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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Shader.cpp: Implements the gl::Shader class and its derived classes
8// VertexShader and FragmentShader. Implements GL shader objects and related
9// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
10
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000011#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000012
alokp@chromium.org91b72322010-06-02 15:50:56 +000013#include <string>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000014
alokp@chromium.org91b72322010-06-02 15:50:56 +000015#include "GLSLANG/Shaderlang.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016#include "libGLESv2/main.h"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000017#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000018
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019namespace gl
20{
21void *Shader::mFragmentCompiler = NULL;
22void *Shader::mVertexCompiler = NULL;
23
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000024Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000025{
26 mSource = NULL;
27 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000028 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000029
30 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
31 if (!mFragmentCompiler)
32 {
33 int result = ShInitialize();
34
35 if (result)
36 {
alokp@chromium.org4888ceb2010-10-01 21:13:12 +000037 ShBuiltInResources resources;
38 ShInitBuiltInResources(&resources);
daniel@transgaming.com396c6432010-11-26 16:26:12 +000039 Context *context = getContext();
40
alokp@chromium.org94a86ad2010-08-25 20:02:11 +000041 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
42 resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS;
daniel@transgaming.com396c6432010-11-26 16:26:12 +000043 resources.MaxVaryingVectors = context->getMaximumVaryingVectors();
daniel@transgaming.comaf29cac2011-05-11 15:36:31 +000044 resources.MaxVertexTextureImageUnits = context->getMaximumVertexTextureImageUnits();
45 resources.MaxCombinedTextureImageUnits = context->getMaximumCombinedTextureImageUnits();
alokp@chromium.org94a86ad2010-08-25 20:02:11 +000046 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
daniel@transgaming.com458da142010-11-28 02:03:02 +000047 resources.MaxFragmentUniformVectors = context->getMaximumFragmentUniformVectors();
alokp@chromium.org94a86ad2010-08-25 20:02:11 +000048 resources.MaxDrawBuffers = MAX_DRAW_BUFFERS;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +000049 resources.OES_standard_derivatives = 1;
alokp@chromium.orge4249f02010-07-26 18:13:52 +000050
alokp@chromium.org4888ceb2010-10-01 21:13:12 +000051 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, &resources);
52 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, &resources);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000053 }
54 }
55
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000056 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000057 mDeleteStatus = false;
58}
59
60Shader::~Shader()
61{
62 delete[] mSource;
63 delete[] mHlsl;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000064 delete[] mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065}
66
daniel@transgaming.com6c785212010-03-30 03:36:17 +000067GLuint Shader::getHandle() const
68{
69 return mHandle;
70}
71
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000072void Shader::setSource(GLsizei count, const char **string, const GLint *length)
73{
74 delete[] mSource;
75 int totalLength = 0;
76
77 for (int i = 0; i < count; i++)
78 {
79 if (length && length[i] >= 0)
80 {
81 totalLength += length[i];
82 }
83 else
84 {
85 totalLength += (int)strlen(string[i]);
86 }
87 }
88
89 mSource = new char[totalLength + 1];
90 char *code = mSource;
91
92 for (int i = 0; i < count; i++)
93 {
94 int stringLength;
95
96 if (length && length[i] >= 0)
97 {
98 stringLength = length[i];
99 }
100 else
101 {
102 stringLength = (int)strlen(string[i]);
103 }
104
105 strncpy(code, string[i], stringLength);
106 code += stringLength;
107 }
108
109 mSource[totalLength] = '\0';
110}
111
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000112int Shader::getInfoLogLength() const
113{
114 if (!mInfoLog)
115 {
116 return 0;
117 }
118 else
119 {
120 return strlen(mInfoLog) + 1;
121 }
122}
123
124void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
125{
126 int index = 0;
127
128 if (mInfoLog)
129 {
130 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
131 {
132 infoLog[index] = mInfoLog[index];
133 index++;
134 }
135 }
136
137 if (bufSize)
138 {
139 infoLog[index] = '\0';
140 }
141
142 if (length)
143 {
144 *length = index;
145 }
146}
147
148int Shader::getSourceLength() const
149{
150 if (!mSource)
151 {
152 return 0;
153 }
154 else
155 {
156 return strlen(mSource) + 1;
157 }
158}
159
160void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source)
161{
162 int index = 0;
163
164 if (mSource)
165 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +0000166 while (index < bufSize - 1 && index < (int)strlen(mSource))
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000167 {
168 source[index] = mSource[index];
169 index++;
170 }
171 }
172
173 if (bufSize)
174 {
175 source[index] = '\0';
176 }
177
178 if (length)
179 {
180 *length = index;
181 }
