Split register allocation of varyings from the translator.

The translator gl::Varying struct does not need to know about register
allocation. We can put that entirely in the API library. This makes
exposing Varying variables with the new translator types cleaner.

BUG=angle:466

Change-Id: Ib85ac27de003913a01f76d5f4dc52454530859e6
Reviewed-on: https://chromium-review.googlesource.com/199736
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
This commit is contained in:
Jamie Madill 2014-05-14 13:49:10 -04:00
Родитель 4f8fcc2416
Коммит ff0d2ba6c7
6 изменённых файлов: 89 добавлений и 72 удалений

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@ -60,7 +60,7 @@ struct ShaderVariable
struct Uniform : public ShaderVariable struct Uniform : public ShaderVariable
{ {
unsigned int registerIndex; unsigned int registerIndex;
unsigned int elementIndex; // For struct varyings unsigned int elementIndex; // Offset within a register, for struct members
std::vector<Uniform> fields; std::vector<Uniform> fields;
Uniform(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn, Uniform(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn,
@ -105,22 +105,14 @@ struct Varying : public ShaderVariable
{ {
InterpolationType interpolation; InterpolationType interpolation;
std::vector<Varying> fields; std::vector<Varying> fields;
unsigned int registerIndex; // Assigned during link
std::string structName; std::string structName;
Varying(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn, InterpolationType interpolationIn) Varying(GLenum typeIn, GLenum precisionIn, const char *nameIn, unsigned int arraySizeIn, InterpolationType interpolationIn)
: ShaderVariable(typeIn, precisionIn, nameIn, arraySizeIn), : ShaderVariable(typeIn, precisionIn, nameIn, arraySizeIn),
interpolation(interpolationIn), interpolation(interpolationIn)
registerIndex(GL_INVALID_INDEX)
{} {}
bool isStruct() const { return !fields.empty(); } bool isStruct() const { return !fields.empty(); }
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
void resetRegisterAssignment()
{
registerIndex = GL_INVALID_INDEX;
}
}; };
struct BlockMemberInfo struct BlockMemberInfo

