Commit f05cdee4 by Brandon Jones

Refactoring Shader objects (Take 2)

This change refactors shaders to no longer be dependent on D3D-only concepts. BUG=angle:731 Change-Id: I1006112f1d31b7e41bd14bd3225ea157b7d6c6c9 Reviewed-on: https://chromium-review.googlesource.com/214467Tested-by: 's avatarBrandon Jones <bajones@chromium.org> Reviewed-by: 's avatarJamie Madill <jmadill@chromium.org>
parent e54be46a
......@@ -246,6 +246,7 @@
<ClInclude Include="..\..\src\libGLESv2\validationES.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\loadimage.h"/>
......@@ -271,6 +272,7 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexDataManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.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\VertexDataManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\Clear11.h"/>
......@@ -431,6 +433,7 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\Renderer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\IndexRangeCache.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\IndexBuffer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.cpp"/>
......
......@@ -279,6 +279,9 @@
<None Include="..\..\src\libGLESv2\renderer\loadimage.inl">
<Filter>src\libGLESv2\renderer</Filter>
</None>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
......@@ -357,6 +360,9 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
......@@ -405,6 +411,9 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\VertexBuffer.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
......
......@@ -243,6 +243,7 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\TextureImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\Renderer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\SwapChain.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\imageformats.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderExecutable.h"/>
......
......@@ -270,6 +270,9 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\Image.cpp">
<Filter>src\libGLESv2\renderer</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\ShaderImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\TransformFeedbackImpl.h">
<Filter>src\libGLESv2\renderer</Filter>
</ClInclude>
......
......@@ -112,6 +112,7 @@
'libGLESv2/renderer/Renderer.cpp',
'libGLESv2/renderer/Renderer.h',
'libGLESv2/renderer/ShaderExecutable.h',
'libGLESv2/renderer/ShaderImpl.h',
'libGLESv2/renderer/SwapChain.h',
'libGLESv2/renderer/TextureImpl.h',
'libGLESv2/renderer/TransformFeedbackImpl.h',
......@@ -155,6 +156,8 @@
'libGLESv2/renderer/d3d/IndexDataManager.h',
'libGLESv2/renderer/d3d/MemoryBuffer.cpp',
'libGLESv2/renderer/d3d/MemoryBuffer.h',
'libGLESv2/renderer/d3d/ShaderD3D.cpp',
'libGLESv2/renderer/d3d/ShaderD3D.h',
'libGLESv2/renderer/d3d/TextureD3D.cpp',
'libGLESv2/renderer/d3d/TextureD3D.h',
'libGLESv2/renderer/d3d/TextureStorage.cpp',
......
......@@ -2383,6 +2383,11 @@ void Context::invalidateFrameBuffer(GLenum target, GLsizei numAttachments, const
}
}
void Context::releaseShaderCompiler()
{
mRenderer->releaseShaderCompiler();
}
void Context::initCaps(GLuint clientVersion)
{
mCaps = mRenderer->getRendererCaps();
......
......@@ -234,6 +234,8 @@ class Context
State &getState() { return mState; }
const State &getState() const { return mState; }
void releaseShaderCompiler();
private:
DISALLOW_COPY_AND_ASSIGN(Context);
......
......@@ -22,6 +22,7 @@
#include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/Buffer.h"
......@@ -1052,8 +1053,11 @@ bool ProgramBinary::applyUniformBuffers(const std::vector<gl::Buffer*> boundBuff
bool ProgramBinary::linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader)
{
std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
std::vector<PackedVarying> &fragmentVaryings = fragmentShaderD3D->getVaryings();
std::vector<PackedVarying> &vertexVaryings = vertexShaderD3D->getVaryings();
for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
{
......@@ -1605,13 +1609,16 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
mTransformFeedbackBufferMode = transformFeedbackBufferMode;
mShaderVersion = vertexShader->getShaderVersion();
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader->getImplementation());
mShaderVersion = vertexShaderD3D->getShaderVersion();
mPixelHLSL = fragmentShader->getHLSL();
mPixelWorkarounds = fragmentShader->getD3DWorkarounds();
mPixelHLSL = fragmentShaderD3D->getTranslatedSource();
mPixelWorkarounds = fragmentShaderD3D->getD3DWorkarounds();
mVertexHLSL = vertexShader->getHLSL();
mVertexWorkarounds = vertexShader->getD3DWorkarounds();
mVertexHLSL = vertexShaderD3D->getTranslatedSource();
mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds();
// Map the varyings to the register file
VaryingPacking packing = { NULL };
......@@ -1627,7 +1634,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
return false;
}
mUsesPointSize = vertexShader->usesPointSize();
mUsesPointSize = vertexShaderD3D->usesPointSize();
std::vector<LinkedVarying> linkedVaryings;
if (!mDynamicHLSL->generateShaderLinkHLSL(infoLog, registers, packing, mPixelHLSL, mVertexHLSL,
fragmentShader, vertexShader, transformFeedbackVaryings,
