Turned on SkSL->GLSL compiler
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2288033003
Committed: https://skia.googlesource.com/skia/+/9b0fe3d125f237d9884732a48414fa85fc71b4e3
Committed: https://skia.googlesource.com/skia/+/b12b3c6908c62c908b3680be01e3b5bfd30de310
Committed: https://skia.googlesource.com/skia/+/f008b0a59f45c0d4bea3e66faf3b01805009ec89
Committed: https://skia.googlesource.com/skia/+/08b2ccf398e2b81bc05d2c105837e5419899469b
Committed: https://skia.googlesource.com/skia/+/dcfe6dba4a335e50e86ff68e3252065d4197432c
Committed: https://skia.googlesource.com/skia/+/ccb1dd8f267f9d7fe7c9d0ce222ebc81b41853b3
Review-Url: https://codereview.chromium.org/2288033003
diff --git a/bench/GLBench.cpp b/bench/GLBench.cpp
index 8cf41c2..b697550 100644
--- a/bench/GLBench.cpp
+++ b/bench/GLBench.cpp
@@ -11,7 +11,10 @@
#include "GrGpu.h"
#include "GrTest.h"
#include "gl/GrGLContext.h"
+#include "gl/builders/GrGLShaderStringBuilder.h"
+#include "SkSLCompiler.h"
#include <stdio.h>
+#include <string>
const GrGLContext* GLBench::getGLContext(SkCanvas* canvas) {
// This bench exclusively tests GL calls directly
@@ -61,13 +64,26 @@
canvas->getGrContext()->resetContext();
}
-GrGLuint GLBench::CompileShader(const GrGLInterface* gl, const char* shaderSrc, GrGLenum type) {
+GrGLuint GLBench::CompileShader(const GrGLContext* context, const char* sksl, GrGLenum type) {
+ const GrGLInterface* gl = context->interface();
+ std::string glsl;
+ bool result = context->compiler()->toGLSL(type == GR_GL_VERTEX_SHADER
+ ? SkSL::Program::kVertex_Kind
+ : SkSL::Program::kFragment_Kind,
+ std::string(sksl),
+ GrGLSkSLCapsForContext(*context),
+ &glsl);
+ if (!result) {
+ SkDebugf("SkSL compilation failed:\n%s\n%s\n", sksl,
+ context->compiler()->errorText().c_str());
+ }
GrGLuint shader;
// Create the shader object
GR_GL_CALL_RET(gl, shader, CreateShader(type));
// Load the shader source
- GR_GL_CALL(gl, ShaderSource(shader, 1, &shaderSrc, nullptr));
+ const char* glslPtr = glsl.c_str();
+ GR_GL_CALL(gl, ShaderSource(shader, 1, (const char**) &glslPtr, nullptr));
// Compile the shader
GR_GL_CALL(gl, CompileShader(shader));
@@ -84,10 +100,11 @@
return shader;
}
-GrGLuint GLBench::CreateProgram(const GrGLInterface* gl, const char* vshader, const char* fshader) {
-
- GrGLuint vertexShader = CompileShader(gl, vshader, GR_GL_VERTEX_SHADER);
- GrGLuint fragmentShader = CompileShader(gl, fshader, GR_GL_FRAGMENT_SHADER);
+GrGLuint GLBench::CreateProgram(const GrGLContext* context, const char* vshader,
+ const char* fshader) {
+ const GrGLInterface* gl = context->interface();
+ GrGLuint vertexShader = CompileShader(context, vshader, GR_GL_VERTEX_SHADER);
+ GrGLuint fragmentShader = CompileShader(context, fshader, GR_GL_FRAGMENT_SHADER);
GrGLuint shaderProgram;
GR_GL_CALL_RET(gl, shaderProgram, CreateProgram());