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@ -89,18 +89,17 @@ DynamicHLSL::DynamicHLSL(rx::Renderer *const renderer)
{ {
} }
static bool packVarying(Varying *varying, const int maxVaryingVectors, const ShaderVariable *packing[][4]) static bool packVarying(PackedVarying *varying, const int maxVaryingVectors, VaryingPacking packing)
{ {
GLenum transposedType = TransposeMatrixType(varying->type); GLenum transposedType = TransposeMatrixType(varying->type);
// matrices within varying structs are not transposed // matrices within varying structs are not transposed
int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount(); int registers = (varying->isStruct() ? HLSLVariableRegisterCount(*varying) : VariableRowCount(transposedType)) * varying->elementCount();
int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType)); int elements = (varying->isStruct() ? 4 : VariableColumnCount(transposedType));
bool success = false;
if (elements == 2 || elements == 3 || elements == 4) if (elements >= 2 && elements <= 4)
{ {
for (int r = 0; r <= maxVaryingVectors - registers && !success; r++) for (int r = 0; r <= maxVaryingVectors - registers; r++)
{ {
bool available = true; bool available = true;
@ -127,13 +126,13 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
} }
} }
success = true; return true;
} }
} }
if (!success && elements == 2) if (elements == 2)
{ {
for (int r = maxVaryingVectors - registers; r >= 0 && !success; r--) for (int r = maxVaryingVectors - registers; r >= 0; r--)
{ {
bool available = true; bool available = true;
@ -160,7 +159,7 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
} }
} }
success = true; return true;
} }
} }
} }
@ -204,17 +203,17 @@ static bool packVarying(Varying *varying, const int maxVaryingVectors, const Sha
} }
} }
success = true; return true;
} }
} }
else UNREACHABLE(); else UNREACHABLE();
return success; return false;
} }
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful // Returns the number of used varying registers, or -1 if unsuccesful
int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings) VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings)
{ {
const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
@ -226,7 +225,7 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{ {
Varying *varying = &fragmentShader->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);
@ -246,7 +245,7 @@ int DynamicHLSL::packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][
bool found = false; bool found = false;
for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < vertexShader->mVaryings.size(); varyingIndex++)
{ {
Varying *varying = &vertexShader->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))
@ -289,17 +288,17 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < shader->mVaryings.size(); varyingIndex++)
{ {
Varying *varying = &shader->mVaryings[varyingIndex]; const PackedVarying &varying = shader->mVaryings[varyingIndex];
if (varying->registerAssigned()) if (varying.registerAssigned())
{ {
GLenum transposedType = TransposeMatrixType(varying->type); GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++) for (unsigned int elementIndex = 0; elementIndex < varying.elementCount(); elementIndex++)
{ {
for (int row = 0; row < variableRows; row++) for (int row = 0; row < variableRows; row++)
{ {
switch (varying->interpolation) switch (varying.interpolation)
{ {
case INTERPOLATION_SMOOTH: varyingHLSL += " "; break; case INTERPOLATION_SMOOTH: varyingHLSL += " "; break;
case INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break; case INTERPOLATION_FLAT: varyingHLSL += " nointerpolation "; break;
@ -307,16 +306,16 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
default: UNREACHABLE(); default: UNREACHABLE();
} }
unsigned int semanticIndex = elementIndex * variableRows + varying->registerIndex + row; unsigned int semanticIndex = elementIndex * variableRows + varying.registerIndex + row;
std::string n = Str(semanticIndex); std::string n = Str(semanticIndex);
std::string typeString; std::string typeString;
if (varying->isStruct()) if (varying.isStruct())
{ {
// matrices within structs are not transposed, so // matrices within structs are not transposed, so
// do not use the special struct prefix "rm" // do not use the special struct prefix "rm"
typeString = decorateVariable(varying->structName); typeString = decorateVariable(varying.structName);
} }
else else
{ {
@ -330,9 +329,9 @@ std::string DynamicHLSL::generateVaryingHLSL(VertexShader *shader, const std::st
if (linkedVaryings) if (linkedVaryings)
{ {
linkedVaryings->push_back(LinkedVarying(varying->name, varying->type, varying->elementCount(), linkedVaryings->push_back(LinkedVarying(varying.name, varying.type, varying.elementCount(),
varyingSemantic, varying->registerIndex, varyingSemantic, varying.registerIndex,
variableRows * varying->elementCount())); variableRows * varying.elementCount()));
} }
} }
} }
@ -404,7 +403,7 @@ std::string DynamicHLSL::generateInputLayoutHLSL(const VertexFormat inputLayout[
"}\n"; "}\n";
} }
bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ShaderVariable *packing[][4], bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL, std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader, FragmentShader *fragmentShader, VertexShader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings, const std::vector<std::string>& transformFeedbackVaryings,
@ -563,16 +562,16 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++) for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
{ {
Varying *varying = &vertexShader->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++)
{ {
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying->type))); int variableRows = (varying.isStruct() ? 1 : VariableRowCount(TransposeMatrixType(varying.type)));
for (int row = 0; row < variableRows; row++) for (int row = 0; row < variableRows; row++)
{ {
int r = varying->registerIndex + elementIndex * variableRows + row; int r = varying.registerIndex + elementIndex * variableRows + row;
vertexHLSL += " output.v" + Str(r); vertexHLSL += " output.v" + Str(r);
bool sharedRegister = false; // Register used by multiple varyings bool sharedRegister = false; // Register used by multiple varyings
@ -592,7 +591,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (int x = 0; x < 4; x++) for (int x = 0; x < 4; x++)
{ {
if (packing[r][x] == &*varying) if (packing[r][x] == &varying)
{ {
switch(x) switch(x)
{ {
@ -605,9 +604,9 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
} }
} }
vertexHLSL += " = _" + varying->name; vertexHLSL += " = _" + varying.name;
if (varying->isArray()) if (varying.isArray())
{ {
vertexHLSL += ArrayString(elementIndex); vertexHLSL += ArrayString(elementIndex);
} }
@ -762,19 +761,19 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++) for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{ {
Varying *varying = &fragmentShader->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++)
{ {
GLenum transposedType = TransposeMatrixType(varying->type); GLenum transposedType = TransposeMatrixType(varying.type);
int variableRows = (varying->isStruct() ? 1 : VariableRowCount(transposedType)); int variableRows = (varying.isStruct() ? 1 : VariableRowCount(transposedType));
for (int row = 0; row < variableRows; row++) for (int row = 0; row < variableRows; row++)
{ {
std::string n = Str(varying->registerIndex + elementIndex * variableRows + row); std::string n = Str(varying.registerIndex + elementIndex * variableRows + row);
pixelHLSL += " _" + varying->name; pixelHLSL += " _" + varying.name;
if (varying->isArray()) if (varying.isArray())
{ {
pixelHLSL += ArrayString(elementIndex); pixelHLSL += ArrayString(elementIndex);
} }
@ -784,7 +783,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
pixelHLSL += ArrayString(row); pixelHLSL += ArrayString(row);
} }
if (varying->isStruct()) if (varying.isStruct())
{ {
pixelHLSL += " = input.v" + n + ";\n"; break; pixelHLSL += " = input.v" + n + ";\n"; break;
} }
@ -870,14 +869,14 @@ void DynamicHLSL::defineOutputVariables(FragmentShader *fragmentShader, std::map
} }
} }
std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{ {
// for now we only handle point sprite emulation // for now we only handle point sprite emulation
ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4); ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader); return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
} }
std::string DynamicHLSL::generatePointSpriteHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const std::string DynamicHLSL::generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const
{ {
ASSERT(registers >= 0); ASSERT(registers >= 0);
ASSERT(vertexShader->mUsesPointSize); ASSERT(vertexShader->mUsesPointSize);