......@@ -1649,7 +1656,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
}
// special case for gl_DepthRange, the only built-in uniform (also a struct)
if (vertexShader->usesDepthRange() || fragmentShader->usesDepthRange())
if (vertexShaderD3D->usesDepthRange() || fragmentShaderD3D->usesDepthRange())
{
const sh::BlockMemberInfo &defaultInfo = sh::BlockMemberInfo::getDefaultBlockInfo();
......@@ -1672,7 +1679,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
if (success)
{
VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS];
GetInputLayoutFromShader(vertexShader->activeAttributes(), defaultInputLayout);
GetInputLayoutFromShader(vertexShaderD3D->getActiveAttributes(), defaultInputLayout);
rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout);
std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS);
......@@ -1705,8 +1712,10 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
// 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)
{
rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader->getImplementation());
unsigned int usedLocations = 0;
const std::vector<sh::Attribute> &activeAttributes = vertexShader->activeAttributes();
const std::vector<sh::Attribute> &activeAttributes = vertexShaderD3D->getActiveAttributes();
// Link attributes that have a binding location
for (unsigned int attributeIndex = 0; attributeIndex < activeAttributes.size(); attributeIndex++)
......@@ -1773,7 +1782,7 @@ bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &at
for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
{
int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
int index = vertexShaderD3D->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
int rows = VariableRegisterCount(mLinkedAttribute[attributeIndex].type);
for (int r = 0; r < rows; r++)
......@@ -1881,8 +1890,11 @@ bool ProgramBinary::linkValidateInterfaceBlockFields(InfoLog &infoLog, const std
bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader)
{
const std::vector<sh::Uniform> &vertexUniforms = vertexShader.getUniforms();
const std::vector<sh::Uniform> &fragmentUniforms = fragmentShader.getUniforms();
const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation());
const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation());
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
typedef std::map<std::string, const sh::Uniform*> UniformMap;
......@@ -1912,13 +1924,13 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha
for (unsigned int uniformIndex = 0; uniformIndex < vertexUniforms.size(); uniformIndex++)
{
const sh::Uniform &uniform = vertexUniforms[uniformIndex];
defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShader.getUniformRegister(uniform.name));
defineUniformBase(GL_VERTEX_SHADER, uniform, vertexShaderD3D->getUniformRegister(uniform.name));
}
for (unsigned int uniformIndex = 0; uniformIndex < fragmentUniforms.size(); uniformIndex++)
{
const sh::Uniform &uniform = fragmentUniforms[uniformIndex];
defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShader.getUniformRegister(uniform.name));
defineUniformBase(GL_FRAGMENT_SHADER, uniform, fragmentShaderD3D->getUniformRegister(uniform.name));
}
if (!indexUniforms(infoLog))
......@@ -1933,7 +1945,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, const VertexShader &vertexSha
void ProgramBinary::defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister)
{
ShShaderOutput outputType = Shader::getCompilerOutputType(shader);
ShShaderOutput outputType = rx::ShaderD3D::getCompilerOutputType(shader);
sh::HLSLBlockEncoder encoder(sh::HLSLBlockEncoder::GetStrategyFor(outputType));
encoder.skipRegisters(uniformRegister);
......@@ -2152,8 +2164,11 @@ bool ProgramBinary::areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::Inter
bool ProgramBinary::linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader,
const FragmentShader &fragmentShader)
{
const std::vector<sh::InterfaceBlock> &vertexInterfaceBlocks = vertexShader.getInterfaceBlocks();
const std::vector<sh::InterfaceBlock> &fragmentInterfaceBlocks = fragmentShader.getInterfaceBlocks();
const rx::VertexShaderD3D *vertexShaderD3D = rx::VertexShaderD3D::makeVertexShaderD3D(vertexShader.getImplementation());
const rx::FragmentShaderD3D *fragmentShaderD3D = rx::FragmentShaderD3D::makeFragmentShaderD3D(fragmentShader.getImplementation());
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
typedef std::map<std::string, const sh::InterfaceBlock*> UniformBlockMap;
......@@ -2293,6 +2308,8 @@ void ProgramBinary::defineUniformBlockMembers(const std::vector<VarT> &fields, c
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
if (getUniformBlockIndex(interfaceBlock.name) == GL_INVALID_INDEX)
{
......@@ -2340,7 +2357,7 @@ bool ProgramBinary::defineUniformBlock(InfoLog &infoLog, const Shader &shader, c
ASSERT(blockIndex != GL_INVALID_INDEX);
ASSERT(blockIndex + elementCount <= mUniformBlocks.size());
unsigned int interfaceBlockRegister = shader.getInterfaceBlockRegister(interfaceBlock.name);
unsigned int interfaceBlockRegister = shaderD3D->getInterfaceBlockRegister(interfaceBlock.name);
for (unsigned int uniformBlockElement = 0; uniformBlockElement < elementCount; uniformBlockElement++)
{
......
