @@ bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &at
for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
{ {
int index = vertexShaderD3D->getSemanticIndex(mLinkedAttribute[attributeIndex].name); int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
int rows = VariableRegisterCount(mLinkedAttribute[attributeIndex].type); int rows = VariableRegisterCount(mLinkedAttribute[attributeIndex].type);
for (int r = 0; r < rows; r++) for (int r = 0; r < rows; r++)
...@@ -1890,11 +1881,8 @@ bool ProgramBinary::linkValidateInterfaceBlockFields(InfoLog &infoLog, const std ...@@ -1890,11 +1881,8 @@ bool ProgramBinary::linkValidateInterfaceBlockFields(InfoLog &infoLog, const std
bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader) bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader)
{ {
const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation()); const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation()); const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
const std::vector<sh::Uniform> &vertexUniforms = vertexShaderD3D->getUniforms();
const std::vector<sh::Uniform> &fragmentUniforms = fragmentShaderD3D->getUniforms();
// Check that uniforms defined in the vertex and fragment shaders are identical // Check that uniforms defined in the vertex and fragment shaders are identical
typedef std::map<std::string, const sh::Uniform*> UniformMap; typedef std::map<std::string, const sh::Uniform*> UniformMap;
...@@ -1924,13 +1912,13 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha ...@@ -1924,13 +1912,13 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha
for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++) for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
{ {
const sh::Uniform &uniform = vertexUniforms[uniformIndex]; const sh::Uniform &uniform = vertexUniforms[uniformIndex];
defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name)); defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShader.getUniformRegister(uniform.name));
} }
for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++) for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
{ {
const sh::Uniform &uniform = fragmentUniforms[uniformIndex]; const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name)); defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShader.getUniformRegister(uniform.name));
} }
if (!indexUniforms(infoLog)) if (!indexUniforms(infoLog))
...@@ -1945,7 +1933,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha ...@@ -1945,7 +1933,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha
void ProgramBinary::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister) void ProgramBinary::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
{ {
ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader); ShShaderOutput outputType = Shader::getCompilerOutputType(shader);
sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType)); sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
encoder.skipRegisters(uniformRegister); encoder.skipRegisters(uniformRegister);
...@@ -2164,11 +2152,8 @@ bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::Inter ...@@ -2164,11 +2152,8 @@ bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::Inter
bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader, bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader,
const FragmentShader &fragmentShader) const FragmentShader &fragmentShader)
{ {
const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation()); const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation()); const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShaderD3D->getInterfaceBlocks();
const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShaderD3D->getInterfaceBlocks();
// Check that interface blocks defined in the vertex and fragment shaders are identical // Check that interface blocks defined in the vertex and fragment shaders are identical
typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap; typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
...@@ -2308,8 +2293,6 @@ void ProgramBinary::defineUniformBlockMembers(const std::vector<VarT> &fields, c ...@@ -2308,8 +2293,6 @@ void ProgramBinary::defineUniformBlockMembers(const std::vector<VarT> &fields, c
bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock) bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock)
{ {
const rx::ShaderD3D* shaderD3D = rx::ShaderD3D::makeShaderD3D(shader.getImplementation());
// create uniform block entries if they do not exist // create uniform block entries if they do not exist
if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX) if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
{ {
...@@ -2357,7 +2340,7 @@ bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, c ...@@ -2357,7 +2340,7 @@ bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, c
ASSERT(blockIndex != GL_INVALID_INDEX); ASSERT(blockIndex != GL_INVALID_INDEX);
ASSERT(blockIndex + elementCount <= mUniformBlocks.size()); ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name); unsigned int interfaceBlockRegister = shader.getInterfaceBlockRegister(interfaceBlock.name);
for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++) for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
{ {
......
...@@ -95,11 +95,11 @@ GLuint ResourceManager::createShader(GLenum type) ...@@ -95,11 +95,11 @@ GLuint ResourceManager::createShader(GLenum type)
if (type == GL_VERTEX_SHADER) if (type == GL_VERTEX_SHADER)
{ {
mShaderMap[handle] = new VertexShader(this, mRenderer->createShader(type), handle); mShaderMap[handle] = new VertexShader(this, mRenderer, handle);
} }
else if (type == GL_FRAGMENT_SHADER) else if (type == GL_FRAGMENT_SHADER)
{ {
mShaderMap[handle] = new FragmentShader(this, mRenderer->createShader(type), handle); mShaderMap[handle] = new FragmentShader(this, mRenderer, handle);
} }
else UNREACHABLE(); else UNREACHABLE();
......
...@@ -14,22 +14,31 @@ ...@@ -14,22 +14,31 @@
#include "GLSLANG/ShaderLang.h" #include "GLSLANG/ShaderLang.h"
#include "common/utilities.h" #include "common/utilities.h"
#include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/ShaderImpl.h"
#include "libGLESv2/Constants.h" #include "libGLESv2/Constants.h"
#include "libGLESv2/ResourceManager.h" #include "libGLESv2/ResourceManager.h"
namespace gl namespace gl
{ {
void *Shader::mFragmentCompiler = NULL;
void *Shader::mVertexCompiler = NULL;
Shader::Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle) template <typename VarT>
: mShader(impl), const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
mType(type),
mHandle(handle),
mResourceManager(manager),
mRefCount(0),
mDeleteStatus(false),
mCompiled(false)
{ {
// TODO: handle staticUse. for now, assume all returned variables are active.