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@ -10,6 +10,7 @@
#define LIBGLESV2_DYNAMIC_HLSL_H_ #define LIBGLESV2_DYNAMIC_HLSL_H_
#include "common/angleutils.h" #include "common/angleutils.h"
#include "libGLESv2/constants.h"
namespace rx namespace rx
{ {
@ -27,24 +28,28 @@ struct LinkedVarying;
class VertexAttribute; class VertexAttribute;
struct VertexFormat; struct VertexFormat;
struct ShaderVariable; struct ShaderVariable;
struct Varying;
struct Attribute; struct Attribute;
struct PackedVarying;
typedef const PackedVarying *VaryingPacking[IMPLEMENTATION_MAX_VARYING_VECTORS][4];
class DynamicHLSL class DynamicHLSL
{ {
public: public:
explicit DynamicHLSL(rx::Renderer *const renderer); explicit DynamicHLSL(rx::Renderer *const renderer);
int packVaryings(InfoLog &infoLog, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, int packVaryings(InfoLog &infoLog, VaryingPacking packing, FragmentShader *fragmentShader,
VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings); VertexShader *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
std::string generateInputLayoutHLSL(const VertexFormat inputLayout[], const Attribute shaderAttributes[]) const; std::string generateInputLayoutHLSL(const VertexFormat inputLayout[], const Attribute shaderAttributes[]) const;
bool generateShaderLinkHLSL(InfoLog &infoLog, int registers, const ShaderVariable *packing[][4], bool generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL, std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader, FragmentShader *fragmentShader, VertexShader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings, const std::vector<std::string>& transformFeedbackVaryings,
std::vector<LinkedVarying> *linkedVaryings, std::vector<LinkedVarying> *linkedVaryings,
std::map<int, VariableLocation> *programOutputVars) const; std::map<int, VariableLocation> *programOutputVars) const;
std::string generateGeometryShaderHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const; std::string generateGeometryShaderHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const;
void getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const; void getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const;
static const std::string VERTEX_ATTRIBUTE_STUB_STRING; static const std::string VERTEX_ATTRIBUTE_STUB_STRING;
@ -57,7 +62,7 @@ class DynamicHLSL
std::string generateVaryingHLSL(VertexShader *shader, const std::string &varyingSemantic, std::string generateVaryingHLSL(VertexShader *shader, const std::string &varyingSemantic,
std::vector<LinkedVarying> *linkedVaryings) const; std::vector<LinkedVarying> *linkedVaryings) const;
void defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const; void defineOutputVariables(FragmentShader *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const;
std::string generatePointSpriteHLSL(int registers, const ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const; std::string generatePointSpriteHLSL(int registers, FragmentShader *fragmentShader, VertexShader *vertexShader) const;
// Prepend an underscore // Prepend an underscore
static std::string decorateVariable(const std::string &name); static std::string decorateVariable(const std::string &name);

