| /* |
| * 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, |
| fVaryingHandler.fPathProcVaryingInfos, |
| fGeometryProcessor, |
| fXferProcessor, |
| fFragmentProcessors, |
| &fSamplerUniforms); |
| } |