| /* |
| * 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 "GrGLShaderStringBuilder.h" |
| #include "GrSKSLPrettyPrint.h" |
| #include "SkAutoMalloc.h" |
| #include "SkSLCompiler.h" |
| #include "SkSLGLSLCodeGenerator.h" |
| #include "SkTraceEvent.h" |
| #include "gl/GrGLGpu.h" |
| #include "ir/SkSLProgram.h" |
| |
| #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) |
| #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X) |
| |
| // Print the source code for all shaders generated. |
| static const bool gPrintSKSL = false; |
| static const bool gPrintGLSL = false; |
| |
| static void print_source_lines_with_numbers(const char* source, |
| std::function<void(const char*)> println) { |
| SkTArray<SkString> lines; |
| SkStrSplit(source, "\n", kStrict_SkStrSplitMode, &lines); |
| for (int i = 0; i < lines.count(); ++i) { |
| SkString& line = lines[i]; |
| line.prependf("%4i\t", i + 1); |
| println(line.c_str()); |
| } |
| } |
| |
| // Prints shaders one line at the time. This ensures they don't get truncated by the adb log. |
| static void print_sksl_line_by_line(const char** skslStrings, int* lengths, int count, |
| std::function<void(const char*)> println = [](const char* ln) { |
| SkDebugf("%s\n", ln); |
| }) { |
| SkSL::String sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false); |
| println("SKSL:"); |
| print_source_lines_with_numbers(sksl.c_str(), println); |
| } |
| |
| static void print_glsl_line_by_line(const SkSL::String& glsl, |
| std::function<void(const char*)> println = [](const char* ln) { |
| SkDebugf("%s\n", ln); |
| }) { |
| println("GLSL:"); |
| print_source_lines_with_numbers(glsl.c_str(), println); |
| } |
| |
| void print_shader_banner(GrGLenum type) { |
| const char* typeName = "Unknown"; |
| switch (type) { |
| case GR_GL_VERTEX_SHADER: typeName = "Vertex"; break; |
| case GR_GL_GEOMETRY_SHADER: typeName = "Geometry"; break; |
| case GR_GL_FRAGMENT_SHADER: typeName = "Fragment"; break; |
| } |
| SkDebugf("---- %s shader ----------------------------------------------------\n", typeName); |
| } |
| |
| std::unique_ptr<SkSL::Program> GrSkSLtoGLSL(const GrGLContext& context, GrGLenum type, |
| const char** skslStrings, int* lengths, int count, |
| const SkSL::Program::Settings& settings, |
| SkSL::String* glsl) { |
| // Trace event for shader preceding driver compilation |
| bool traceShader; |
| TRACE_EVENT_CATEGORY_GROUP_ENABLED("skia.gpu", &traceShader); |
| if (traceShader) { |
| SkString shaderDebugString; |
| print_sksl_line_by_line(skslStrings, lengths, count, [&](const char* ln) { |
| shaderDebugString.append(ln); |
| shaderDebugString.append("\n"); |
| }); |
| TRACE_EVENT_INSTANT1("skia.gpu", "skia_gpu::GLShader", |
| TRACE_EVENT_SCOPE_THREAD, "shader", |
| TRACE_STR_COPY(shaderDebugString.c_str())); |
| } |
| |
| SkSL::String sksl; |
| #ifdef SK_DEBUG |
| sksl = GrSKSLPrettyPrint::PrettyPrint(skslStrings, lengths, count, false); |
| #else |
| for (int i = 0; i < count; i++) { |
| sksl.append(skslStrings[i], lengths[i]); |
| } |
| #endif |
| SkSL::Compiler* compiler = context.compiler(); |
| std::unique_ptr<SkSL::Program> program; |
| SkSL::Program::Kind programKind; |
| switch (type) { |
| case GR_GL_VERTEX_SHADER: programKind = SkSL::Program::kVertex_Kind; break; |
| case GR_GL_FRAGMENT_SHADER: programKind = SkSL::Program::kFragment_Kind; break; |
| case GR_GL_GEOMETRY_SHADER: programKind = SkSL::Program::kGeometry_Kind; break; |
| default: SK_ABORT("unsupported shader kind"); |
| } |
| program = compiler->convertProgram(programKind, sksl, settings); |
| if (!program || !compiler->toGLSL(*program, glsl)) { |
| SkDebugf("SKSL compilation error\n----------------------\n"); |
| print_sksl_line_by_line(skslStrings, lengths, count); |
| SkDebugf("\nErrors:\n%s\n", compiler->errorText().c_str()); |
| SkDEBUGFAIL("SKSL compilation failed!\n"); |
| return nullptr; |
| } |
| if (gPrintSKSL) { |
| print_shader_banner(type); |
| print_sksl_line_by_line(skslStrings, lengths, count); |
| } |
| return program; |
| } |
| |
| GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx, |
| GrGLuint programId, |
| GrGLenum type, |
| const char* glsl, |
| int glslLength, |
| GrGpu::Stats* stats, |
| const SkSL::Program::Settings& settings) { |
| const GrGLInterface* gli = glCtx.interface(); |
| |
| // Specify GLSL source to the driver. |
| GrGLuint shaderId; |
| GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); |
| if (0 == shaderId) { |
| return 0; |
| } |
| GR_GL_CALL(gli, ShaderSource(shaderId, 1, &glsl, &glslLength)); |
| |
| stats->incShaderCompilations(); |
| GR_GL_CALL(gli, CompileShader(shaderId)); |
| |
| // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds. |
| bool checkCompiled = kChromium_GrGLDriver != glCtx.driver(); |
| #ifdef SK_DEBUG |
| checkCompiled = true; |
| #endif |
| if (checkCompiled) { |
| GrGLint compiled = GR_GL_INIT_ZERO; |
| GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); |
| |
| if (!compiled) { |
| SkDebugf("GLSL compilation error\n----------------------\n"); |
| print_glsl_line_by_line(glsl); |
| 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())); |
| SkDebugf("Errors:\n%s\n", (const char*) log.get()); |
| } |
| // In Chrome we may have failed due to context-loss. So we should just continue along |
| // wihthout asserting until the GrContext gets abandoned. |
| if (kChromium_GrGLDriver != glCtx.driver()) { |
| SkDEBUGFAIL("GLSL compilation failed!"); |
| } |
| GR_GL_CALL(gli, DeleteShader(shaderId)); |
| return 0; |
| } |
| } |
| |
| if (gPrintGLSL) { |
| print_shader_banner(type); |
| print_glsl_line_by_line(glsl); |
| } |
| |
| // 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; |
| } |
| |
| void GrGLPrintShader(const GrGLContext& context, GrGLenum type, const char** skslStrings, |
| int* lengths, int count, const SkSL::Program::Settings& settings) { |
| print_sksl_line_by_line(skslStrings, lengths, count); |
| SkSL::String glsl; |
| if (GrSkSLtoGLSL(context, type, skslStrings, lengths, count, settings, &glsl)) { |
| print_glsl_line_by_line(glsl); |
| } |
| } |