ASSERT(variableList);
return variableList;
}
Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: mHandle(handle), mRenderer(renderer), mResourceManager(manager)
{
uncompile();
initializeCompiler();
mRefCount = 0;
mDeleteStatus = false;
mShaderVersion = 100;
} }
Shader::~Shader() Shader::~Shader()
...@@ -55,7 +64,7 @@ void Shader::setSource(GLsizei count, const char *const *string, const GLint *le ...@@ -55,7 +64,7 @@ void Shader::setSource(GLsizei count, const char *const *string, const GLint *le
int Shader::getInfoLogLength() const int Shader::getInfoLogLength() const
{ {
return mShader->getInfoLog().empty() ? 0 : (mShader->getInfoLog().length() + 1); return mInfoLog.empty() ? 0 : (mInfoLog.length() + 1);
} }
void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
...@@ -64,8 +73,8 @@ void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const ...@@ -64,8 +73,8 @@ void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
if (bufSize > 0) if (bufSize > 0)
{ {
index = std::min(bufSize - 1, static_cast<GLsizei>(mShader->getInfoLog().length())); index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
memcpy(infoLog, mShader->getInfoLog().c_str(), index); memcpy(infoLog, mInfoLog.c_str(), index);
infoLog[index] = '\0'; infoLog[index] = '\0';
} }
...@@ -83,10 +92,10 @@ int Shader::getSourceLength() const ...@@ -83,10 +92,10 @@ int Shader::getSourceLength() const
int Shader::getTranslatedSourceLength() const int Shader::getTranslatedSourceLength() const
{ {
return mShader->getTranslatedSource().empty() ? 0 : (mShader->getTranslatedSource().length() + 1); return mHlsl.empty() ? 0 : (mHlsl.length() + 1);
} }
void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const
{ {
int index = 0; int index = 0;
...@@ -111,12 +120,44 @@ void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const ...@@ -111,12 +120,44 @@ void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{ {
getSourceImpl(mShader->getTranslatedSource(), bufSize, length, buffer); getSourceImpl(mHlsl, bufSize, length, buffer);
}
unsigned int Shader::getUniformRegister(const std::string &uniformName) const
{
ASSERT(mUniformRegisterMap.count(uniformName) > 0);
return mUniformRegisterMap.find(uniformName)->second;
}
unsigned int Shader::getInterfaceBlockRegister(const std::string &blockName) const
{
ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
return mInterfaceBlockRegisterMap.find(blockName)->second;
}
const std::vector<sh::Uniform> &Shader::getUniforms() const
{
return mActiveUniforms;
}
const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks() const
{
return mActiveInterfaceBlocks;
}
std::vector<PackedVarying> &Shader::getVaryings()
{
return mVaryings;
}
bool Shader::isCompiled() const
{
return !mHlsl.empty();
} }
void Shader::compile() const std::string &Shader::getHLSL() const
{ {
mCompiled = mShader->compile(mSource); return mHlsl;
} }
void Shader::addRef() void Shader::addRef()
...@@ -149,8 +190,289 @@ void Shader::flagForDeletion() ...@@ -149,8 +190,289 @@ void Shader::flagForDeletion()
mDeleteStatus = true; mDeleteStatus = true;
} }
VertexShader::VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle) // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
: Shader(manager, impl, GL_VERTEX_SHADER, handle) void Shader::initializeCompiler()
{
if (!mFragmentCompiler)
{
int result = ShInitialize();
if (result)
{
ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
// TODO(geofflang): use context's caps
const gl::Caps &caps = mRenderer->getRendererCaps();
const gl::Extensions &extensions = mRenderer->getRendererExtensions();
resources.MaxVertexAttribs = caps.maxVertexAttributes;
resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
resources.MaxDrawBuffers = caps.maxDrawBuffers;
resources.OES_standard_derivatives = extensions.standardDerivatives;
resources.EXT_draw_buffers = extensions.drawBuffers;
resources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
// GLSL ES 3.0 constants
resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
}
}
}
void Shader::releaseCompiler()
{
ShDestruct(mFragmentCompiler);
ShDestruct(mVertexCompiler);
mFragmentCompiler = NULL;
mVertexCompiler = NULL;
ShFinalize();
}
void Shader::parseVaryings(void *compiler)
{
if (!mHlsl.empty())
{
const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
ASSERT(activeVaryings);
for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
{
mVaryings.push_back(PackedVarying((*activeVaryings)[varyingIndex]));
}
mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
}
}
void Shader::resetVaryingsRegisterAssignment()
{
for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
{
mVaryings[varyingIndex].resetRegisterAssignment();
}
}
// initialize/clean up previous state
void Shader::uncompile()
{
// set by compileToHLSL
mHlsl.clear();
mInfoLog.clear();
// set by parseVaryings
mVaryings.clear();
mUsesMultipleRenderTargets = false;
mUsesFragColor = false;
mUsesFragData = false;
mUsesFragCoord = false;
mUsesFrontFacing = false;
mUsesPointSize = false;
mUsesPointCoord = false;
mUsesDepthRange = false;
mUsesFragDepth = false;
mShaderVersion = 100;
mUsesDiscardRewriting = false;
mUsesNestedBreak = false;
mActiveUniforms.clear();
mActiveInterfaceBlocks.clear();
}
void Shader::compileToHLSL(void *compiler)
{
// ensure the compiler is loaded
initializeCompiler();
int compileOptions = SH_OBJECT_CODE;
std::string sourcePath;
if (perfActive())
{
