| /* | |
| * Copyright 2022 Rive | |
| */ | |
| #include "rive/renderer/gl/gl_utils.hpp" | |
| #include "rive/shapes/paint/image_sampler.hpp" | |
| #include <stdio.h> | |
| #include <sstream> | |
| #include <thread> | |
| #include <vector> | |
| #include "generated/shaders/glsl.glsl.hpp" | |
| #ifdef BYPASS_EMSCRIPTEN_SHADER_PARSER | |
| #include <emscripten/emscripten.h> | |
| #include <emscripten/html5.h> | |
| // Emscripten's shader preprocessor crashes on PLS shaders. This method allows | |
| // us to bypass Emscripten and set a WebGL shader source directly. | |
| EM_JS(void, | |
| webgl_shader_source, | |
| (EMSCRIPTEN_WEBGL_CONTEXT_HANDLE gl, GLuint shader, const char* source), | |
| { | |
| gl = GL.getContext(gl).GLctx; | |
| shader = GL.shaders[shader]; | |
| source = UTF8ToString(source); | |
| gl.shaderSource(shader, source); | |
| }); | |
| #endif | |
| namespace glutils | |
| { | |
| void CompileAndAttachShader(GLuint program, | |
| GLenum type, | |
| const char* source, | |
| const GLCapabilities& capabilities, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| CompileAndAttachShader(program, | |
| type, | |
| nullptr, | |
| 0, | |
| &source, | |
| 1, | |
| capabilities, | |
| debugPrintErrornAndAbort); | |
| } | |
| void CompileAndAttachShader(GLuint program, | |
| GLenum type, | |
| const char* defines[], | |
| size_t numDefines, | |
| const char* inputSources[], | |
| size_t numInputSources, | |
| const GLCapabilities& capabilities, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| GLuint shader = CompileShader(type, | |
| defines, | |
| numDefines, | |
| inputSources, | |
| numInputSources, | |
| capabilities, | |
| debugPrintErrornAndAbort); | |
| glAttachShader(program, shader); | |
| glDeleteShader(shader); | |
| } | |
| GLuint CompileShader(GLuint type, | |
| const char* source, | |
| const GLCapabilities& capabilities, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| return CompileShader(type, | |
| nullptr, | |
| 0, | |
| &source, | |
| 1, | |
| capabilities, | |
| debugPrintErrornAndAbort); | |
| } | |
| GLuint CompileShader(GLuint type, | |
| const char* defines[], | |
| size_t numDefines, | |
| const char* inputSources[], | |
| size_t numInputSources, | |
| const GLCapabilities& capabilities, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| std::ostringstream shaderSource; | |
| shaderSource << "#version " << capabilities.contextVersionMajor | |
| << capabilities.contextVersionMinor << '0'; | |
| if (capabilities.isGLES) | |
| { | |
| shaderSource << " es"; | |
| } | |
| shaderSource << '\n'; | |
| // Create our own "GLSL_VERSION" macro. In "#version 320 es", Qualcomm | |
| // incorrectly substitutes | |
| // __VERSION__ to 300. | |
| shaderSource << "#define " << GLSL_GLSL_VERSION << ' ' | |
| << capabilities.contextVersionMajor | |
| << capabilities.contextVersionMinor << "0\n"; | |
| if (type == GL_VERTEX_SHADER) | |
| { | |
| shaderSource << "#define " << GLSL_VERTEX "\n"; | |
| } | |
| else if (GL_FRAGMENT_SHADER) | |
| { | |
| shaderSource << "#define " << GLSL_FRAGMENT "\n"; | |
| } | |
| for (size_t i = 0; i < numDefines; ++i) | |
| { | |
| shaderSource << "#define " << defines[i] << " true\n"; | |
| } | |
| if (!capabilities.ANGLE_base_vertex_base_instance_shader_builtin) | |
| { | |
| shaderSource << "#define " << GLSL_BASE_INSTANCE_UNIFORM_NAME << ' ' | |
| << BASE_INSTANCE_UNIFORM_NAME << '\n'; | |
| } | |
| if (capabilities.needsFloatingPointTessellationTexture) | |
| { | |
| shaderSource << "#define " << GLSL_TESS_TEXTURE_FLOATING_POINT << '\n'; | |
| } | |
| if (capabilities.isMali) | |
| { | |
| shaderSource << "#define " << GLSL_GL_RENDERER_MALI << '\n'; | |
| } | |
| shaderSource << rive::gpu::glsl::glsl << "\n"; | |
