| 1 | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
| 2 | // |
| 3 | // Licensed under the Apache License, Version 2.0 (the "License"); |
| 4 | // you may not use this file except in compliance with the License. |
| 5 | // You may obtain a copy of the License at |
| 6 | // |
| 7 | // http://www.apache.org/licenses/LICENSE-2.0 |
| 8 | // |
| 9 | // Unless required by applicable law or agreed to in writing, software |
| 10 | // distributed under the License is distributed on an "AS IS" BASIS, |
| 11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 12 | // See the License for the specific language governing permissions and |
| 13 | // limitations under the License. |
| 14 | |
| 15 | // Shader.cpp: Implements the Shader class and its derived classes |
| 16 | // VertexShader and FragmentShader. Implements GL shader objects and related |
| 17 | // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. |
| 18 | |
| 19 | #include "Shader.h" |
| 20 | |
| 21 | #include "main.h" |
| 22 | #include "utilities.h" |
| 23 | |
| 24 | #include <string> |
| 25 | #include <algorithm> |
| 26 | |
| 27 | namespace es2 |
| 28 | { |
| 29 | std::mutex Shader::mutex; |
| 30 | bool Shader::compilerInitialized = false; |
| 31 | |
| 32 | Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) |
| 33 | { |
| 34 | mSource = nullptr; |
| 35 | |
| 36 | clear(); |
| 37 | |
| 38 | mRefCount = 0; |
| 39 | mDeleteStatus = false; |
| 40 | } |
| 41 | |
| 42 | Shader::~Shader() |
| 43 | { |
| 44 | delete[] mSource; |
| 45 | } |
| 46 | |
| 47 | GLuint Shader::getName() const |
| 48 | { |
| 49 | return mHandle; |
| 50 | } |
| 51 | |
| 52 | void Shader::setSource(GLsizei count, const char *const *string, const GLint *length) |
| 53 | { |
| 54 | delete[] mSource; |
| 55 | int totalLength = 0; |
| 56 | |
| 57 | for(int i = 0; i < count; i++) |
| 58 | { |
| 59 | if(length && length[i] >= 0) |
| 60 | { |
| 61 | totalLength += length[i]; |
| 62 | } |
| 63 | else |
| 64 | { |
| 65 | totalLength += (int)strlen(string[i]); |
| 66 | } |
| 67 | } |
| 68 | |
| 69 | mSource = new char[totalLength + 1]; |
| 70 | char *code = mSource; |
| 71 | |
| 72 | for(int i = 0; i < count; i++) |
| 73 | { |
| 74 | int stringLength; |
| 75 | |
| 76 | if(length && length[i] >= 0) |
| 77 | { |
| 78 | stringLength = length[i]; |
| 79 | } |
| 80 | else |
| 81 | { |
| 82 | stringLength = (int)strlen(string[i]); |
| 83 | } |
| 84 | |
| 85 | strncpy(code, string[i], stringLength); |
| 86 | code += stringLength; |
| 87 | } |
| 88 | |
| 89 | mSource[totalLength] = '\0'; |
| 90 | } |
| 91 | |
| 92 | size_t Shader::getInfoLogLength() const |
| 93 | { |
| 94 | if(infoLog.empty()) |
| 95 | { |
| 96 | return 0; |
| 97 | } |
| 98 | else |
| 99 | { |
| 100 | return infoLog.size() + 1; |
| 101 | } |
| 102 | } |
| 103 | |
| 104 | void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLogOut) |
| 105 | { |
| 106 | int index = 0; |
| 107 | |
| 108 | if(bufSize > 0) |
| 109 | { |
| 110 | if(!infoLog.empty()) |
| 111 | { |
| 112 | index = std::min(bufSize - 1, (GLsizei)infoLog.size()); |
| 113 | memcpy(infoLogOut, infoLog.c_str(), index); |
| 114 | } |
| 115 | |
| 116 | infoLogOut[index] = '\0'; |
| 117 | } |
| 118 | |
| 119 | if(length) |
| 120 | { |
| 121 | *length = index; |
| 122 | } |
| 123 | } |
| 124 | |
| 125 | size_t Shader::getSourceLength() const |
