2015-01-16 02:40:39 +03:00
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLShaderValidator.h"
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#include "angle/ShaderLang.h"
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#include "GLContext.h"
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#include "MurmurHash3.h"
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#include "nsPrintfCString.h"
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#include <string>
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#include <vector>
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#include "WebGLContext.h"
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namespace mozilla {
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namespace webgl {
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uint64_t
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IdentifierHashFunc(const char* name, size_t len)
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{
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// NB: we use the x86 function everywhere, even though it's suboptimal perf
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// on x64. They return different results; not sure if that's a requirement.
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uint64_t hash[2];
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MurmurHash3_x86_128(name, len, 0, hash);
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return hash[0];
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}
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static int
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ChooseValidatorCompileOptions(const ShBuiltInResources& resources,
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const mozilla::gl::GLContext* gl)
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{
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int options = SH_VARIABLES |
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SH_ENFORCE_PACKING_RESTRICTIONS |
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SH_INIT_VARYINGS_WITHOUT_STATIC_USE |
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SH_OBJECT_CODE |
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2015-03-12 05:52:11 +03:00
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SH_LIMIT_CALL_STACK_DEPTH |
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SH_INIT_GL_POSITION;
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2015-01-16 02:40:39 +03:00
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if (resources.MaxExpressionComplexity > 0) {
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options |= SH_LIMIT_EXPRESSION_COMPLEXITY;
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}
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#ifndef XP_MACOSX
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// We want to do this everywhere, but to do this on Mac, we need
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// to do it only on Mac OSX > 10.6 as this causes the shader
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// compiler in 10.6 to crash
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options |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS;
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#endif
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#ifdef XP_MACOSX
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if (gl->WorkAroundDriverBugs()) {
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// Work around https://bugs.webkit.org/show_bug.cgi?id=124684,
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// https://chromium.googlesource.com/angle/angle/+/5e70cf9d0b1bb
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options |= SH_UNFOLD_SHORT_CIRCUIT;
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// Work around bug 665578 and bug 769810
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if (gl->Vendor() == gl::GLVendor::ATI) {
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options |= SH_EMULATE_BUILT_IN_FUNCTIONS;
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}
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// Work around bug 735560
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if (gl->Vendor() == gl::GLVendor::Intel) {
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options |= SH_EMULATE_BUILT_IN_FUNCTIONS;
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}
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// Work around bug 636926
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if (gl->Vendor() == gl::GLVendor::NVIDIA) {
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options |= SH_UNROLL_FOR_LOOP_WITH_SAMPLER_ARRAY_INDEX;
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}
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}
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#endif
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return options;
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}
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} // namespace webgl
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////////////////////////////////////////
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webgl::ShaderValidator*
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WebGLContext::CreateShaderValidator(GLenum shaderType) const
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{
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if (mBypassShaderValidation)
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return nullptr;
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ShShaderSpec spec = SH_WEBGL_SPEC;
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ShShaderOutput outputLanguage = gl->IsGLES() ? SH_ESSL_OUTPUT
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: SH_GLSL_OUTPUT;
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ShBuiltInResources resources;
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memset(&resources, 0, sizeof(resources));
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ShInitBuiltInResources(&resources);
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resources.HashFunction = webgl::IdentifierHashFunc;
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resources.MaxVertexAttribs = mGLMaxVertexAttribs;
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resources.MaxVertexUniformVectors = mGLMaxVertexUniformVectors;
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resources.MaxVaryingVectors = mGLMaxVaryingVectors;
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resources.MaxVertexTextureImageUnits = mGLMaxVertexTextureImageUnits;
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resources.MaxCombinedTextureImageUnits = mGLMaxTextureUnits;
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resources.MaxTextureImageUnits = mGLMaxTextureImageUnits;
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resources.MaxFragmentUniformVectors = mGLMaxFragmentUniformVectors;
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resources.MaxDrawBuffers = mGLMaxDrawBuffers;
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if (IsExtensionEnabled(WebGLExtensionID::EXT_frag_depth))
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resources.EXT_frag_depth = 1;
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if (IsExtensionEnabled(WebGLExtensionID::OES_standard_derivatives))
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resources.OES_standard_derivatives = 1;
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if (IsExtensionEnabled(WebGLExtensionID::WEBGL_draw_buffers))
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resources.EXT_draw_buffers = 1;
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if (IsExtensionEnabled(WebGLExtensionID::EXT_shader_texture_lod))
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resources.EXT_shader_texture_lod = 1;
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// Tell ANGLE to allow highp in frag shaders. (unless disabled)
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// If underlying GLES doesn't have highp in frag shaders, it should complain anyways.
