/* * Copyright 2019 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "include/core/SkString.h" #include "include/gpu/GrContextOptions.h" #include "include/private/SkSLString.h" #include "src/gpu/GrShaderUtils.h" namespace GrShaderUtils { class GLSLPrettyPrint { public: GLSLPrettyPrint() {} SkSL::String prettify(const SkSL::String& string) { fTabs = 0; fFreshline = true; // If a string breaks while in the middle 'parse until' we need to continue parsing on the // next string fInParseUntilNewline = false; fInParseUntil = false; int parensDepth = 0; // setup pretty state fIndex = 0; fLength = string.length(); fInput = string.c_str(); while (fLength > fIndex) { /* the heart and soul of our prettification algorithm. The rules should hopefully * be self explanatory. For '#' and '//' tokens we parse until we reach a newline. * * For long style comments like this one, we search for the ending token. We also * preserve whitespace in these comments WITH THE CAVEAT that we do the newlines * ourselves. This allows us to remain in control of line numbers, and matching * tabs Existing tabs in the input string are copied over too, but this will look * funny * * '{' and '}' are handled in basically the same way. We add a newline if we aren't * on a fresh line, dirty the line, then add a second newline, ie braces are always * on their own lines indented properly. The one funkiness here is structs print * with the semicolon on its own line. Its not a problem for a glsl compiler though * * '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala * in for loops. * * ';' means add a new line * * '\t' and '\n' are ignored in general parsing for backwards compatability with * existing shader code and we also have a special case for handling whitespace * at the beginning of fresh lines. * * Otherwise just add the new character to the pretty string, indenting if * necessary. */ if (fInParseUntilNewline) { this->parseUntilNewline(); } else if (fInParseUntil) { this->parseUntil(fInParseUntilToken); } else if (this->hasToken("#") || this->hasToken("//")) { this->parseUntilNewline(); } else if (this->hasToken("/*")) { this->parseUntil("*/"); } else if ('{' == fInput[fIndex]) { this->newline(); this->appendChar('{'); fTabs++; this->newline(); } else if ('}' == fInput[fIndex]) { fTabs--; this->newline(); this->appendChar('}'); this->newline(); } else if (this->hasToken(")")) { parensDepth--; } else if (this->hasToken("(")) { parensDepth++; } else if (!parensDepth && this->hasToken(";")) { this->newline(); } else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] || (fFreshline && ' ' == fInput[fIndex])) { fIndex++; } else { this->appendChar(fInput[fIndex]); } } return fPretty; } private: void appendChar(char c) { this->tabString(); fPretty.appendf("%c", fInput[fIndex++]); fFreshline = false; } // hasToken automatically consumes the next token, if it is a match, and then tabs // if necessary, before inserting the token into the pretty string bool hasToken(const char* token) { size_t i = fIndex; for (size_t j = 0; token[j] && fLength > i; i++, j++) { if (token[j] != fInput[i]) { return false; } } this->tabString(); fIndex = i; fPretty.append(token); fFreshline = false; return true; } void parseUntilNewline() { while (fLength > fIndex) { if ('\n' == fInput[fIndex]) { fIndex++; this->newline(); fInParseUntilNewline = false; break; } fPretty.appendf("%c", fInput[fIndex++]); fInParseUntilNewline = true; } } // this code assumes it is not actually searching for a newline. If you need to search for a // newline, then use the function above. If you do search for a newline with this function // it will consume the entire string and the output will certainly not be prettified void parseUntil(const char* token) { while (fLength > fIndex) { // For embedded newlines, this code will make sure to embed the newline in the // pretty string, increase the linecount, and tab out the next line to the appropriate // place if ('\n' == fInput[fIndex]) { this->newline(); this->tabString(); fIndex++; } if (this->hasToken(token)) { fInParseUntil = false; break; } fFreshline = false; fPretty.appendf("%c", fInput[fIndex++]); fInParseUntil = true; fInParseUntilToken = token; } } // We only tab if on a newline, otherwise consider the line tabbed void tabString() { if (fFreshline) { for (int t = 0; t < fTabs; t++) { fPretty.append("\t"); } } } // newline is really a request to add a newline, if we are on a fresh line there is no reason // to add another newline void newline() { if (!fFreshline) { fFreshline = true; fPretty.append("\n"); } } bool fFreshline; int fTabs; size_t fIndex, fLength; const char* fInput; SkSL::String fPretty; // Some helpers for parseUntil when we go over a string length bool fInParseUntilNewline; bool fInParseUntil; const char* fInParseUntilToken; }; SkSL::String PrettyPrint(const SkSL::String& string) { GLSLPrettyPrint pp; return pp.prettify(string); } void VisitLineByLine(const SkSL::String& text, const std::function& visitFn) { SkTArray lines; SkStrSplit(text.c_str(), "\n", kStrict_SkStrSplitMode, &lines); for (int i = 0; i < lines.count(); ++i) { visitFn(i + 1, lines[i].c_str()); } } SkSL::String BuildShaderErrorMessage(const char* shader, const char* errors) { SkSL::String abortText{"Shader compilation error\n" "------------------------\n"}; VisitLineByLine(shader, [&](int lineNumber, const char* lineText) { abortText.appendf("%4i\t%s\n", lineNumber, lineText); }); abortText.appendf("Errors:\n%s", errors); return abortText; } GrContextOptions::ShaderErrorHandler* DefaultShaderErrorHandler() { class GrDefaultShaderErrorHandler : public GrContextOptions::ShaderErrorHandler { public: void compileError(const char* shader, const char* errors) override { SkSL::String message = BuildShaderErrorMessage(shader, errors); VisitLineByLine(message, [](int, const char* lineText) { SkDebugf("%s\n", lineText); }); SkDEBUGFAIL("Shader compilation failed!"); } }; static GrDefaultShaderErrorHandler gHandler; return &gHandler; } void PrintShaderBanner(SkSL::ProgramKind programKind) { const char* typeName = "Unknown"; switch (programKind) { case SkSL::ProgramKind::kVertex: typeName = "Vertex"; break; case SkSL::ProgramKind::kGeometry: typeName = "Geometry"; break; case SkSL::ProgramKind::kFragment: typeName = "Fragment"; break; default: break; } SkDebugf("---- %s shader ----------------------------------------------------\n", typeName); } } // namespace GrShaderUtils