| 126 | { |
| 127 | if(!mSource) |
| 128 | { |
| 129 | return 0; |
| 130 | } |
| 131 | else |
| 132 | { |
| 133 | return strlen(mSource) + 1; |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source) |
| 138 | { |
| 139 | int index = 0; |
| 140 | |
| 141 | if(bufSize > 0) |
| 142 | { |
| 143 | if(mSource) |
| 144 | { |
| 145 | index = std::min(bufSize - 1, (int)strlen(mSource)); |
| 146 | memcpy(source, mSource, index); |
| 147 | } |
| 148 | |
| 149 | source[index] = '\0'; |
| 150 | } |
| 151 | |
| 152 | if(length) |
| 153 | { |
| 154 | *length = index; |
| 155 | } |
| 156 | } |
| 157 | |
| 158 | TranslatorASM *Shader::createCompiler(GLenum shaderType) |
| 159 | { |
| 160 | if(!compilerInitialized) |
| 161 | { |
| 162 | compilerInitialized = InitCompilerGlobals(); |
| 163 | |
| 164 | if(!compilerInitialized) |
| 165 | { |
| 166 | infoLog += "GLSL compiler failed to initialize.\n" ; |
| 167 | |
| 168 | return nullptr; |
| 169 | } |
| 170 | } |
| 171 | |
| 172 | TranslatorASM *assembler = new TranslatorASM(this, shaderType); |
| 173 | |
| 174 | ShBuiltInResources resources; |
| 175 | resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; |
| 176 | resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS; |
| 177 | resources.MaxVaryingVectors = MAX_VARYING_VECTORS; |
| 178 | resources.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; |
| 179 | resources.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; |
| 180 | resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; |
| 181 | resources.MaxFragmentUniformVectors = MAX_FRAGMENT_UNIFORM_VECTORS; |
| 182 | resources.MaxDrawBuffers = MAX_DRAW_BUFFERS; |
| 183 | resources.MaxVertexOutputVectors = MAX_VERTEX_OUTPUT_VECTORS; |
| 184 | resources.MaxFragmentInputVectors = MAX_FRAGMENT_INPUT_VECTORS; |
| 185 | resources.MinProgramTexelOffset = MIN_PROGRAM_TEXEL_OFFSET; |
| 186 | resources.MaxProgramTexelOffset = MAX_PROGRAM_TEXEL_OFFSET; |
| 187 | resources.OES_standard_derivatives = 1; |
| 188 | resources.OES_fragment_precision_high = 1; |
| 189 | resources.OES_EGL_image_external = 1; |
| 190 | resources.OES_EGL_image_external_essl3 = 1; |
| 191 | resources.EXT_draw_buffers = 1; |
| 192 | resources.ARB_texture_rectangle = 1; |
| 193 | resources.MaxCallStackDepth = MAX_SHADER_CALL_STACK_SIZE; |
| 194 | assembler->Init(resources); |
| 195 | |
| 196 | return assembler; |
| 197 | } |
| 198 | |
| 199 | void Shader::clear() |
| 200 | { |
| 201 | infoLog.clear(); |
| 202 | |
| 203 | varyings.clear(); |
| 204 | activeUniforms.clear(); |
| 205 | activeAttributes.clear(); |
| 206 | } |
| 207 | |
| 208 | void Shader::compile() |
| 209 | { |
| 210 | // Our version of glslang is not thread safe. |
| 211 | std::lock_guard<std::mutex> lock(mutex); |
| 212 | |
| 213 | clear(); |
| 214 | |
| 215 | createShader(); |
| 216 | TranslatorASM *compiler = createCompiler(getType()); |
| 217 | |
| 218 | if(!compiler) |
| 219 | { |
| 220 | deleteShader(); |
| 221 | |
| 222 | return; |
| 223 | } |
| 224 | |
| 225 | // Ensure we don't pass a nullptr source to the compiler |
| 226 | const char *source = "\0" ; |
| 227 | if(mSource) |
| 228 | { |
| 229 | source = mSource; |
| 230 | } |
| 231 | |
| 232 | bool success = compiler->compile(&source, 1, SH_OBJECT_CODE); |
| 233 | |
| 234 | if(false) |
| 235 | { |
| 236 | static int serial = 1; |