sourcePath = getTempPath();
writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
compileOptions |= SH_LINE_DIRECTIVES;
}
int result;
if (sourcePath.empty())
{
const char* sourceStrings[] =
{
mSource.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
}
else
{
const char* sourceStrings[] =
{
sourcePath.c_str(),
mSource.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
}
size_t shaderVersion = 100;
ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
mShaderVersion = static_cast<int>(shaderVersion);
if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
{
mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
TRACE("\n%s", mInfoLog.c_str());
}
else if (result)
{
size_t objCodeLen = 0;
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
char* outputHLSL = new char[objCodeLen];
ShGetObjectCode(compiler, outputHLSL);
#ifdef _DEBUG
std::ostringstream hlslStream;
hlslStream << "// GLSL\n";
hlslStream << "//\n";
size_t curPos = 0;
while (curPos != std::string::npos)
{
size_t nextLine = mSource.find("\n", curPos);
size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
hlslStream << "// " << mSource.substr(curPos, len);
curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
}
hlslStream << "\n\n";
hlslStream << outputHLSL;
mHlsl = hlslStream.str();
#else
mHlsl = outputHLSL;
#endif
SafeDeleteArray(outputHLSL);
mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
{
const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
unsigned int index = -1;
bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
UNUSED_ASSERTION_VARIABLE(result);
ASSERT(result);
mUniformRegisterMap[uniform.name] = index;
}
mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
{
const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
unsigned int index = -1;
bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
UNUSED_ASSERTION_VARIABLE(result);
ASSERT(result);
mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
}
}
else
{
size_t infoLogLen = 0;
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
char* infoLog = new char[infoLogLen];
ShGetInfoLog(compiler, infoLog);
mInfoLog = infoLog;
TRACE("\n%s", mInfoLog.c_str());
}
}
rx::D3DWorkaroundType Shader::getD3DWorkarounds() const
{
if (mUsesDiscardRewriting)
{
// ANGLE issue 486:
// Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
}
if (mUsesNestedBreak)
{
// ANGLE issue 603:
// Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
// We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
}
return rx::ANGLE_D3D_WORKAROUND_NONE;
}
// true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
{
if (x.type == y.type)
{
return x.arraySize > y.arraySize;
}
// Special case for handling structs: we sort these to the end of the list
if (x.type == GL_STRUCT_ANGLEX)
{
return false;
}
if (y.type == GL_STRUCT_ANGLEX)
{
return true;
}
return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
}
int Shader::getShaderVersion() const
{
return mShaderVersion;
}
VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: Shader(manager, renderer, handle)
{ {
} }
...@@ -158,8 +480,60 @@ VertexShader::~VertexShader() ...@@ -158,8 +480,60 @@ VertexShader::~VertexShader()
{ {
} }
FragmentShader::FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle) GLenum VertexShader::getType() const
: Shader(manager, impl, GL_FRAGMENT_SHADER, handle) {
return GL_VERTEX_SHADER;
}
void VertexShader::uncompile()
{
Shader::uncompile();
// set by ParseAttributes
mActiveAttributes.clear();
}
void VertexShader::compile()
{
uncompile();
compileToHLSL(mVertexCompiler);
parseAttributes();
parseVaryings(mVertexCompiler);
}
int VertexShader::getSemanticIndex(const std::string &attributeName)
{
if (!attributeName.empty())
{
int semanticIndex = 0;
for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
{
const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
if (attribute.name == attributeName)
{
return semanticIndex;
}
semanticIndex += VariableRegisterCount(attribute.type);
}
}
return -1;
}
void VertexShader::parseAttributes()
{
const std::string &hlsl = getHLSL();
if (!hlsl.empty())
{
mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
}
}
FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
: Shader(manager, renderer, handle)
{ {
} }
...@@ -167,4 +541,53 @@ FragmentShader::~FragmentShader() ...@@ -167,4 +541,53 @@ FragmentShader::~FragmentShader()
{ {
} }
GLenum FragmentShader::getType() const
{
return GL_FRAGMENT_SHADER;
}
void FragmentShader::compile()
{
uncompile();
compileToHLSL(mFragmentCompiler);
parseVaryings(mFragmentCompiler);
std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
const std::string &hlsl = getHLSL();
if (!hlsl.empty())
{
mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
}
}
void FragmentShader::uncompile()
{
Shader::uncompile();
mActiveOutputVariables.clear();
}
const std::vector<sh::Attribute> &FragmentShader::getOutputVariables() const
{
return mActiveOutputVariables;
}
ShShaderOutput Shader::getCompilerOutputType(GLenum shader)
{
void *compiler = NULL;
switch (shader)
{
case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
}
size_t outputType = 0;
ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
return static_cast<ShShaderOutput>(outputType);
}
} }
...@@ -25,7 +25,7 @@ ...@@ -25,7 +25,7 @@
namespace rx namespace rx
{ {
class ShaderImpl; class Renderer;
} }
namespace gl namespace gl