182}
183
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184bool Shader::isCompiled()
185{
186 return mHlsl != NULL;
187}
188
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000189const char *Shader::getHLSL()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000190{
191 return mHlsl;
192}
193
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000194void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000195{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000196 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000197}
198
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000199void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000200{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000201 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000202
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000203 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000204 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000205 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000206 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000207}
208
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000209unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000210{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000211 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000212}
213
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000214bool Shader::isFlaggedForDeletion() const
215{
216 return mDeleteStatus;
217}
218
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000219void Shader::flagForDeletion()
220{
221 mDeleteStatus = true;
222}
223
224void Shader::releaseCompiler()
225{
226 ShDestruct(mFragmentCompiler);
227 ShDestruct(mVertexCompiler);
228
229 mFragmentCompiler = NULL;
230 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000231
232 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000233}
234
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000235void Shader::parseVaryings()
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000236{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000237 if (mHlsl)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000238 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000239 const char *input = strstr(mHlsl, "// Varyings") + 12;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000240
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000241 while(true)
242 {
243 char varyingType[256];
244 char varyingName[256];
245
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000246 int matches = sscanf(input, "static %255s %255s", varyingType, varyingName);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000247
248 if (matches != 2)
249 {
250 break;
251 }
252
253 char *array = strstr(varyingName, "[");
254 int size = 1;
255
256 if (array)
257 {
258 size = atoi(array + 1);
259 *array = '\0';
260 }
261
262 varyings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
263
264 input = strstr(input, ";") + 2;
265 }
266
267 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
268 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000269 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
270 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000271 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000272}
273
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000274void Shader::compileToHLSL(void *compiler)
275{
276 if (isCompiled() || !mSource)
277 {
278 return;
279 }
280
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000281 delete[] mInfoLog;
282 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000283
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000284 int compileOptions = SH_OBJECT_CODE;
285 std::string sourcePath;
286 if (perfActive())
287 {
288 sourcePath = getTempPath();
289 writeFile(sourcePath.c_str(), mSource, strlen(mSource));
290 compileOptions |= SH_LINE_DIRECTIVES;
291 }
292
293 int result;
294 if (sourcePath.empty())
295 {
296 result = ShCompile(compiler, &mSource, 1, compileOptions);
297 }
298 else
299 {
300 const char* sourceStrings[2] =
301 {
302 sourcePath.c_str(),
303 mSource
304 };
305
306 result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
307 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000308
309 if (result)
310 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000311 int objCodeLen = 0;
312 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
313 mHlsl = new char[objCodeLen];
314 ShGetObjectCode(compiler, mHlsl);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000315 }
316 else
317 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000318 int infoLogLen = 0;
319 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
320 mInfoLog = new char[infoLogLen];
321 ShGetInfoLog(compiler, mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000322
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000323 TRACE("\n%s", mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324 }
325}
326
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000327GLenum Shader::parseType(const std::string &type)
328{
329 if (type == "float")
330 {
331 return GL_FLOAT;
332 }
333 else if (type == "float2")
334 {
335 return GL_FLOAT_VEC2;
336 }
337 else if (type == "float3")
338 {
339 return GL_FLOAT_VEC3;
340 }
341 else if (type == "float4")
342 {
343 return GL_FLOAT_VEC4;