| 237 | |
| 238 | if(false) |
| 239 | { |
| 240 | char buffer[256]; |
| 241 | sprintf(buffer, "shader-input-%d-%d.txt" , getName(), serial); |
| 242 | FILE *file = fopen(buffer, "wt" ); |
| 243 | fprintf(file, "%s" , mSource); |
| 244 | fclose(file); |
| 245 | } |
| 246 | |
| 247 | getShader()->print("shader-output-%d-%d.txt" , getName(), serial); |
| 248 | |
| 249 | serial++; |
| 250 | } |
| 251 | |
| 252 | shaderVersion = compiler->getShaderVersion(); |
| 253 | infoLog += compiler->getInfoSink().info.c_str(); |
| 254 | |
| 255 | if(!success) |
| 256 | { |
| 257 | deleteShader(); |
| 258 | |
| 259 | TRACE("\n%s" , infoLog.c_str()); |
| 260 | } |
| 261 | |
| 262 | delete compiler; |
| 263 | } |
| 264 | |
| 265 | bool Shader::isCompiled() |
| 266 | { |
| 267 | return getShader() != 0; |
| 268 | } |
| 269 | |
| 270 | void Shader::addRef() |
| 271 | { |
| 272 | mRefCount++; |
| 273 | } |
| 274 | |
| 275 | void Shader::release() |
| 276 | { |
| 277 | mRefCount--; |
| 278 | |
| 279 | if(mRefCount == 0 && mDeleteStatus) |
| 280 | { |
| 281 | mResourceManager->deleteShader(mHandle); |
| 282 | } |
| 283 | } |
| 284 | |
| 285 | unsigned int Shader::getRefCount() const |
| 286 | { |
| 287 | return mRefCount; |
| 288 | } |
| 289 | |
| 290 | bool Shader::isFlaggedForDeletion() const |
| 291 | { |
| 292 | return mDeleteStatus; |
| 293 | } |
| 294 | |
| 295 | void Shader::flagForDeletion() |
| 296 | { |
| 297 | mDeleteStatus = true; |
| 298 | } |
| 299 | |
| 300 | void Shader::releaseCompiler() |
| 301 | { |
| 302 | // Our version of glslang is not thread safe. |
| 303 | std::lock_guard<std::mutex> lock(mutex); |
| 304 | |
| 305 | FreeCompilerGlobals(); |
| 306 | compilerInitialized = false; |
| 307 | } |
| 308 | |
| 309 | // true if varying x has a higher priority in packing than y |
| 310 | bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y) |
| 311 | { |
| 312 | if(x.type == y.type) |
| 313 | { |
| 314 | return x.size() > y.size(); |
| 315 | } |
| 316 | |
| 317 | switch(x.type) |
| 318 | { |
| 319 | case GL_FLOAT_MAT4: return true; |
| 320 | case GL_FLOAT_MAT2: |
| 321 | switch(y.type) |
| 322 | { |
| 323 | case GL_FLOAT_MAT4: return false; |
| 324 | case GL_FLOAT_MAT2: return true; |
| 325 | case GL_FLOAT_VEC4: return true; |
| 326 | case GL_FLOAT_MAT3: return true; |
| 327 | case GL_FLOAT_VEC3: return true; |
| 328 | case GL_FLOAT_VEC2: return true; |
| 329 | case GL_FLOAT: return true; |
| 330 | default: UNREACHABLE(y.type); |
| 331 | } |
| 332 | break; |
| 333 | case GL_FLOAT_VEC4: |
| 334 | switch(y.type) |
| 335 | { |
| 336 | case GL_FLOAT_MAT4: return false; |
| 337 | case GL_FLOAT_MAT2: return false; |
| 338 | case GL_FLOAT_VEC4: return true; |
| 339 | case GL_FLOAT_MAT3: return true; |
| 340 | case GL_FLOAT_VEC3: return true; |
| 341 | case GL_FLOAT_VEC2: return true; |
| 342 | case GL_FLOAT: return true; |
| 343 | default: UNREACHABLE(y.type); |
| 344 | } |
| 345 | break; |
| 346 | case GL_FLOAT_MAT3: |
| 347 | switch(y.type) |
| 348 | { |
| 349 | case GL_FLOAT_MAT4: return false; |
| 350 | case GL_FLOAT_MAT2: return false; |
| 351 | case GL_FLOAT_VEC4: return false; |
| 352 | case GL_FLOAT_MAT3: return true; |
| 353 | case GL_FLOAT_VEC3: return true; |
| 354 | case GL_FLOAT_VEC2: return true; |
| 355 | case GL_FLOAT: return true; |
| 356 | default: UNREACHABLE(y.type); |