| for (size_t i = 0; i < numInputSources; ++i) | |
| { | |
| shaderSource << inputSources[i] << "\n"; | |
| } | |
| return CompileRawGLSL(type, | |
| shaderSource.str().c_str(), | |
| debugPrintErrornAndAbort); | |
| } | |
| #ifdef DEBUG | |
| void PrintShaderCompilationErrors(GLuint shader) | |
| { | |
| GLint maxLength = 0; | |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); | |
| std::vector<GLchar> infoLog(maxLength); | |
| glGetShaderInfoLog(shader, maxLength, &maxLength, &infoLog[0]); | |
| fprintf(stderr, "Failed to compile shader\n"); | |
| // Print the error message *before* the shader in case stderr hasn't | |
| // finished flushing when we call abort() further on. | |
| fprintf(stderr, "%s\n", &infoLog[0]); | |
| GLint sourceLength = 0; | |
| glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &sourceLength); | |
| std::vector<GLchar> shaderSource(sourceLength); | |
| glGetShaderSource(shader, sourceLength, nullptr, shaderSource.data()); | |
| int l = 1; | |
| std::stringstream stream(shaderSource.data()); | |
| std::string lineStr; | |
| while (std::getline(stream, lineStr, '\n')) | |
| { | |
| fprintf(stderr, "%4i| %s\n", l++, lineStr.c_str()); | |
| } | |
| // Print the error message, again, *after* the shader where it's easier | |
| // to find in the console. | |
| fprintf(stderr, "%s\n", &infoLog[0]); | |
| fflush(stderr); | |
| } | |
| #endif | |
| [[nodiscard]] GLuint CompileRawGLSL( | |
| GLenum shaderType, | |
| const char* rawGLSL, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| GLuint shader = glCreateShader(shaderType); | |
| #ifdef BYPASS_EMSCRIPTEN_SHADER_PARSER | |
| // Emscripten's shader preprocessor crashes on PLS shaders. Feed Emscripten | |
| // something very simple and then hop to WebGL to bypass it and set the real | |
| // shader source. | |
| const char* kMinimalShader = | |
| shaderType == GL_VERTEX_SHADER | |
| ? "#version 300 es\nvoid main() { gl_Position = vec4(0); }" | |
| : "#version 300 es\nvoid main() {}"; | |
| glShaderSource(shader, 1, &kMinimalShader, nullptr); | |
| webgl_shader_source(emscripten_webgl_get_current_context(), | |
| shader, | |
| rawGLSL); | |
| #else | |
| glShaderSource(shader, 1, &rawGLSL, nullptr); | |
| #endif | |
| glCompileShader(shader); | |
| #ifdef DEBUG | |
| if (debugPrintErrornAndAbort == DebugPrintErrorAndAbort::yes) | |
| { | |
| GLint isCompiled = 0; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); | |
| if (isCompiled == GL_FALSE) | |
| { | |
| PrintShaderCompilationErrors(shader); | |
| glDeleteShader(shader); | |
| // Give stderr another second to finish flushing before we abort. | |
| std::this_thread::sleep_for(std::chrono::milliseconds(1000)); | |
| abort(); | |
| } | |
| } | |
| #else | |
| std::ignore = debugPrintErrornAndAbort; | |
| #endif | |
| return shader; | |
| } | |
| #ifdef DEBUG | |
| void PrintLinkProgramErrors(GLuint program) | |
| { | |
| GLint maxLength = 0; | |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength); | |
| std::vector<GLchar> infoLog(maxLength); | |
| glGetProgramInfoLog(program, maxLength, &maxLength, &infoLog[0]); | |
| fprintf(stderr, "Failed to link program %s\n", &infoLog[0]); | |
| fflush(stderr); | |
| } | |
| #endif | |
| void LinkProgram(GLuint program, | |
| DebugPrintErrorAndAbort debugPrintErrornAndAbort) | |
| { | |
| glLinkProgram(program); | |
| #ifdef DEBUG | |
| if (debugPrintErrornAndAbort == DebugPrintErrorAndAbort::yes) | |
| { | |
| GLint isLinked = 0; | |
| glGetProgramiv(program, GL_LINK_STATUS, &isLinked); | |
| if (isLinked == GL_FALSE) | |
| { | |
| PrintLinkProgramErrors(program); | |
| abort(); | |
| } | |
| } | |
| #else | |
| std::ignore = debugPrintErrornAndAbort; | |