...@@ -51,17 +51,16 @@ struct PackedVarying : public sh::Varying ...@@ -51,17 +51,16 @@ struct PackedVarying : public sh::Varying
class Shader class Shader
{ {
friend class DynamicHLSL;
public: public:
Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle); Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
virtual ~Shader(); virtual ~Shader();
GLenum getType() const { return mType; } virtual GLenum getType() const = 0;
GLuint getHandle() const; GLuint getHandle() const;
rx::ShaderImpl *getImplementation() { return mShader; }
const rx::ShaderImpl *getImplementation() const { return mShader; }
void deleteSource(); void deleteSource();
void setSource(GLsizei count, const char *const *string, const GLint *length); void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength() const; int getInfoLogLength() const;
...@@ -70,53 +69,121 @@ class Shader ...@@ -70,53 +69,121 @@ class Shader
void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const; void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
int getTranslatedSourceLength() const; int getTranslatedSourceLength() const;
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const; void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
const std::vector<sh::Uniform> &getUniforms() const;
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const;
std::vector<PackedVarying> &getVaryings();
void compile(); virtual void compile() = 0;
bool isCompiled() const { return mCompiled; } virtual void uncompile();
bool isCompiled() const;
const std::string &getHLSL() const;
void addRef(); void addRef();
void release(); void release();
unsigned int getRefCount() const; unsigned int getRefCount() const;
bool isFlaggedForDeletion() const; bool isFlaggedForDeletion() const;
void flagForDeletion(); void flagForDeletion();
int getShaderVersion() const;
void resetVaryingsRegisterAssignment();
static void releaseCompiler();
static ShShaderOutput getCompilerOutputType(GLenum shader);
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesPointSize() const { return mUsesPointSize; }
rx::D3DWorkaroundType getD3DWorkarounds() const;
protected:
void parseVaryings(void *compiler);
void compileToHLSL(void *compiler);
void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
static bool compareVarying(const PackedVarying &x, const PackedVarying &y);
const rx::Renderer *const mRenderer;
std::vector<PackedVarying> mVaryings;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
int mShaderVersion;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
static void *mFragmentCompiler;
static void *mVertexCompiler;
private: private:
DISALLOW_COPY_AND_ASSIGN(Shader); DISALLOW_COPY_AND_ASSIGN(Shader);
static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer); void initializeCompiler();
rx::ShaderImpl *mShader;
const GLuint mHandle; const GLuint mHandle;
const GLenum mType;
std::string mSource;
unsigned int mRefCount; // Number of program objects this shader is attached to unsigned int mRefCount; // Number of program objects this shader is attached to
bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
bool mCompiled; // Indicates if this shader has been successfully compiled
std::string mSource;
std::string mHlsl;
std::string mInfoLog;
std::vector<sh::Uniform> mActiveUniforms;
std::vector<sh::InterfaceBlock> mActiveInterfaceBlocks;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
ResourceManager *mResourceManager; ResourceManager *mResourceManager;
}; };
// TODO: These are now stubs. We should remove them and use Shader exclusively.
class VertexShader : public Shader class VertexShader : public Shader
{ {
friend class DynamicHLSL;
public: public:
VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle); VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
~VertexShader(); ~VertexShader();
virtual GLenum getType() const;
virtual void compile();
virtual void uncompile();
int getSemanticIndex(const std::string &attributeName);
const std::vector<sh::Attribute> &activeAttributes() const { return mActiveAttributes; }
private: private:
DISALLOW_COPY_AND_ASSIGN(VertexShader); DISALLOW_COPY_AND_ASSIGN(VertexShader);
void parseAttributes();
std::vector<sh::Attribute> mActiveAttributes;
}; };
class FragmentShader : public Shader class FragmentShader : public Shader
{ {
public: public:
FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle); FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
~FragmentShader(); ~FragmentShader();
virtual GLenum getType() const;
virtual void compile();
virtual void uncompile();
const std::vector<sh::Attribute> &getOutputVariables() const;
private: private:
DISALLOW_COPY_AND_ASSIGN(FragmentShader); DISALLOW_COPY_AND_ASSIGN(FragmentShader);
std::vector<sh::Attribute> mActiveOutputVariables;
}; };
} }
......
...@@ -3584,12 +3584,7 @@ void __stdcall glReleaseShaderCompiler(void) ...@@ -3584,12 +3584,7 @@ void __stdcall glReleaseShaderCompiler(void)
{ {
EVENT("()"); EVENT("()");
gl::Context *context = gl::getNonLostContext(); gl::Shader::releaseCompiler();
if (context)
{
context->releaseShaderCompiler();
}
} }
void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
......
...@@ -40,6 +40,7 @@ Renderer::Renderer(egl::Display *display) ...@@ -40,6 +40,7 @@ Renderer::Renderer(egl::Display *display)
Renderer::~Renderer() Renderer::~Renderer()
{ {
gl::Shader::releaseCompiler();
} }
const gl::Caps &Renderer::getRendererCaps() const const gl::Caps &Renderer::getRendererCaps() const
......