| 357 | } |
| 358 | break; |
| 359 | case GL_FLOAT_VEC3: |
| 360 | switch(y.type) |
| 361 | { |
| 362 | case GL_FLOAT_MAT4: return false; |
| 363 | case GL_FLOAT_MAT2: return false; |
| 364 | case GL_FLOAT_VEC4: return false; |
| 365 | case GL_FLOAT_MAT3: return false; |
| 366 | case GL_FLOAT_VEC3: return true; |
| 367 | case GL_FLOAT_VEC2: return true; |
| 368 | case GL_FLOAT: return true; |
| 369 | default: UNREACHABLE(y.type); |
| 370 | } |
| 371 | break; |
| 372 | case GL_FLOAT_VEC2: |
| 373 | switch(y.type) |
| 374 | { |
| 375 | case GL_FLOAT_MAT4: return false; |
| 376 | case GL_FLOAT_MAT2: return false; |
| 377 | case GL_FLOAT_VEC4: return false; |
| 378 | case GL_FLOAT_MAT3: return false; |
| 379 | case GL_FLOAT_VEC3: return false; |
| 380 | case GL_FLOAT_VEC2: return true; |
| 381 | case GL_FLOAT: return true; |
| 382 | default: UNREACHABLE(y.type); |
| 383 | } |
| 384 | break; |
| 385 | case GL_FLOAT: return false; |
| 386 | default: UNREACHABLE(x.type); |
| 387 | } |
| 388 | |
| 389 | return false; |
| 390 | } |
| 391 | |
| 392 | VertexShader::VertexShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle) |
| 393 | { |
| 394 | vertexShader = 0; |
| 395 | } |
| 396 | |
| 397 | VertexShader::~VertexShader() |
| 398 | { |
| 399 | delete vertexShader; |
| 400 | } |
| 401 | |
| 402 | GLenum VertexShader::getType() const |
| 403 | { |
| 404 | return GL_VERTEX_SHADER; |
| 405 | } |
| 406 | |
| 407 | int VertexShader::getSemanticIndex(const std::string &attributeName) const |
| 408 | { |
| 409 | if(!attributeName.empty()) |
| 410 | { |
| 411 | for(const auto &attribute : activeAttributes) |
| 412 | { |
| 413 | if(attribute.name == attributeName) |
| 414 | { |
| 415 | return attribute.registerIndex; |
| 416 | } |
| 417 | } |
| 418 | } |
| 419 | |
| 420 | return -1; |
| 421 | } |
| 422 | |
| 423 | sw::Shader *VertexShader::getShader() const |
| 424 | { |
| 425 | return vertexShader; |
| 426 | } |
| 427 | |
| 428 | sw::VertexShader *VertexShader::getVertexShader() const |
| 429 | { |
| 430 | return vertexShader; |
| 431 | } |
| 432 | |
| 433 | void VertexShader::createShader() |
| 434 | { |
| 435 | delete vertexShader; |
| 436 | vertexShader = new sw::VertexShader(); |
| 437 | } |
| 438 | |
| 439 | void VertexShader::deleteShader() |
| 440 | { |
| 441 | delete vertexShader; |
| 442 | vertexShader = nullptr; |
| 443 | } |
| 444 | |
| 445 | FragmentShader::FragmentShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle) |
| 446 | { |
| 447 | pixelShader = 0; |
| 448 | } |
| 449 | |
| 450 | FragmentShader::~FragmentShader() |
| 451 | { |
| 452 | delete pixelShader; |
| 453 | } |
| 454 | |
| 455 | GLenum FragmentShader::getType() const |
| 456 | { |
| 457 | return GL_FRAGMENT_SHADER; |
| 458 | } |
| 459 | |
| 460 | sw::Shader *FragmentShader::getShader() const |
| 461 | { |
| 462 | return pixelShader; |
| 463 | } |
| 464 | |
| 465 | sw::PixelShader *FragmentShader::getPixelShader() const |
| 466 | { |
| 467 | return pixelShader; |
| 468 | } |
| 469 | |
| 470 | void FragmentShader::createShader() |
| 471 | { |
| 472 | delete pixelShader; |
| 473 | pixelShader = new sw::PixelShader(); |
| 474 | } |
| 475 | |
| 476 | void FragmentShader::deleteShader() |
| 477 | { |
| 478 | delete pixelShader; |
| 479 | pixelShader = nullptr; |
| 480 | } |
| 481 | |
| 482 | } |
| 483 | |