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
print_shader_banner(SkSL::Program::Kind programKind)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
GrSkSLtoGLSL(const GrGLContext & context,SkSL::Program::Kind programKind,const SkSL::String & sksl,const SkSL::Program::Settings & settings,SkSL::String * glsl,GrContextOptions::ShaderErrorHandler * errorHandler)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 GrShaderUtils::PrintLineByLine("SKSL:", GrShaderUtils::PrettyPrint(sksl));
54 }
55 if (gPrintGLSL) {
56 GrShaderUtils::PrintLineByLine("GLSL:", GrShaderUtils::PrettyPrint(*glsl));
57 }
58 }
59
60 return program;
61 }
62
GrGLCompileAndAttachShader(const GrGLContext & glCtx,GrGLuint programId,GrGLenum type,const SkSL::String & glsl,GrGpu::Stats * stats,GrContextOptions::ShaderErrorHandler * errorHandler)63 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
64 GrGLuint programId,
65 GrGLenum type,
66 const SkSL::String& glsl,
67 GrGpu::Stats* stats,
68 GrContextOptions::ShaderErrorHandler* errorHandler) {
69 const GrGLInterface* gli = glCtx.interface();
70
71 // Specify GLSL source to the driver.
72 GrGLuint shaderId;
73 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
74 if (0 == shaderId) {
75 return 0;
76 }
77 const GrGLchar* source = glsl.c_str();
78 GrGLint sourceLength = glsl.size();
79 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &source, &sourceLength));
80
81 stats->incShaderCompilations();
82 GR_GL_CALL(gli, CompileShader(shaderId));
83
84 // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
85 bool checkCompiled = kChromium_GrGLDriver != glCtx.driver();
86 #ifdef SK_DEBUG
87 checkCompiled = true;
88 #endif
89 if (checkCompiled) {
90 GrGLint compiled = GR_GL_INIT_ZERO;
91 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
92
93 if (!compiled) {
94 GrGLint infoLen = GR_GL_INIT_ZERO;
95 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
96 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
97 if (infoLen > 0) {
98 // retrieve length even though we don't need it to workaround bug in Chromium cmd
99 // buffer param validation.
100 GrGLsizei length = GR_GL_INIT_ZERO;
101 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
102 }
103 errorHandler->compileError(glsl.c_str(), infoLen > 0 ? (const char*)log.get() : "");
104 GR_GL_CALL(gli, DeleteShader(shaderId));
105 return 0;
106 }
107 }
108
109 // Attach the shader, but defer deletion until after we have linked the program.
110 // This works around a bug in the Android emulator's GLES2 wrapper which
111 // will immediately delete the shader object and free its memory even though it's
112 // attached to a program, which then causes glLinkProgram to fail.
113 GR_GL_CALL(gli, AttachShader(programId, shaderId));
114 return shaderId;
115 }
116