blob: ff59dc0852f359561666f2059b765d5fed6ad55f [file] [log] [blame]
* 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 "src/core/SkAutoMalloc.h"
#include "src/gpu/GrShaderUtils.h"
#include "src/gpu/gl/GrGLGpu.h"
#include "src/gpu/gl/builders/GrGLShaderStringBuilder.h"
#include "src/sksl/SkSLCompiler.h"
#include "src/sksl/SkSLGLSLCodeGenerator.h"
#include "src/sksl/ir/SkSLProgram.h"
// Print the source code for all shaders generated.
static const bool gPrintSKSL = false;
static const bool gPrintGLSL = false;
std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLContext& context,
SkSL::Program::Kind programKind,
const SkSL::String& sksl,
const SkSL::Program::Settings& settings,
SkSL::String* glsl,
GrContextOptions::ShaderErrorHandler* errorHandler) {
SkSL::Compiler* compiler = context.compiler();
std::unique_ptr<SkSL::Program> program;
#ifdef SK_DEBUG
SkSL::String src = GrShaderUtils::PrettyPrint(sksl);
const SkSL::String& src = sksl;
program = compiler->convertProgram(programKind, src, settings);
if (!program || !compiler->toGLSL(*program, glsl)) {
errorHandler->compileError(src.c_str(), compiler->errorText().c_str());
return nullptr;
if (gPrintSKSL || gPrintGLSL) {
if (gPrintSKSL) {
if (gPrintGLSL) {
return program;
GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
GrGLuint programId,
GrGLenum type,
const SkSL::String& glsl,
GrGpu::Stats* stats,
GrContextOptions::ShaderErrorHandler* errorHandler) {
const GrGLInterface* gli = glCtx.glInterface();
// Specify GLSL source to the driver.
GrGLuint shaderId;
GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
if (0 == shaderId) {
return 0;
const GrGLchar* source = glsl.c_str();
GrGLint sourceLength = glsl.size();
GR_GL_CALL(gli, ShaderSource(shaderId, 1, &source, &sourceLength));
GR_GL_CALL(gli, CompileShader(shaderId));
bool checkCompiled = !glCtx.caps()->skipErrorChecks();
if (checkCompiled) {
GrGLint compiled = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
if (!compiled) {
GrGLint infoLen = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderiv(shaderId, 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 Chromium cmd
// buffer param validation.
GrGLsizei length = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
errorHandler->compileError(glsl.c_str(), infoLen > 0 ? (const char*)log.get() : "");
GR_GL_CALL(gli, DeleteShader(shaderId));
return 0;
// Attach the shader, but defer deletion until after we have linked the program.
// This works around a bug in the Android emulator's GLES2 wrapper which
// will immediately delete the shader object and free its memory even though it's
// attached to a program, which then causes glLinkProgram to fail.
GR_GL_CALL(gli, AttachShader(programId, shaderId));
return shaderId;