1 | /* |
2 | * Copyright 2014 Google Inc. |
3 | * |
4 | * Use of this source code is governed by a BSD-style license that can be |
5 | * found in the LICENSE file. |
6 | */ |
7 | |
8 | #include "src/core/SkAutoMalloc.h" |
9 | #include "src/gpu/GrShaderUtils.h" |
10 | #include "src/gpu/gl/GrGLGpu.h" |
11 | #include "src/gpu/gl/builders/GrGLShaderStringBuilder.h" |
12 | #include "src/sksl/SkSLCompiler.h" |
13 | #include "src/sksl/SkSLGLSLCodeGenerator.h" |
14 | #include "src/sksl/ir/SkSLProgram.h" |
15 | |
16 | // Print the source code for all shaders generated. |
17 | static const bool gPrintSKSL = false; |
18 | static const bool gPrintGLSL = false; |
19 | |
20 | void print_shader_banner(SkSL::Program::Kind programKind) { |
21 | const char* typeName = "Unknown" ; |
22 | switch (programKind) { |
23 | case SkSL::Program::kVertex_Kind: typeName = "Vertex" ; break; |
24 | case SkSL::Program::kGeometry_Kind: typeName = "Geometry" ; break; |
25 | case SkSL::Program::kFragment_Kind: typeName = "Fragment" ; break; |
26 | default: break; |
27 | } |
28 | SkDebugf("---- %s shader ----------------------------------------------------\n" , typeName); |
29 | } |
30 | |
31 | std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLContext& context, |
32 | SkSL::Program::Kind programKind, |
33 | const SkSL::String& sksl, |
34 | const SkSL::Program::Settings& settings, |
35 | SkSL::String* glsl, |
36 | GrContextOptions::ShaderErrorHandler* errorHandler) { |
37 | SkSL::Compiler* compiler = context.compiler(); |
38 | std::unique_ptr<SkSL::Program> program; |
39 | #ifdef SK_DEBUG |
40 | SkSL::String src = GrShaderUtils::PrettyPrint(sksl); |
41 | #else |
42 | const SkSL::String& src = sksl; |
43 | #endif |
44 | program = compiler->convertProgram(programKind, src, settings); |
45 | if (!program || !compiler->toGLSL(*program, glsl)) { |
46 | errorHandler->compileError(src.c_str(), compiler->errorText().c_str()); |
47 | return nullptr; |
48 | } |
49 | |
50 | if (gPrintSKSL || gPrintGLSL) { |
51 | print_shader_banner(programKind); |
52 | if (gPrintSKSL) { |
53 | SkDebugf("SKSL:\n" ); |
54 | GrShaderUtils::PrintLineByLine(GrShaderUtils::PrettyPrint(sksl)); |
55 | } |
56 | if (gPrintGLSL) { |
57 | SkDebugf("GLSL:\n" ); |
58 | GrShaderUtils::PrintLineByLine(GrShaderUtils::PrettyPrint(*glsl)); |
59 | } |
60 | } |
61 | |
62 | return program; |
63 | } |
64 | |
65 | GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx, |
66 | GrGLuint programId, |
67 | GrGLenum type, |
68 | const SkSL::String& glsl, |
69 | GrGpu::Stats* stats, |
70 | GrContextOptions::ShaderErrorHandler* errorHandler) { |
71 | const GrGLInterface* gli = glCtx.glInterface(); |
72 | |
73 | // Specify GLSL source to the driver. |
74 | GrGLuint shaderId; |
75 | GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); |
76 | if (0 == shaderId) { |
77 | return 0; |
78 | } |
79 | const GrGLchar* source = glsl.c_str(); |
80 | GrGLint sourceLength = glsl.size(); |
81 | GR_GL_CALL(gli, ShaderSource(shaderId, 1, &source, &sourceLength)); |
82 | |
83 | stats->incShaderCompilations(); |
84 | GR_GL_CALL(gli, CompileShader(shaderId)); |
85 | |
86 | bool checkCompiled = !glCtx.caps()->skipErrorChecks(); |
87 | |
88 | if (checkCompiled) { |
89 | GrGLint compiled = GR_GL_INIT_ZERO; |
90 | GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); |
91 | |
92 | if (!compiled) { |
93 | GrGLint infoLen = GR_GL_INIT_ZERO; |
94 | GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
95 | SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
96 | if (infoLen > 0) { |
97 | // retrieve length even though we don't need it to workaround bug in Chromium cmd |
98 | // buffer param validation. |
99 | GrGLsizei length = GR_GL_INIT_ZERO; |
100 | GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get())); |
101 | } |
102 | errorHandler->compileError(glsl.c_str(), infoLen > 0 ? (const char*)log.get() : "" ); |
103 | GR_GL_CALL(gli, DeleteShader(shaderId)); |
104 | return 0; |
105 | } |
106 | } |
107 | |
108 | // Attach the shader, but defer deletion until after we have linked the program. |
109 | // This works around a bug in the Android emulator's GLES2 wrapper which |
110 | // will immediately delete the shader object and free its memory even though it's |
111 | // attached to a program, which then causes glLinkProgram to fail. |
112 | GR_GL_CALL(gli, AttachShader(programId, shaderId)); |
113 | return shaderId; |
114 | } |
115 | |