| /* |
| * Copyright 2022 Rive |
| */ |
| |
| #include "rive/pls/gl/gl_utils.hpp" |
| |
| #include <stdio.h> |
| #include <sstream> |
| #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) |
| { |
| CompileAndAttachShader(program, type, nullptr, 0, &source, 1, capabilities); |
| } |
| |
| void CompileAndAttachShader(GLuint program, |
| GLenum type, |
| const char* defines[], |
| size_t numDefines, |
| const char* inputSources[], |
| size_t numInputSources, |
| const GLCapabilities& capabilities) |
| { |
| GLuint shader = |
| CompileShader(type, defines, numDefines, inputSources, numInputSources, capabilities); |
| glAttachShader(program, shader); |
| glDeleteShader(shader); |
| } |
| |
| GLuint CompileShader(GLuint type, const char* source, const GLCapabilities& capabilities) |
| { |
| return CompileShader(type, nullptr, 0, &source, 1, capabilities); |
| } |
| |
| GLuint CompileShader(GLuint type, |
| const char* defines[], |
| size_t numDefines, |
| const char* inputSources[], |
| size_t numInputSources, |
| const GLCapabilities& capabilities) |
| { |
| 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"; |
| } |
| shaderSource << rive::pls::glsl::glsl << "\n"; |
| for (size_t i = 0; i < numInputSources; ++i) |
| { |
| shaderSource << inputSources[i] << "\n"; |
| } |
| return CompileRawGLSL(type, shaderSource.str().c_str()); |
| } |
| |
| [[nodiscard]] GLuint CompileRawGLSL(GLuint shaderType, const char* rawGLSL) |
| { |
| 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 |
| GLint isCompiled = 0; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); |
| if (isCompiled == GL_FALSE) |
| { |
| 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"); |
| int l = 1; |
| std::stringstream stream(rawGLSL); |
| std::string lineStr; |
| while (std::getline(stream, lineStr, '\n')) |
| { |
| fprintf(stderr, "%4i| %s\n", l++, lineStr.c_str()); |
| } |
| fprintf(stderr, "%s\n", &infoLog[0]); |
| fflush(stderr); |
| glDeleteShader(shader); |
| abort(); |
| } |
| #endif |
| return shader; |
| } |
| |
| void LinkProgram(GLuint program) |
| { |
| glLinkProgram(program); |
| #ifdef DEBUG |
| GLint isLinked = 0; |
| glGetProgramiv(program, GL_LINK_STATUS, &isLinked); |
| if (isLinked == GL_FALSE) |
| { |
| 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); |
| abort(); |
| } |
| #endif |
| } |
| |
| void Program::reset(GLuint adoptedProgramID) |
| { |
| if (m_fragmentShaderID != 0) |
| { |
| glDeleteShader(m_fragmentShaderID); |
| m_fragmentShaderID = 0; |
| } |
| if (m_vertexShaderID != 0) |
| { |
| glDeleteShader(m_vertexShaderID); |
| m_vertexShaderID = 0; |
| } |
| 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); |
| GLuint& internalShaderID = type == GL_VERTEX_SHADER ? m_vertexShaderID : m_fragmentShaderID; |
| if (internalShaderID != 0) |
| { |
| glDeleteShader(internalShaderID); |
| } |
| internalShaderID = CompileShader(type, defines, numDefines, sources, numSources, capabilities); |
| glAttachShader(m_id, internalShaderID); |
| } |
| |
| 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); |
| } |
| |
| 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); |
| } |
| } // namespace glutils |