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@ -1013,17 +1013,17 @@ 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)
{ {
std::vector<gl::Varying> &fragmentVaryings = fragmentShader->getVaryings(); std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
std::vector<gl::Varying> &vertexVaryings = vertexShader->getVaryings(); std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++) for (size_t fragVaryingIndex = 0; fragVaryingIndex < fragmentVaryings.size(); fragVaryingIndex++)
{ {
gl::Varying *input = &fragmentVaryings[fragVaryingIndex]; PackedVarying *input = &fragmentVaryings[fragVaryingIndex];
bool matched = false; bool matched = false;
for (size_t vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++) for (size_t vertVaryingIndex = 0; vertVaryingIndex < vertexVaryings.size(); vertVaryingIndex++)
{ {
gl::Varying *output = &vertexVaryings[vertVaryingIndex]; PackedVarying *output = &vertexVaryings[vertVaryingIndex];
if (output->name == input->name) if (output->name == input->name)
{ {
if (!linkValidateVariables(infoLog, output->name, *input, *output)) if (!linkValidateVariables(infoLog, output->name, *input, *output))
@ -1536,7 +1536,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
mVertexWorkarounds = vertexShader->getD3DWorkarounds(); mVertexWorkarounds = vertexShader->getD3DWorkarounds();
// Map the varyings to the register file // Map the varyings to the register file
const gl::ShaderVariable *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL}; VaryingPacking packing = { NULL };
int registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShader, vertexShader, transformFeedbackVaryings); int registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShader, vertexShader, transformFeedbackVaryings);
if (registers < 0) if (registers < 0)
@ -1602,7 +1602,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
if (usesGeometryShader()) if (usesGeometryShader())
{ {
std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader); std::string geometryHLSL = mDynamicHLSL->generateGeometryShaderHLSL(registers, fragmentShader, vertexShader);
mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY, mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY,
mTransformFeedbackLinkedVaryings, mTransformFeedbackLinkedVaryings,
(mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS), (mTransformFeedbackBufferMode == GL_SEPARATE_ATTRIBS),

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@ -125,7 +125,7 @@ const std::vector<InterfaceBlock> &Shader::getInterfaceBlocks() const
return mActiveInterfaceBlocks; return mActiveInterfaceBlocks;
} }
std::vector<Varying> &Shader::getVaryings() std::vector<PackedVarying> &Shader::getVaryings()
{ {
return mVaryings; return mVaryings;
} }
@ -227,7 +227,11 @@ void Shader::parseVaryings(void *compiler)
{ {
std::vector<Varying> *activeVaryings; std::vector<Varying> *activeVaryings;
ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings)); ShGetInfoPointer(compiler, SH_ACTIVE_VARYINGS_ARRAY, reinterpret_cast<void**>(&activeVaryings));
mVaryings = *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; mUsesMultipleRenderTargets = mHlsl.find("GL_USES_MRT") != std::string::npos;
mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos; mUsesFragColor = mHlsl.find("GL_USES_FRAG_COLOR") != std::string::npos;
@ -440,7 +444,7 @@ static const GLenum varyingPriorityList[] =
}; };
// true if varying x has a higher priority in packing than y // true if varying x has a higher priority in packing than y
bool Shader::compareVarying(const ShaderVariable &x, const ShaderVariable &y) bool Shader::compareVarying(const PackedVarying &x, const PackedVarying &y)
{ {
if (x.type == y.type) if (x.type == y.type)
{ {

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@ -32,6 +32,23 @@ namespace gl
{ {
class ResourceManager; class ResourceManager;
struct PackedVarying : public Varying
{
unsigned int registerIndex; // Assigned during link
PackedVarying(const Varying &varying)
: Varying(varying),
registerIndex(GL_INVALID_INDEX)
{}
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
void resetRegisterAssignment()
{
registerIndex = GL_INVALID_INDEX;
}
};
class Shader class Shader
{ {
friend class DynamicHLSL; friend class DynamicHLSL;
@ -54,7 +71,7 @@ class Shader
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const; void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
const std::vector<Uniform> &getUniforms() const; const std::vector<Uniform> &getUniforms() const;
const std::vector<InterfaceBlock> &getInterfaceBlocks() const; const std::vector<InterfaceBlock> &getInterfaceBlocks() const;
std::vector<Varying> &getVaryings(); std::vector<PackedVarying> &getVaryings();
virtual void compile() = 0; virtual void compile() = 0;
virtual void uncompile(); virtual void uncompile();
@ -82,11 +99,11 @@ class Shader
void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const; void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
static bool compareVarying(const ShaderVariable &x, const ShaderVariable &y); static bool compareVarying(const PackedVarying &x, const PackedVarying &y);
const rx::Renderer *const mRenderer; const rx::Renderer *const mRenderer;
std::vector<Varying> mVaryings; std::vector<PackedVarying> mVaryings;
bool mUsesMultipleRenderTargets; bool mUsesMultipleRenderTargets;
bool mUsesFragColor; bool mUsesFragColor;