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resources.FragmentPrecisionHigh = mDisableFragHighP ? 0 : 1;
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if (gl->WorkAroundDriverBugs()) {
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#ifdef XP_MACOSX
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if (gl->Vendor() == gl::GLVendor::NVIDIA) {
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// Work around bug 890432
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resources.MaxExpressionComplexity = 1000;
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}
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#endif
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}
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int compileOptions = webgl::ChooseValidatorCompileOptions(resources, gl);
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return webgl::ShaderValidator::Create(shaderType, spec, outputLanguage, resources,
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compileOptions);
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}
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////////////////////////////////////////
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namespace webgl {
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/*static*/ ShaderValidator*
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ShaderValidator::Create(GLenum shaderType, ShShaderSpec spec,
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ShShaderOutput outputLanguage,
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const ShBuiltInResources& resources, int compileOptions)
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{
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ShHandle handle = ShConstructCompiler(shaderType, spec, outputLanguage, &resources);
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if (!handle)
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return nullptr;
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return new ShaderValidator(handle, compileOptions);
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}
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ShaderValidator::~ShaderValidator()
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{
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ShDestruct(mHandle);
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}
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bool
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ShaderValidator::ValidateAndTranslate(const char* source)
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{
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MOZ_ASSERT(!mHasRun);
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mHasRun = true;
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const char* const parts[] = {
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source
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};
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return ShCompile(mHandle, parts, ArrayLength(parts), mCompileOptions);
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}
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void
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ShaderValidator::GetInfoLog(nsACString* out) const
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{
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MOZ_ASSERT(mHasRun);
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2015-02-05 22:39:18 +03:00
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const std::string &log = ShGetInfoLog(mHandle);
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out->Assign(log.data(), log.length());
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2015-01-16 02:40:39 +03:00
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}
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void
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ShaderValidator::GetOutput(nsACString* out) const
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{
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MOZ_ASSERT(mHasRun);
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2015-02-05 22:39:18 +03:00
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const std::string &output = ShGetObjectCode(mHandle);
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out->Assign(output.data(), output.length());
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2015-01-16 02:40:39 +03:00
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}
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template<size_t N>
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static bool
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StartsWith(const std::string& haystack, const char (&needle)[N])
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{
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return haystack.compare(0, N - 1, needle) == 0;
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}
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bool
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ShaderValidator::CanLinkTo(const ShaderValidator* prev, nsCString* const out_log) const
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{
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{
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const std::vector<sh::Uniform>& vertList = *ShGetUniforms(prev->mHandle);
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const std::vector<sh::Uniform>& fragList = *ShGetUniforms(mHandle);
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for (auto itrFrag = fragList.begin(); itrFrag != fragList.end(); ++itrFrag) {
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for (auto itrVert = vertList.begin(); itrVert != vertList.end(); ++itrVert) {
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if (itrVert->name != itrFrag->name)
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continue;
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if (!itrVert->isSameUniformAtLinkTime(*itrFrag)) {
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nsPrintfCString error("Uniform `%s`is not linkable between"
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" attached shaders.",
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itrFrag->name.c_str());
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*out_log = error;
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return false;
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}
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break;
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}
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}
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}
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{
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const std::vector<sh::Varying>& vertList = *ShGetVaryings(prev->mHandle);
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const std::vector<sh::Varying>& fragList = *ShGetVaryings(mHandle);
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for (auto itrFrag = fragList.begin(); itrFrag != fragList.end(); ++itrFrag) {
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static const char prefix[] = "gl_";
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if (StartsWith(itrFrag->name, prefix))
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continue;
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bool definedInVertShader = false;
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for (auto itrVert = vertList.begin(); itrVert != vertList.end(); ++itrVert) {
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if (itrVert->name != itrFrag->name)
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continue;
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if (!itrVert->isSameVaryingAtLinkTime(*itrFrag)) {
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nsPrintfCString error("Varying `%s`is not linkable between"
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" attached shaders.",
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itrFrag->name.c_str());
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*out_log = error;
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return false;
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}
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definedInVertShader = true;
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break;
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}
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if (!definedInVertShader && itrFrag->staticUse) {
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nsPrintfCString error("Varying `%s` has static-use in the frag"
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" shader, but is undeclared in the vert"
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" shader.", itrFrag->name.c_str());
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*out_log = error;
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return false;
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}
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}
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}
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return true;
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}
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size_t
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ShaderValidator::CalcNumSamplerUniforms() const
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{
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size_t accum = 0;
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const std::vector<sh::Uniform>& uniforms = *ShGetUniforms(mHandle);
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for (auto itr = uniforms.begin(); itr != uniforms.end(); ++itr) {
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GLenum type = itr->type;
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if (type == LOCAL_GL_SAMPLER_2D ||
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type == LOCAL_GL_SAMPLER_CUBE)
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{
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accum += itr->arraySize;
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}
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}
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return accum;
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}
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// Attribs cannot be structs or arrays, and neither can vertex inputs in ES3.
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// Therefore, attrib names are always simple.
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bool
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ShaderValidator::FindAttribUserNameByMappedName(const std::string& mappedName,
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const std::string** const out_userName) const
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{
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const std::vector<sh::Attribute>& attribs = *ShGetAttributes(mHandle);
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for (auto itr = attribs.begin(); itr != attribs.end(); ++itr) {
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if (itr->mappedName == mappedName) {
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*out_userName = &(itr->name);
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return true;
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}
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}
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return false;
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}
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bool
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ShaderValidator::FindAttribMappedNameByUserName(const std::string& userName,
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const std::string** const out_mappedName) const
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{
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const std::vector<sh::Attribute>& attribs = *ShGetAttributes(mHandle);
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for (auto itr = attribs.begin(); itr != attribs.end(); ++itr) {
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if (itr->name == userName) {
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*out_mappedName = &(itr->mappedName);
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return true;
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}
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}
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return false;
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}
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// This must handle names like "foo.bar[0]".
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bool
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ShaderValidator::FindUniformByMappedName(const std::string& mappedName,
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std::string* const out_userName,
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bool* const out_isArray) const
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{
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const std::vector<sh::Uniform>& uniforms = *ShGetUniforms(mHandle);
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for (auto itr = uniforms.begin(); itr != uniforms.end(); ++itr) {
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const sh::ShaderVariable* found;
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if (!itr->findInfoByMappedName(mappedName, &found, out_userName))
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continue;
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*out_isArray = found->isArray();
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return true;
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}
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return false;
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}
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} // namespace webgl
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} // namespace mozilla
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