......@@ -95,11 +95,11 @@ GLuint ResourceManager::createShader(GLenum type)
if (type == GL_VERTEX_SHADER)
{
mShaderMap[handle] = new VertexShader(this, mRenderer, handle);
mShaderMap[handle] = new VertexShader(this, mRenderer->createShader(type), handle);
}
else if (type == GL_FRAGMENT_SHADER)
{
mShaderMap[handle] = new FragmentShader(this, mRenderer, handle);
mShaderMap[handle] = new FragmentShader(this, mRenderer->createShader(type), handle);
}
else UNREACHABLE();
......
......@@ -25,7 +25,7 @@
namespace rx
{
class Renderer;
class ShaderImpl;
}
namespace gl
......@@ -51,16 +51,17 @@ struct PackedVarying : public sh::Varying
class Shader
{
friend class DynamicHLSL;
public:
Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle);
virtual ~Shader();
virtual GLenum getType() const = 0;
GLenum getType() const { return mType; }
GLuint getHandle() const;
rx::ShaderImpl *getImplementation() { return mShader; }
const rx::ShaderImpl *getImplementation() const { return mShader; }
void deleteSource();
void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength() const;
......@@ -69,121 +70,53 @@ class Shader
void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
int getTranslatedSourceLength() 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();
virtual void compile() = 0;
virtual void uncompile();
bool isCompiled() const;
const std::string &getHLSL() const;
void compile();
bool isCompiled() const { return mCompiled; }
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
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:
DISALLOW_COPY_AND_ASSIGN(Shader);
void initializeCompiler();
static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
rx::ShaderImpl *mShader;
const GLuint mHandle;
const GLenum mType;
std::string mSource;
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
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;
bool mCompiled; // Indicates if this shader has been successfully compiled
ResourceManager *mResourceManager;
};
// TODO: These are now stubs. We should remove them and use Shader exclusively.
class VertexShader : public Shader
{
friend class DynamicHLSL;
public:
VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
~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:
DISALLOW_COPY_AND_ASSIGN(VertexShader);
void parseAttributes();
std::vector<sh::Attribute> mActiveAttributes;
};
class FragmentShader : public Shader
{
public:
FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
~FragmentShader();
virtual GLenum getType() const;
virtual void compile();
virtual void uncompile();
const std::vector<sh::Attribute> &getOutputVariables() const;
private:
DISALLOW_COPY_AND_ASSIGN(FragmentShader);
std::vector<sh::Attribute> mActiveOutputVariables;
};
}
......
......@@ -3584,7 +3584,12 @@ void __stdcall glReleaseShaderCompiler(void)
{
EVENT("()");
gl::Shader::releaseCompiler();
gl::Context *context = gl::getNonLostContext();
if (context)
{
context->releaseShaderCompiler();
}
}
void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
......
......@@ -40,7 +40,6 @@ Renderer::Renderer(egl::Display *display)
Renderer::~Renderer()
{
gl::Shader::releaseCompiler();
}
const gl::Caps &Renderer::getRendererCaps() const
......
......@@ -53,6 +53,7 @@ class BufferImpl;
class VertexArrayImpl;
class BufferStorage;
struct TranslatedIndexData;
class ShaderImpl;
class ShaderExecutable;
class SwapChain;
class RenderTarget;
......@@ -197,7 +198,11 @@ class Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0;
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples) = 0;
// Shader creation
virtual ShaderImpl *createShader(GLenum type) = 0;
// Shader operations
virtual void releaseShaderCompiler() = 0;
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
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_
//
// 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_
......@@ -13,6 +13,7 @@
#include "libGLESv2/FramebufferAttachment.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
#include "libGLESv2/renderer/d3d/d3d11/Renderer11.h"
......@@ -1692,6 +1693,7 @@ bool Renderer11::testDeviceResettable()
void Renderer11::release()
{
releaseShaderCompiler();
releaseDeviceResources();
SafeRelease(mDxgiFactory);
......@@ -2284,6 +2286,25 @@ RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum forma
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,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers)
......
......@@ -145,7 +145,11 @@ class Renderer11 : public Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
// Shader creation
virtual ShaderImpl *createShader(GLenum type);
// Shader operations
virtual void releaseShaderCompiler();
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers);
......
......@@ -17,6 +17,7 @@
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/renderer/d3d/IndexDataManager.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/TextureD3D.h"
#include "libGLESv2/renderer/d3d/TransformFeedbackD3D.h"
#include "libGLESv2/renderer/d3d/d3d9/Renderer9.h"
......@@ -154,6 +155,7 @@ Renderer9::~Renderer9()
void Renderer9::release()
{
releaseShaderCompiler();
releaseDeviceResources();
SafeRelease(mDevice);
......@@ -2785,6 +2787,25 @@ RenderTarget *Renderer9::createRenderTarget(int width, int height, GLenum format
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,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers)
......
......@@ -147,7 +147,11 @@ class Renderer9 : public Renderer
virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth);
virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples);
// Shader creation
virtual ShaderImpl *createShader(GLenum type);
// Shader operations
virtual void releaseShaderCompiler();
virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackVaryings,
bool separatedOutputBuffers);
......
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