...@@ -53,7 +53,6 @@ class BufferImpl; ...@@ -53,7 +53,6 @@ class BufferImpl;
class VertexArrayImpl; class VertexArrayImpl;
class BufferStorage; class BufferStorage;
struct TranslatedIndexData; struct TranslatedIndexData;
class ShaderImpl;
class ShaderExecutable; class ShaderExecutable;
class SwapChain; class SwapChain;
class RenderTarget; class RenderTarget;
...@@ -198,11 +197,7 @@ class Renderer ...@@ -198,11 +197,7 @@ class Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0; virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0; virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0;
// Shader creation
virtual ShaderImpl *createShader(GLenum type) = 0;
// Shader operations // Shader operations
virtual void releaseShaderCompiler() = 0;
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers) = 0; bool separatedOutputBuffers) = 0;
......
//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderImpl.h: Defines the abstract rx::ShaderImpl class.
#ifndef LIBGLESV2_RENDERER_SHADERIMPL_H_
#define LIBGLESV2_RENDERER_SHADERIMPL_H_
#include "common/angleutils.h"
namespace rx
{
class ShaderImpl
{
public:
virtual ~ShaderImpl() { }
virtual bool compile(const std::string &source) = 0;
virtual const std::string &getInfoLog() const = 0;
virtual const std::string &getTranslatedSource() const = 0;
};
}
#endif // LIBGLESV2_RENDERER_SHADERIMPL_H_
#include "precompiled.h"
//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderD3D.cpp: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "common/utilities.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/main.h"
namespace rx
{
void *ShaderD3D::mFragmentCompiler = NULL;
void *ShaderD3D::mVertexCompiler = NULL;
template <typename VarT>
const std::vector<VarT> *GetShaderVariables(const std::vector<VarT> *variableList)
{
// TODO: handle staticUse. for now, assume all returned variables are active.
ASSERT(variableList);
return variableList;
}
ShaderD3D::ShaderD3D(rx::Renderer *renderer)
: ShaderImpl(),
mRenderer(renderer),
mShaderVersion(100)
{
uncompile();
initializeCompiler();
}
ShaderD3D::~ShaderD3D()
{
}
ShaderD3D *ShaderD3D::makeShaderD3D(ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(ShaderD3D*, impl));
return static_cast<ShaderD3D*>(impl);
}
const ShaderD3D *ShaderD3D::makeShaderD3D(const ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(const ShaderD3D*, impl));
return static_cast<const ShaderD3D*>(impl);
}
// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
void ShaderD3D::initializeCompiler()
{
if (!mFragmentCompiler)
{
int result = ShInitialize();
if (result)
{
ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
ShBuiltInResources resources;
ShInitBuiltInResources(&resources);
// TODO(geofflang): use context's caps
const gl::Caps &caps = mRenderer->getRendererCaps();
const gl::Extensions &extensions = mRenderer->getRendererExtensions();
resources.MaxVertexAttribs = caps.maxVertexAttributes;
resources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
resources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
resources.MaxTextureImageUnits = caps.maxTextureImageUnits;
resources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
resources.MaxDrawBuffers = caps.maxDrawBuffers;
resources.OES_standard_derivatives = extensions.standardDerivatives;
resources.EXT_draw_buffers = extensions.drawBuffers;
resources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
// GLSL ES 3.0 constants
resources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
resources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
resources.MinProgramTexelOffset = caps.minProgramTexelOffset;
resources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
}
}
}
void ShaderD3D::releaseCompiler()
{
ShDestruct(mFragmentCompiler);
ShDestruct(mVertexCompiler);
mFragmentCompiler = NULL;
mVertexCompiler = NULL;
ShFinalize();
}
void ShaderD3D::parseVaryings(void *compiler)
{
if (!mHlsl.empty())
{
const std::vector<sh::Varying> *activeVaryings = ShGetVaryings(compiler);
ASSERT(activeVaryings);
for (size_t varyingIndex = 0; varyingIndex < activeVaryings->size(); varyingIndex++)
{
mVaryings.push_back(gl::PackedVarying((*activeVaryings)[varyingIndex]));
}
mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
mUsesFragData = mHlsl.find("GL_USES_FRAG_DATA") != std::string::npos;
mUsesFragCoord = mHlsl.find("GL_USES_FRAG_COORD") != std::string::npos;
mUsesFrontFacing = mHlsl.find("GL_USES_FRONT_FACING") != std::string::npos;
mUsesPointSize = mHlsl.find("GL_USES_POINT_SIZE") != std::string::npos;
mUsesPointCoord = mHlsl.find("GL_USES_POINT_COORD") != std::string::npos;
mUsesDepthRange = mHlsl.find("GL_USES_DEPTH_RANGE") != std::string::npos;
mUsesFragDepth = mHlsl.find("GL_USES_FRAG_DEPTH") != std::string::npos;
mUsesDiscardRewriting = mHlsl.find("ANGLE_USES_DISCARD_REWRITING") != std::string::npos;
mUsesNestedBreak = mHlsl.find("ANGLE_USES_NESTED_BREAK") != std::string::npos;
}
}
void ShaderD3D::resetVaryingsRegisterAssignment()
{
for (unsigned int varyingIndex = 0; varyingIndex < mVaryings.size(); varyingIndex++)
