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 "GrGLShaderStringBuilder.h"
9 #include "GrSKSLPrettyPrint.h"
10 #include "SkAutoMalloc.h"
11 #include "SkSLCompiler.h"
12 #include "SkSLGLSLCodeGenerator.h"
13 #include "SkTraceEvent.h"
14 #include "gl/GrGLGpu.h"
15 #include "ir/SkSLProgram.h"
16
17 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
18 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
19
20 // Print the source code for all shaders generated.
21 static const bool gPrintSKSL = false;
22 static const bool gPrintGLSL = false;
23
print_source_lines_with_numbers(const char * source,std::function<void (const char *)> println)24 static void print_source_lines_with_numbers(const char* source,
25 std::function<void(const char*)> println) {
26 SkTArray<SkString> lines;
27 SkStrSplit(source, "\n", kStrict_SkStrSplitMode, &lines);
28 for (int i = 0; i < lines.count(); ++i) {
29 SkString& line = lines[i];
30 line.prependf("%4i\t", i + 1);
31 println(line.c_str());
32 }
33 }
34
35 // Prints shaders one line at the time. This ensures they don't get truncated by the adb log.
print_sksl_line_by_line(const char ** skslStrings,int * lengths,int count,std::function<void (const char *)> println=[](const char * ln){})36 static void print_sksl_line_by_line(const char** skslStrings, int* lengths, int count,
37 std::function<void(const char*)> println = [](const char* ln) {
38 SkDebugf("%s\n", ln);
39 }) {
40 SkSL::String sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false);
41 println("SKSL:");
42 print_source_lines_with_numbers(sksl.c_str(), println);
43 }
44
print_glsl_line_by_line(const SkSL::String & glsl,std::function<void (const char *)> println=[](const char * ln){})45 static void print_glsl_line_by_line(const SkSL::String& glsl,
46 std::function<void(const char*)> println = [](const char* ln) {
47 SkDebugf("%s\n", ln);
48 }) {
49 println("GLSL:");
50 print_source_lines_with_numbers(glsl.c_str(), println);
51 }
52
print_shader_banner(GrGLenum type)53 void print_shader_banner(GrGLenum type) {
54 const char* typeName = "Unknown";
55 switch (type) {
56 case GR_GL_VERTEX_SHADER: typeName = "Vertex"; break;
57 case GR_GL_GEOMETRY_SHADER: typeName = "Geometry"; break;
58 case GR_GL_FRAGMENT_SHADER: typeName = "Fragment"; break;
59 }
60 SkDebugf("---- %s shader ----------------------------------------------------\n", typeName);
61 }
62
GrSkSLtoGLSL(const GrGLContext & context,GrGLenum type,const char ** skslStrings,int * lengths,int count,const SkSL::Program::Settings & settings,SkSL::String * glsl)63 std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLContext& context, GrGLenum type,
64 const char** skslStrings, int* lengths, int count,
65 const SkSL::Program::Settings& settings,
66 SkSL::String* glsl) {
67 // Trace event for shader preceding driver compilation
68 bool traceShader;
69 TRACE_EVENT_CATEGORY_GROUP_ENABLED("skia.gpu", &traceShader);
70 if (traceShader) {
71 SkString shaderDebugString;
72 print_sksl_line_by_line(skslStrings, lengths, count, [&](const char* ln) {
73 shaderDebugString.append(ln);
74 shaderDebugString.append("\n");
75 });
76 TRACE_EVENT_INSTANT1("skia.gpu", "skia_gpu::GLShader",
77 TRACE_EVENT_SCOPE_THREAD, "shader",
78 TRACE_STR_COPY(shaderDebugString.c_str()));
79 }
80
81 SkSL::String sksl;
82 #ifdef SK_DEBUG
83 sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false);
84 #else
85 for (int i = 0; i < count; i++) {
86 sksl.append(skslStrings[i], lengths[i]);
87 }
88 #endif
89 SkSL::Compiler* compiler = context.compiler();
90 std::unique_ptr<SkSL::Program> program;
91 SkSL::Program::Kind programKind;
92 switch (type) {
93 case GR_GL_VERTEX_SHADER: programKind = SkSL::Program::kVertex_Kind; break;
94 case GR_GL_FRAGMENT_SHADER: programKind = SkSL::Program::kFragment_Kind; break;
95 case GR_GL_GEOMETRY_SHADER: programKind = SkSL::Program::kGeometry_Kind; break;
96 default: SK_ABORT("unsupported shader kind");
97 }
98 program = compiler->convertProgram(programKind, sksl, settings);
99 if (!program || !compiler->toGLSL(*program, glsl)) {
100 SkDebugf("SKSL compilation error\n----------------------\n");
101 print_sksl_line_by_line(skslStrings, lengths, count);
102 SkDebugf("\nErrors:\n%s\n", compiler->errorText().c_str());
103 SkDEBUGFAIL("SKSL compilation failed!\n");
104 return nullptr;
105 }
106 if (gPrintSKSL) {
107 print_shader_banner(type);
108 print_sksl_line_by_line(skslStrings, lengths, count);
109 }
110 return program;
111 }
112
GrGLCompileAndAttachShader(const GrGLContext & glCtx,GrGLuint programId,GrGLenum type,const char * glsl,int glslLength,GrGpu::Stats * stats,const SkSL::Program::Settings & settings)113 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
114 GrGLuint programId,
115 GrGLenum type,
116 const char* glsl,
117 int glslLength,
118 GrGpu::Stats* stats,
119 const SkSL::Program::Settings& settings) {
120 const GrGLInterface* gli = glCtx.interface();
121
122 // Specify GLSL source to the driver.
123 GrGLuint shaderId;
124 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
125 if (0 == shaderId) {
126 return 0;
127 }
128 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &glsl, &glslLength));
129
130 stats->incShaderCompilations();
131 GR_GL_CALL(gli, CompileShader(shaderId));
132
133 // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
134 bool checkCompiled = kChromium_GrGLDriver != glCtx.driver();
135 #ifdef SK_DEBUG
136 checkCompiled = true;
137 #endif
138 if (checkCompiled) {
139 GrGLint compiled = GR_GL_INIT_ZERO;
140 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
141
142 if (!compiled) {
143 SkDebugf("GLSL compilation error\n----------------------\n");
144 print_glsl_line_by_line(glsl);
145 GrGLint infoLen = GR_GL_INIT_ZERO;
146 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
147 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
148 if (infoLen > 0) {
149 // retrieve length even though we don't need it to workaround bug in Chromium cmd
150 // buffer param validation.
151 GrGLsizei length = GR_GL_INIT_ZERO;
152 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
153 SkDebugf("Errors:\n%s\n", (const char*) log.get());
154 }
155 // In Chrome we may have failed due to context-loss. So we should just continue along
156 // wihthout asserting until the GrContext gets abandoned.
157 if (kChromium_GrGLDriver != glCtx.driver()) {
158 SkDEBUGFAIL("GLSL compilation failed!");
159 }
160 GR_GL_CALL(gli, DeleteShader(shaderId));
161 return 0;
162 }
163 }
164
165 if (gPrintGLSL) {
166 print_shader_banner(type);
167 print_glsl_line_by_line(glsl);
168 }
169
170 // Attach the shader, but defer deletion until after we have linked the program.
171 // This works around a bug in the Android emulator's GLES2 wrapper which
172 // will immediately delete the shader object and free its memory even though it's
173 // attached to a program, which then causes glLinkProgram to fail.
174 GR_GL_CALL(gli, AttachShader(programId, shaderId));
175 return shaderId;
176 }
177
GrGLPrintShader(const GrGLContext & context,GrGLenum type,const char ** skslStrings,int * lengths,int count,const SkSL::Program::Settings & settings)178 void GrGLPrintShader(const GrGLContext& context, GrGLenum type, const char** skslStrings,
179 int* lengths, int count, const SkSL::Program::Settings& settings) {
180 print_sksl_line_by_line(skslStrings, lengths, count);
181 SkSL::String glsl;
182 if (GrSkSLtoGLSL(context, type, skslStrings, lengths, count, settings, &glsl)) {
183 print_glsl_line_by_line(glsl);
184 }
185 }
186