blob: c6422caa86f1410adca213440d8be6cc4b134be1 [file] [log] [blame]
/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrGLProgramBuilder.h"
#include "GrAutoLocaleSetter.h"
#include "GrCoordTransform.h"
#include "GrGLProgramBuilder.h"
#include "GrSwizzle.h"
#include "GrTexture.h"
#include "SkRTConf.h"
#include "SkTraceEvent.h"
#include "gl/GrGLGpu.h"
#include "gl/GrGLProgram.h"
#include "gl/GrGLProgramDesc.h"
#include "gl/GrGLSLPrettyPrint.h"
#include "gl/builders/GrGLShaderStringBuilder.h"
#include "glsl/GrGLSLCaps.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLGeometryProcessor.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLSampler.h"
#include "glsl/GrGLSLXferProcessor.h"
#define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X)
#define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X)
GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrPipeline& pipeline,
const GrPrimitiveProcessor& primProc,
const GrGLProgramDesc& desc,
GrGLGpu* gpu) {
GrAutoLocaleSetter als("C");
// create a builder. This will be handed off to effects so they can use it to add
// uniforms, varyings, textures, etc
GrGLProgramBuilder builder(gpu, pipeline, primProc, desc);
// TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can
// seed correctly here
GrGLSLExpr4 inputColor;
GrGLSLExpr4 inputCoverage;
if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) {
builder.cleanupFragmentProcessors();
return nullptr;
}
return builder.finalize();
}
/////////////////////////////////////////////////////////////////////////////
GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu,
const GrPipeline& pipeline,
const GrPrimitiveProcessor& primProc,
const GrGLProgramDesc& desc)
: INHERITED(pipeline, primProc, desc)
, fGpu(gpu)
, fVaryingHandler(this)
, fUniformHandler(this) {
}
const GrCaps* GrGLProgramBuilder::caps() const {
return fGpu->caps();
}
const GrGLSLCaps* GrGLProgramBuilder::glslCaps() const {
return fGpu->ctxInfo().caps()->glslCaps();
}
bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader,
GrGLuint programId,
GrGLenum type,
SkTDArray<GrGLuint>* shaderIds) {
GrGLGpu* gpu = this->gpu();
GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
programId,
type,
shader.fCompilerStrings.begin(),
shader.fCompilerStringLengths.begin(),
shader.fCompilerStrings.count(),
gpu->stats());
if (!shaderId) {
return false;
}
*shaderIds->append() = shaderId;
return true;
}
GrGLProgram* GrGLProgramBuilder::finalize() {
// verify we can get a program id
GrGLuint programID;
GL_CALL_RET(programID, CreateProgram());
if (0 == programID) {
this->cleanupFragmentProcessors();
return nullptr;
}
this->finalizeShaders();
// compile shaders and bind attributes / uniforms
SkTDArray<GrGLuint> shadersToDelete;
if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &shadersToDelete)) {
this->cleanupProgram(programID, shadersToDelete);
return nullptr;
}
// NVPR actually requires a vertex shader to compile
bool useNvpr = primitiveProcessor().isPathRendering();
if (!useNvpr) {
const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
int vaCount = primProc.numAttribs();
for (int i = 0; i < vaCount; i++) {
GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
}
}
if (!this->compileAndAttachShaders(fFS, programID, GR_GL_FRAGMENT_SHADER, &shadersToDelete)) {
this->cleanupProgram(programID, shadersToDelete);
return nullptr;
}
this->bindProgramResourceLocations(programID);
GL_CALL(LinkProgram(programID));
// Calling GetProgramiv is expensive in Chromium. Assume success in release builds.
bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver();
#ifdef SK_DEBUG
checkLinked = true;
#endif
if (checkLinked) {
checkLinkStatus(programID);
}
this->resolveProgramResourceLocations(programID);
this->cleanupShaders(shadersToDelete);
return this->createProgram(programID);
}
void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) {
fUniformHandler.bindUniformLocations(programID, fGpu->glCaps());
const GrGLCaps& caps = this->gpu()->glCaps();
if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) {
GL_CALL(BindFragDataLocation(programID, 0,
GrGLSLFragmentShaderBuilder::DeclaredColorOutputName()));
}
if (fFS.hasSecondaryOutput() && caps.glslCaps()->mustDeclareFragmentShaderOutput()) {
GL_CALL(BindFragDataLocationIndexed(programID, 0, 1,
GrGLSLFragmentShaderBuilder::DeclaredSecondaryColorOutputName()));
}
// handle NVPR separable varyings
if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() ||
!fGpu->glPathRendering()->shouldBindFragmentInputs()) {
return;
}
int count = fVaryingHandler.fPathProcVaryingInfos.count();
for (int i = 0; i < count; ++i) {
GL_CALL(BindFragmentInputLocation(programID, i,
fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str()));
fVaryingHandler.fPathProcVaryingInfos[i].fLocation = i;
}
}
bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) {
GrGLint linked = GR_GL_INIT_ZERO;
GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked));
if (!linked) {
GrGLint infoLen = GR_GL_INIT_ZERO;
GL_CALL(GetProgramiv(programID, GR_GL_INFO_LOG_LENGTH, &infoLen));
SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
if (infoLen > 0) {
// retrieve length even though we don't need it to workaround
// bug in chrome cmd buffer param validation.
GrGLsizei length = GR_GL_INIT_ZERO;
GL_CALL(GetProgramInfoLog(programID,
infoLen+1,
&length,
(char*)log.get()));
SkDebugf("%s", (char*)log.get());
}
SkDEBUGFAIL("Error linking program");
GL_CALL(DeleteProgram(programID));
programID = 0;
}
return SkToBool(linked);
}
void GrGLProgramBuilder::resolveProgramResourceLocations(GrGLuint programID) {
fUniformHandler.getUniformLocations(programID, fGpu->glCaps());
// handle NVPR separable varyings
if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() ||
fGpu->glPathRendering()->shouldBindFragmentInputs()) {
return;
}
int count = fVaryingHandler.fPathProcVaryingInfos.count();
for (int i = 0; i < count; ++i) {
GrGLint location;
GL_CALL_RET(location, GetProgramResourceLocation(
programID,
GR_GL_FRAGMENT_INPUT,
fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str()));
fVaryingHandler.fPathProcVaryingInfos[i].fLocation = location;
}
}
void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs) {
GL_CALL(DeleteProgram(programID));
this->cleanupShaders(shaderIDs);
this->cleanupFragmentProcessors();
}
void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) {
for (int i = 0; i < shaderIDs.count(); ++i) {
GL_CALL(DeleteShader(shaderIDs[i]));
}
}
GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) {
return new GrGLProgram(fGpu,
this->desc(),
fUniformHandles,
programID,
fUniformHandler.fUniforms,
fUniformHandler.fSamplers,
fVaryingHandler.fPathProcVaryingInfos,
fGeometryProcessor,
fXferProcessor,
fFragmentProcessors);
}