{
mVaryings[varyingIndex].resetRegisterAssignment();
}
}
// initialize/clean up previous state
void ShaderD3D::uncompile()
{
// set by compileToHLSL
mHlsl.clear();
mInfoLog.clear();
// set by parseVaryings
mVaryings.clear();
mUsesMultipleRenderTargets = false;
mUsesFragColor = false;
mUsesFragData = false;
mUsesFragCoord = false;
mUsesFrontFacing = false;
mUsesPointSize = false;
mUsesPointCoord = false;
mUsesDepthRange = false;
mUsesFragDepth = false;
mShaderVersion = 100;
mUsesDiscardRewriting = false;
mUsesNestedBreak = false;
mActiveUniforms.clear();
mActiveInterfaceBlocks.clear();
}
void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
{
// ensure the compiler is loaded
initializeCompiler();
int compileOptions = SH_OBJECT_CODE;
std::string sourcePath;
if (gl::perfActive())
{
sourcePath = getTempPath();
writeFile(sourcePath.c_str(), source.c_str(), source.length());
compileOptions |= SH_LINE_DIRECTIVES;
}
int result;
if (sourcePath.empty())
{
const char* sourceStrings[] =
{
source.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
}
else
{
const char* sourceStrings[] =
{
sourcePath.c_str(),
source.c_str(),
};
result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
}
size_t shaderVersion = 100;
ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
mShaderVersion = static_cast<int>(shaderVersion);
if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
{
mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
TRACE("\n%s", mInfoLog.c_str());
}
else if (result)
{
size_t objCodeLen = 0;
ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
char* outputHLSL = new char[objCodeLen];
ShGetObjectCode(compiler, outputHLSL);
#ifdef _DEBUG
std::ostringstream hlslStream;
hlslStream << "// GLSL\n";
hlslStream << "//\n";
size_t curPos = 0;
while (curPos != std::string::npos)
{
size_t nextLine = source.find("\n", curPos);
size_t len = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);
hlslStream << "// " << source.substr(curPos, len);
curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
}
hlslStream << "\n\n";
hlslStream << outputHLSL;
mHlsl = hlslStream.str();
#else
mHlsl = outputHLSL;
#endif
SafeDeleteArray(outputHLSL);
mActiveUniforms = *GetShaderVariables(ShGetUniforms(compiler));
for (size_t uniformIndex = 0; uniformIndex < mActiveUniforms.size(); uniformIndex++)
{
const sh::Uniform &uniform = mActiveUniforms[uniformIndex];
unsigned int index = -1;
bool result = ShGetUniformRegister(compiler, uniform.name.c_str(), &index);
UNUSED_ASSERTION_VARIABLE(result);
ASSERT(result);
mUniformRegisterMap[uniform.name] = index;
}
mActiveInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));
for (size_t blockIndex = 0; blockIndex < mActiveInterfaceBlocks.size(); blockIndex++)
{
const sh::InterfaceBlock &interfaceBlock = mActiveInterfaceBlocks[blockIndex];
unsigned int index = -1;
bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name.c_str(), &index);
UNUSED_ASSERTION_VARIABLE(result);
ASSERT(result);
mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
}
}
else
{
size_t infoLogLen = 0;
ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
char* infoLog = new char[infoLogLen];
ShGetInfoLog(compiler, infoLog);
mInfoLog = infoLog;
TRACE("\n%s", mInfoLog.c_str());
}
}
rx::D3DWorkaroundType ShaderD3D::getD3DWorkarounds() const
{
if (mUsesDiscardRewriting)
{
// ANGLE issue 486:
// Work-around a D3D9 compiler bug that presents itself when using conditional discard, by disabling optimization
return rx::ANGLE_D3D_WORKAROUND_SKIP_OPTIMIZATION;
}
if (mUsesNestedBreak)
{
// ANGLE issue 603:
// Work-around a D3D9 compiler bug that presents itself when using break in a nested loop, by maximizing optimization
// We want to keep the use of ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION minimal to prevent hangs, so usesDiscard takes precedence
return rx::ANGLE_D3D_WORKAROUND_MAX_OPTIMIZATION;
}
return rx::ANGLE_D3D_WORKAROUND_NONE;
}
// true if varying x has a higher priority in packing than y
bool ShaderD3D::compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y)
{
if (x.type == y.type)
{
return x.arraySize > y.arraySize;
}
// Special case for handling structs: we sort these to the end of the list
if (x.type == GL_STRUCT_ANGLEX)
{
return false;
}
if (y.type == GL_STRUCT_ANGLEX)
{
return true;
}
return gl::VariableSortOrder(x.type) <= gl::VariableSortOrder(y.type);
}
unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const
{
ASSERT(mUniformRegisterMap.count(uniformName) > 0);
return mUniformRegisterMap.find(uniformName)->second;
}
unsigned int ShaderD3D::getInterfaceBlockRegister(const std::string &blockName) const
{
ASSERT(mInterfaceBlockRegisterMap.count(blockName) > 0);
return mInterfaceBlockRegisterMap.find(blockName)->second;
}
ShShaderOutput ShaderD3D::getCompilerOutputType(GLenum shader)
{
void *compiler = NULL;
switch (shader)
{
case GL_VERTEX_SHADER: compiler = mVertexCompiler; break;
case GL_FRAGMENT_SHADER: compiler = mFragmentCompiler; break;