| #endif | |
| } | |
| void Program::reset(GLuint adoptedProgramID) | |
| { | |
| m_fragmentShader.reset(); | |
| m_vertexShader.reset(); | |
| if (m_id != 0) | |
| { | |
| glDeleteProgram(m_id); | |
| } | |
| m_id = adoptedProgramID; | |
| } | |
| void Program::compileAndAttachShader(GLuint type, | |
| const char* defines[], | |
| size_t numDefines, | |
| const char* sources[], | |
| size_t numSources, | |
| const GLCapabilities& capabilities) | |
| { | |
| assert(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER); | |
| glutils::Shader& internalShader = | |
| type == GL_VERTEX_SHADER ? m_vertexShader : m_fragmentShader; | |
| internalShader | |
| .compile(type, defines, numDefines, sources, numSources, capabilities); | |
| glAttachShader(m_id, internalShader); | |
| } | |
| void Shader::compile(GLenum type, | |
| const char* defines[], | |
| size_t numDefines, | |
| const char* sources[], | |
| size_t numSources, | |
| const GLCapabilities& capabilities) | |
| { | |
| reset(CompileShader(type, | |
| defines, | |
| numDefines, | |
| sources, | |
| numSources, | |
| capabilities)); | |
| } | |
| void SetTexture2DSamplingParams(GLenum minFilter, GLenum magFilter) | |
| { | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); | |
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); | |
| } | |
| GLint gl_wrap_from_image_wrap(rive::ImageWrap wrap) | |
| { | |
| switch (wrap) | |
| { | |
| case rive::ImageWrap::clamp: | |
| return GL_CLAMP_TO_EDGE; | |
| case rive::ImageWrap::repeat: | |
| return GL_REPEAT; | |
| case rive::ImageWrap::mirror: | |
| return GL_MIRRORED_REPEAT; | |
| } | |
| RIVE_UNREACHABLE(); | |
| } | |
| GLint gl_min_filter_for_image_filter(rive::ImageFilter filter) | |
| { | |
| switch (filter) | |
| { | |
| case rive::ImageFilter::bilinear: | |
| return GL_LINEAR_MIPMAP_NEAREST; | |
| case rive::ImageFilter::nearest: | |
| return GL_NEAREST; | |
| } | |
| RIVE_UNREACHABLE(); | |
| } | |
| GLint gl_mag_filter_for_image_filter(rive::ImageFilter filter) | |
| { | |
| switch (filter) | |
| { | |
| case rive::ImageFilter::nearest: | |
| return GL_NEAREST; | |
| case rive::ImageFilter::bilinear: | |
| return GL_LINEAR; | |
| } | |
| RIVE_UNREACHABLE(); | |
| } | |
| void SetTexture2DSamplingParams(rive::ImageSampler samplingParams) | |
| { | |
| glTexParameteri(GL_TEXTURE_2D, | |
| GL_TEXTURE_MIN_FILTER, | |
| gl_min_filter_for_image_filter(samplingParams.filter)); | |
| glTexParameteri(GL_TEXTURE_2D, | |
| GL_TEXTURE_MAG_FILTER, | |
| gl_mag_filter_for_image_filter(samplingParams.filter)); | |
| glTexParameteri(GL_TEXTURE_2D, | |
| GL_TEXTURE_WRAP_S, | |
| gl_wrap_from_image_wrap(samplingParams.wrapX)); | |
| glTexParameteri(GL_TEXTURE_2D, | |
| GL_TEXTURE_WRAP_T, | |
| gl_wrap_from_image_wrap(samplingParams.wrapY)); | |
| } | |
| void BlitFramebuffer(rive::IAABB bounds, | |
| uint32_t renderTargetHeight, | |
| GLbitfield mask) | |
| { | |
| // glBlitFramebuffer is oriented bottom-up. | |
| uint32_t l = bounds.left; | |
| uint32_t b = renderTargetHeight - bounds.bottom; | |
| uint32_t r = bounds.right; | |
| uint32_t t = renderTargetHeight - bounds.top; | |
| glBlitFramebuffer(l, b, r, t, l, b, r, t, mask, GL_NEAREST); | |
| } | |
| void Uniform1iByName(GLuint programID, const char* name, GLint value) | |
| { | |
| GLint location = glGetUniformLocation(programID, name); | |
| // Don't allow non-existent uniforms. glUniform1i() is supposed to silently | |
| // ignore -1, but Moto G7 Play throws an error. We also just shouldn't be | |
| // querying uniform locations we know aren't going to exist anyway for | |
| // performance reasons. | |
| assert(location != -1); | |
| glUniform1i(location, value); | |
| } | |
| } // namespace glutils |