344 }
345 else if (type == "float2x2")
346 {
347 return GL_FLOAT_MAT2;
348 }
349 else if (type == "float3x3")
350 {
351 return GL_FLOAT_MAT3;
352 }
353 else if (type == "float4x4")
354 {
355 return GL_FLOAT_MAT4;
356 }
357 else UNREACHABLE();
358
359 return GL_NONE;
360}
361
362// true if varying x has a higher priority in packing than y
363bool Shader::compareVarying(const Varying &x, const Varying &y)
364{
365 if(x.type == y.type)
366 {
367 return x.size > y.size;
368 }
369
370 switch (x.type)
371 {
372 case GL_FLOAT_MAT4: return true;
373 case GL_FLOAT_MAT2:
374 switch(y.type)
375 {
376 case GL_FLOAT_MAT4: return false;
377 case GL_FLOAT_MAT2: return true;
378 case GL_FLOAT_VEC4: return true;
379 case GL_FLOAT_MAT3: return true;
380 case GL_FLOAT_VEC3: return true;
381 case GL_FLOAT_VEC2: return true;
382 case GL_FLOAT: return true;
383 default: UNREACHABLE();
384 }
385 break;
386 case GL_FLOAT_VEC4:
387 switch(y.type)
388 {
389 case GL_FLOAT_MAT4: return false;
390 case GL_FLOAT_MAT2: return false;
391 case GL_FLOAT_VEC4: return true;
392 case GL_FLOAT_MAT3: return true;
393 case GL_FLOAT_VEC3: return true;
394 case GL_FLOAT_VEC2: return true;
395 case GL_FLOAT: return true;
396 default: UNREACHABLE();
397 }
398 break;
399 case GL_FLOAT_MAT3:
400 switch(y.type)
401 {
402 case GL_FLOAT_MAT4: return false;
403 case GL_FLOAT_MAT2: return false;
404 case GL_FLOAT_VEC4: return false;
405 case GL_FLOAT_MAT3: return true;
406 case GL_FLOAT_VEC3: return true;
407 case GL_FLOAT_VEC2: return true;
408 case GL_FLOAT: return true;
409 default: UNREACHABLE();
410 }
411 break;
412 case GL_FLOAT_VEC3:
413 switch(y.type)
414 {
415 case GL_FLOAT_MAT4: return false;
416 case GL_FLOAT_MAT2: return false;
417 case GL_FLOAT_VEC4: return false;
418 case GL_FLOAT_MAT3: return false;
419 case GL_FLOAT_VEC3: return true;
420 case GL_FLOAT_VEC2: return true;
421 case GL_FLOAT: return true;
422 default: UNREACHABLE();
423 }
424 break;
425 case GL_FLOAT_VEC2:
426 switch(y.type)
427 {
428 case GL_FLOAT_MAT4: return false;
429 case GL_FLOAT_MAT2: return false;
430 case GL_FLOAT_VEC4: return false;
431 case GL_FLOAT_MAT3: return false;
432 case GL_FLOAT_VEC3: return false;
433 case GL_FLOAT_VEC2: return true;
434 case GL_FLOAT: return true;
435 default: UNREACHABLE();
436 }
437 break;
438 case GL_FLOAT: return false;
439 default: UNREACHABLE();
440 }
441
442 return false;
443}
444
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000445VertexShader::VertexShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000446{
447}
448
449VertexShader::~VertexShader()
450{
451}
452
453GLenum VertexShader::getType()
454{
455 return GL_VERTEX_SHADER;
456}
457
458void VertexShader::compile()
459{
460 compileToHLSL(mVertexCompiler);
461 parseAttributes();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000462 parseVaryings();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000463}
464
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000465int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000466{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000467 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000468 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000469 int semanticIndex = 0;
470 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000471 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000472 if (attribute->name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000473 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000474 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000475 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000476
477 semanticIndex += VariableRowCount(attribute->type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000478 }
479 }
480
481 return -1;
482}
483
484void VertexShader::parseAttributes()
485{
486 if (mHlsl)
487 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000488 const char *input = strstr(mHlsl, "// Attributes") + 14;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000489
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000490 while(true)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000491 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000492 char attributeType[256];
493 char attributeName[256];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000494
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000495 int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000497 if (matches != 2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000498 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000499 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000501
502 mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
503
504 input = strstr(input, ";") + 2;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000505 }
506 }
507}
508
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000509FragmentShader::FragmentShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510{
511}
512
513FragmentShader::~FragmentShader()
514{
515}
516
517GLenum FragmentShader::getType()
518{
519 return GL_FRAGMENT_SHADER;
520}
521
522void FragmentShader::compile()
523{
524 compileToHLSL(mFragmentCompiler);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000525 parseVaryings();
526 varyings.sort(compareVarying);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527}
528}