default: UNREACHABLE(); return SH_HLSL9_OUTPUT;
}
size_t outputType = 0;
ShGetInfo(compiler, SH_OUTPUT_TYPE, &outputType);
return static_cast<ShShaderOutput>(outputType);
}
VertexShaderD3D::VertexShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
{
}
VertexShaderD3D::~VertexShaderD3D()
{
}
VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(VertexShaderD3D*, impl));
return static_cast<VertexShaderD3D*>(impl);
}
const VertexShaderD3D *VertexShaderD3D::makeVertexShaderD3D(const ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(const VertexShaderD3D*, impl));
return static_cast<const VertexShaderD3D*>(impl);
}
bool VertexShaderD3D::compile(const std::string &source)
{
uncompile();
compileToHLSL(mVertexCompiler, source);
parseAttributes();
parseVaryings(mVertexCompiler);
return !getTranslatedSource().empty();
}
void VertexShaderD3D::uncompile()
{
ShaderD3D::uncompile();
// set by ParseAttributes
mActiveAttributes.clear();
}
void VertexShaderD3D::parseAttributes()
{
const std::string &hlsl = getTranslatedSource();
if (!hlsl.empty())
{
mActiveAttributes = *GetShaderVariables(ShGetAttributes(mVertexCompiler));
}
}
int VertexShaderD3D::getSemanticIndex(const std::string &attributeName)
{
if (!attributeName.empty())
{
int semanticIndex = 0;
for (unsigned int attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++)
{
const sh::ShaderVariable &attribute = mActiveAttributes[attributeIndex];
if (attribute.name == attributeName)
{
return semanticIndex;
}
semanticIndex += gl::VariableRegisterCount(attribute.type);
}
}
return -1;
}
FragmentShaderD3D::FragmentShaderD3D(rx::Renderer *renderer) : ShaderD3D(renderer)
{
}
FragmentShaderD3D::~FragmentShaderD3D()
{
}
FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(FragmentShaderD3D*, impl));
return static_cast<FragmentShaderD3D*>(impl);
}
const FragmentShaderD3D *FragmentShaderD3D::makeFragmentShaderD3D(const ShaderImpl *impl)
{
ASSERT(HAS_DYNAMIC_TYPE(const FragmentShaderD3D*, impl));
return static_cast<const FragmentShaderD3D*>(impl);
}
bool FragmentShaderD3D::compile(const std::string &source)
{
uncompile();
compileToHLSL(mFragmentCompiler, source);
parseVaryings(mFragmentCompiler);
std::sort(mVaryings.begin(), mVaryings.end(), compareVarying);
const std::string &hlsl = getTranslatedSource();
if (!hlsl.empty())
{
mActiveOutputVariables = *GetShaderVariables(ShGetOutputVariables(mFragmentCompiler));
return true;
}
return false;
}
void FragmentShaderD3D::uncompile()
{
ShaderD3D::uncompile();
mActiveOutputVariables.clear();
}
}
//
// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderD3D.h: Defines the rx::ShaderD3D class which implements rx::ShaderImpl.
#ifndef LIBGLESV2_RENDERER_SHADERD3D_H_
#define LIBGLESV2_RENDERER_SHADERD3D_H_
#include "libGLESv2/Shader.h"
#include "libGLESv2/renderer/ShaderImpl.h"
namespace gl
{
class DynamicHLSL;
}
namespace rx
{
class Renderer;
class ShaderD3D : public ShaderImpl
{
friend class gl::DynamicHLSL;
public:
ShaderD3D(rx::Renderer *renderer);
virtual ~ShaderD3D();
static ShaderD3D *makeShaderD3D(ShaderImpl *impl);
static const ShaderD3D *makeShaderD3D(const ShaderImpl *impl);
// ShaderImpl implementation
const std::string &getInfoLog() const { return mInfoLog; }
const std::string &getTranslatedSource() const { return mHlsl; }
// D3D-specific methods
virtual void uncompile();
void resetVaryingsRegisterAssignment();
unsigned int getUniformRegister(const std::string &uniformName) const;
unsigned int getInterfaceBlockRegister(const std::string &blockName) const;
rx::D3DWorkaroundType getD3DWorkarounds() const;
int getShaderVersion() const { return mShaderVersion; }
bool usesDepthRange() const { return mUsesDepthRange; }
bool usesPointSize() const { return mUsesPointSize; }
std::vector<gl::PackedVarying> &getVaryings() { return mVaryings; }
const std::vector<sh::Uniform> &getUniforms() const { return mActiveUniforms; }
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const { return mActiveInterfaceBlocks; }
static void releaseCompiler();
static ShShaderOutput getCompilerOutputType(GLenum shader);
protected:
void compileToHLSL(void *compiler, const std::string &source);
void parseVaryings(void *compiler);
static bool compareVarying(const gl::PackedVarying &x, const gl::PackedVarying &y);
static void *mFragmentCompiler;
static void *mVertexCompiler;
rx::Renderer *mRenderer;
std::vector<gl::PackedVarying> mVaryings;
int mShaderVersion;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
bool mUsesDiscardRewriting;
bool mUsesNestedBreak;
private:
DISALLOW_COPY_AND_ASSIGN(ShaderD3D);
void initializeCompiler();
std::string mHlsl;
std::string mInfoLog;
std::vector<sh::Uniform> mActiveUniforms;
std::vector<sh::InterfaceBlock> mActiveInterfaceBlocks;
std::map<std::string, unsigned int> mUniformRegisterMap;
std::map<std::string, unsigned int> mInterfaceBlockRegisterMap;
};
class VertexShaderD3D : public ShaderD3D
{
friend class gl::DynamicHLSL;
public:
VertexShaderD3D(rx::Renderer *renderer);
virtual ~VertexShaderD3D();
static VertexShaderD3D *makeVertexShaderD3D(ShaderImpl *impl);
