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/core/SkTraceEvent.h"
10 #include "src/gpu/GrShaderUtils.h"
11 #include "src/gpu/gl/GrGLGpu.h"
12 #include "src/gpu/gl/builders/GrGLShaderStringBuilder.h"
13 #include "src/sksl/SkSLCompiler.h"
14 #include "src/sksl/codegen/SkSLGLSLCodeGenerator.h"
15 #include "src/sksl/ir/SkSLProgram.h"
16
17 // Print the source code for all shaders generated.
18 static const bool gPrintSKSL = false;
19 static const bool gPrintGLSL = false;
20
GrSkSLtoGLSL(const GrGLGpu * gpu,SkSL::ProgramKind programKind,const SkSL::String & sksl,const SkSL::Program::Settings & settings,SkSL::String * glsl,GrContextOptions::ShaderErrorHandler * errorHandler)21 std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLGpu* gpu,
22 SkSL::ProgramKind programKind,
23 const SkSL::String& sksl,
24 const SkSL::Program::Settings& settings,
25 SkSL::String* glsl,
26 GrContextOptions::ShaderErrorHandler* errorHandler) {
27 SkSL::Compiler* compiler = gpu->shaderCompiler();
28 std::unique_ptr<SkSL::Program> program;
29 #ifdef SK_DEBUG
30 SkSL::String src = GrShaderUtils::PrettyPrint(sksl);
31 #else
32 const SkSL::String& src = sksl;
33 #endif
34 program = compiler->convertProgram(programKind, src, settings);
35 if (!program || !compiler->toGLSL(*program, glsl)) {
36 errorHandler->compileError(src.c_str(), compiler->errorText().c_str());
37 return nullptr;
38 }
39
40 if (gPrintSKSL || gPrintGLSL) {
41 GrShaderUtils::PrintShaderBanner(programKind);
42 if (gPrintSKSL) {
43 SkDebugf("SKSL:\n");
44 GrShaderUtils::PrintLineByLine(GrShaderUtils::PrettyPrint(sksl));
45 }
46 if (gPrintGLSL) {
47 SkDebugf("GLSL:\n");
48 GrShaderUtils::PrintLineByLine(GrShaderUtils::PrettyPrint(*glsl));
49 }
50 }
51
52 return program;
53 }
54
GrGLCompileAndAttachShader(const GrGLContext & glCtx,GrGLuint programId,GrGLenum type,const SkSL::String & glsl,GrThreadSafePipelineBuilder::Stats * stats,GrContextOptions::ShaderErrorHandler * errorHandler)55 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
56 GrGLuint programId,
57 GrGLenum type,
58 const SkSL::String& glsl,
59 GrThreadSafePipelineBuilder::Stats* stats,
60 GrContextOptions::ShaderErrorHandler* errorHandler) {
61 TRACE_EVENT0_ALWAYS("skia.shaders", "driver_compile_shader");
62 const GrGLInterface* gli = glCtx.glInterface();
63
64 // Specify GLSL source to the driver.
65 GrGLuint shaderId;
66 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
67 if (0 == shaderId) {
68 return 0;
69 }
70 const GrGLchar* source = glsl.c_str();
71 GrGLint sourceLength = glsl.size();
72 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &source, &sourceLength));
73
74 stats->incShaderCompilations();
75 GR_GL_CALL(gli, CompileShader(shaderId));
76
77 bool checkCompiled = !glCtx.caps()->skipErrorChecks();
78
79 if (checkCompiled) {
80 ATRACE_ANDROID_FRAMEWORK("checkCompiled");
81 GrGLint compiled = GR_GL_INIT_ZERO;
82 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
83
84 if (!compiled) {
85 GrGLint infoLen = GR_GL_INIT_ZERO;
86 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
87 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
88 if (infoLen > 0) {
89 // retrieve length even though we don't need it to workaround bug in Chromium cmd
90 // buffer param validation.
91 GrGLsizei length = GR_GL_INIT_ZERO;
92 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
93 }
94 errorHandler->compileError(glsl.c_str(), infoLen > 0 ? (const char*)log.get() : "");
95 GR_GL_CALL(gli, DeleteShader(shaderId));
96 return 0;
97 }
98 }
99
100 // Attach the shader, but defer deletion until after we have linked the program.
101 // This works around a bug in the Android emulator's GLES2 wrapper which
102 // will immediately delete the shader object and free its memory even though it's
103 // attached to a program, which then causes glLinkProgram to fail.
104 GR_GL_CALL(gli, AttachShader(programId, shaderId));
105 return shaderId;
106 }
107