| /* | |
| * Copyright 2022 Rive | |
| */ | |
| #include "rive/pls/gl/gl_utils.hpp" | |
| #include <stdio.h> | |
| #include <sstream> | |
| #include <vector> | |
| #include "shaders/out/generated/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] << "\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); | |
| exit(-1); | |
| } | |
| #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); | |
| exit(-1); | |
| } | |
| #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 |