static const VertexShaderD3D *makeVertexShaderD3D(const ShaderImpl *impl);
virtual bool compile(const std::string &source);
virtual void uncompile();
int getSemanticIndex(const std::string &attributeName);
virtual const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
private:
DISALLOW_COPY_AND_ASSIGN(VertexShaderD3D);
void parseAttributes();
std::vector<sh::Attribute> mActiveAttributes;
};
class FragmentShaderD3D : public ShaderD3D
{
friend class gl::DynamicHLSL;
public:
FragmentShaderD3D(rx::Renderer *renderer);
virtual ~FragmentShaderD3D();
static FragmentShaderD3D *makeFragmentShaderD3D(ShaderImpl *impl);
static const FragmentShaderD3D *makeFragmentShaderD3D(const ShaderImpl *impl);
virtual bool compile(const std::string &source);
virtual void uncompile();
virtual const std::vector<sh::Attribute> &getOutputVariables() const { return mActiveOutputVariables; }
private:
DISALLOW_COPY_AND_ASSIGN(FragmentShaderD3D);
std::vector<sh::Attribute> mActiveOutputVariables;
};
}
#endif // LIBGLESV2_RENDERER_SHADERD3D_H_
...@@ -13,7 +13,6 @@ ...@@ -13,7 +13,6 @@
#include "libGLESv2/FramebufferAttachment.h" #include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/ProgramBinary.h" #include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h" #include "libGLESv2/Framebuffer.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h" #include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h" #include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h" #include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
...@@ -1693,7 +1692,6 @@ bool Renderer11::testDeviceResettable() ...@@ -1693,7 +1692,6 @@ bool Renderer11::testDeviceResettable()
void Renderer11::release() void Renderer11::release()
{ {
releaseShaderCompiler();
releaseDeviceResources(); releaseDeviceResources();
SafeRelease(mDxgiFactory); SafeRelease(mDxgiFactory);
...@@ -2286,25 +2284,6 @@ RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum forma ...@@ -2286,25 +2284,6 @@ RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum forma
return renderTarget; return renderTarget;
} }
ShaderImpl *Renderer11::createShader(GLenum type)
{
switch (type)
{
case GL_VERTEX_SHADER:
return new VertexShaderD3D(this);
case GL_FRAGMENT_SHADER:
return new FragmentShaderD3D(this);
default:
UNREACHABLE();
return NULL;
}
}
void Renderer11::releaseShaderCompiler()
{
ShaderD3D::releaseCompiler();
}
ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type, ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers) bool separatedOutputBuffers)
......
...@@ -145,11 +145,7 @@ class Renderer11 : public Renderer ...@@ -145,11 +145,7 @@ class Renderer11 : public Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
// Shader creation
virtual ShaderImpl *createShader(GLenum type);
// Shader operations // Shader operations
virtual void releaseShaderCompiler();
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers); bool separatedOutputBuffers);
......
...@@ -17,7 +17,6 @@ ...@@ -17,7 +17,6 @@
#include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/ProgramBinary.h" #include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/renderer/d3d/IndexDataManager.h" #include "libGLESv2/renderer/d3d/IndexDataManager.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h" #include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h" #include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h" #include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
...@@ -155,7 +154,6 @@ Renderer9::~Renderer9() ...@@ -155,7 +154,6 @@ Renderer9::~Renderer9()
void Renderer9::release() void Renderer9::release()
{ {
releaseShaderCompiler();
releaseDeviceResources(); releaseDeviceResources();
SafeRelease(mDevice); SafeRelease(mDevice);
...@@ -2787,25 +2785,6 @@ RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format ...@@ -2787,25 +2785,6 @@ RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format
return renderTarget; return renderTarget;
} }
ShaderImpl *Renderer9::createShader(GLenum type)
{
switch (type)
{
case GL_VERTEX_SHADER:
return new VertexShaderD3D(this);
case GL_FRAGMENT_SHADER:
return new FragmentShaderD3D(this);
default:
UNREACHABLE();
return NULL;
}
}
void Renderer9::releaseShaderCompiler()
{
ShaderD3D::releaseCompiler();
}
ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type, ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers) bool separatedOutputBuffers)
......
...@@ -147,11 +147,7 @@ class Renderer9 : public Renderer ...@@ -147,11 +147,7 @@ class Renderer9 : public Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
// Shader creation
virtual ShaderImpl *createShader(GLenum type);
// Shader operations // Shader operations
virtual void releaseShaderCompiler();
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type, virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings, const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers); bool separatedOutputBuffers);
......
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