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-rw-r--r--src/libGLESv2/Framebuffer.cpp2
-rw-r--r--src/libGLESv2/ProgramBinary.cpp30
-rw-r--r--src/libGLESv2/ProgramBinary.h8
-rw-r--r--src/libGLESv2/renderer/d3d/DynamicHLSL.cpp41
-rw-r--r--src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp9
5 files changed, 67 insertions, 23 deletions
diff --git a/src/libGLESv2/Framebuffer.cpp b/src/libGLESv2/Framebuffer.cpp
index b9c4a71c..6247b5a0 100644
--- a/src/libGLESv2/Framebuffer.cpp
+++ b/src/libGLESv2/Framebuffer.cpp
@@ -649,10 +649,12 @@ ColorbufferInfo Framebuffer::getColorbuffersForRender() const
ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment));
colorbuffersForRender.push_back(colorbuffer);
}
+#if (ANGLE_MRT_PERF_WORKAROUND == ANGLE_WORKAROUND_DISABLED)
else
{
colorbuffersForRender.push_back(NULL);
}
+#endif
}
return colorbuffersForRender;
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 652b7d63..97fc4aeb 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -82,7 +82,7 @@ unsigned int ParseAndStripArrayIndex(std::string* name)
return subscript;
}
-void GetInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, VertexFormat inputLayout[MAX_VERTEX_ATTRIBS])
+void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes, VertexFormat inputLayout[MAX_VERTEX_ATTRIBS])
{
size_t layoutIndex = 0;
for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++)
@@ -108,6 +108,24 @@ void GetInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAttributes
}
}
+std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<rx::PixelShaderOuputVariable> &shaderOutputVars)
+{
+#if (ANGLE_MRT_PERF_WORKAROUND == ANGLE_WORKAROUND_ENABLED)
+ std::vector<GLenum> defaultPixelOutput(1);
+#else
+ std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS);
+#endif
+ for (size_t i = 0; i < defaultPixelOutput.size(); i++)
+ {
+ defaultPixelOutput[i] = GL_NONE;
+ }
+
+ ASSERT(!shaderOutputVars.empty());
+ defaultPixelOutput[0] = GL_COLOR_ATTACHMENT0 + shaderOutputVars[0].outputIndex;
+
+ return defaultPixelOutput;
+}
+
bool IsRowMajorLayout(const sh::InterfaceBlockField &var)
{
return var.isRowMajorLayout;
@@ -261,7 +279,9 @@ rx::ShaderExecutable *ProgramBinary::getPixelExecutableForOutputLayout(const std
{
for (size_t executableIndex = 0; executableIndex < mPixelExecutables.size(); executableIndex++)
{
+#if (ANGLE_MRT_PERF_WORKAROUND == ANGLE_WORKAROUND_ENABLED)
if (mPixelExecutables[executableIndex]->matchesSignature(outputSignature))
+#endif
{
return mPixelExecutables[executableIndex]->shaderExecutable();
}
@@ -1701,14 +1721,10 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
if (success)
{
VertexFormat defaultInputLayout[MAX_VERTEX_ATTRIBS];
- GetInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
+ GetDefaultInputLayoutFromShader(vertexShader->getActiveAttributes(), defaultInputLayout);
rx::ShaderExecutable *defaultVertexExecutable = getVertexExecutableForInputLayout(defaultInputLayout);
- std::vector<GLenum> defaultPixelOutput(IMPLEMENTATION_MAX_DRAW_BUFFERS);
- for (size_t i = 0; i < defaultPixelOutput.size(); i++)
- {
- defaultPixelOutput[i] = (i == 0) ? GL_COLOR_ATTACHMENT0 : GL_NONE;
- }
+ std::vector<GLenum> defaultPixelOutput = GetDefaultOutputLayoutFromShader(mPixelShaderKey);
rx::ShaderExecutable *defaultPixelExecutable = getPixelExecutableForOutputLayout(defaultPixelOutput);
if (usesGeometryShader())
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index ee6a645f..76baaec2 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -24,6 +24,11 @@
#include <string>
#include <vector>
+// TODO(jmadill): place this in workarounds library
+#define ANGLE_WORKAROUND_ENABLED 1
+#define ANGLE_WORKAROUND_DISABLED 2
+#define ANGLE_MRT_PERF_WORKAROUND ANGLE_WORKAROUND_ENABLED
+
namespace sh
{
class HLSLBlockEncoder;
@@ -271,8 +276,7 @@ class ProgramBinary : public RefCountObject
PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable);
~PixelExecutable();
- // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
- bool matchesSignature(const std::vector<GLenum> &signature) const { return true; /* mOutputSignature == signature; */ }
+ bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index 6aa0d137..cd2b1a85 100644
--- a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -22,7 +22,7 @@ META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
using namespace gl;
-namespace gl_d3d
+namespace
{
std::string HLSLComponentTypeString(GLenum componentType)
@@ -70,6 +70,21 @@ std::string HLSLTypeString(GLenum type)
return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
}
+const rx::PixelShaderOuputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOuputVariable> &outputVariables,
+ unsigned int location)
+{
+ for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
+ {
+ if (outputVariables[variableIndex].outputIndex == location)
+ {
+ return outputVariables[variableIndex];
+ }
+ }
+
+ UNREACHABLE();
+ return outputVariables[0];
+}
+
}
namespace rx
@@ -328,7 +343,7 @@ std::string DynamicHLSL::generateVaryingHLSL(const ShaderD3D *shader) const
{
GLenum componentType = VariableComponentType(transposedType);
int columnCount = VariableColumnCount(transposedType);
- typeString = gl_d3d::HLSLComponentTypeString(componentType, columnCount);
+ typeString = HLSLComponentTypeString(componentType, columnCount);
}
varyingHLSL += typeString + " v" + n + " : " + varyingSemantic + n + ";\n";
}
@@ -361,12 +376,12 @@ std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &s
if (IsMatrixType(shaderAttribute.type))
{
// Matrix types are always transposed
- structHLSL += " " + gl_d3d::HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
+ structHLSL += " " + HLSLMatrixTypeString(TransposeMatrixType(shaderAttribute.type));
}
else
{
GLenum componentType = mRenderer->getVertexComponentType(vertexFormat);
- structHLSL += " " + gl_d3d::HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
+ structHLSL += " " + HLSLComponentTypeString(componentType, VariableComponentCount(shaderAttribute.type));
}
structHLSL += " " + decorateVariable(shaderAttribute.name) + " : TEXCOORD" + Str(semanticIndex) + ";\n";
@@ -421,17 +436,19 @@ std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string
std::string declarationHLSL;
std::string copyHLSL;
- for (size_t i = 0; i < outputVariables.size(); i++)
+
+ for (size_t layoutIndex = 0; layoutIndex < outputLayout.size(); ++layoutIndex)
{
- const PixelShaderOuputVariable& outputVariable = outputVariables[i];
- ASSERT(outputLayout.size() > outputVariable.outputIndex);
+ GLenum binding = outputLayout[layoutIndex];
- // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
- bool outputIndexEnabled = true; // outputLayout[outputVariable.outputIndex] != GL_NONE
- if (outputIndexEnabled)
+ if (binding != GL_NONE)
{
- declarationHLSL += " " + gl_d3d::HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
- " : " + targetSemantic + Str(outputVariable.outputIndex) + ";\n";
+ unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
+
+ const PixelShaderOuputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
+
+ declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
+ " : " + targetSemantic + Str(layoutIndex) + ";\n";
copyHLSL += " output." + outputVariable.name + " = " + outputVariable.source + ";\n";
}
diff --git a/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp b/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
index c021e2ab..bb2e5362 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -9,6 +9,7 @@
#include "libGLESv2/renderer/d3d/d3d11/renderer11_utils.h"
#include "libGLESv2/renderer/d3d/d3d11/formatutils11.h"
+#include "libGLESv2/ProgramBinary.h"
#include "common/debug.h"
@@ -392,9 +393,13 @@ static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel
case D3D_FEATURE_LEVEL_11_1:
case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
- // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
case D3D_FEATURE_LEVEL_10_1:
- case D3D_FEATURE_LEVEL_10_0: return 1; /* D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; */
+ case D3D_FEATURE_LEVEL_10_0:
+#if (ANGLE_MRT_PERF_WORKAROUND == ANGLE_WORKAROUND_ENABLED)
+ return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT;
+#else
+ return 1;
+#endif
case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT;
case D3D_FEATURE_LEVEL_9_2: