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