зеркало из https://github.com/mozilla/gecko-dev.git
373 строки
12 KiB
C++
373 строки
12 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
|
|
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
|
|
|
#include "WebGLProgram.h"
|
|
|
|
#include "GLContext.h"
|
|
#include "mozilla/dom/WebGLRenderingContextBinding.h"
|
|
#include "MurmurHash3.h"
|
|
#include "WebGLContext.h"
|
|
#include "WebGLShader.h"
|
|
|
|
namespace mozilla {
|
|
|
|
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]"
|
|
* in bracketPart.
|
|
*
|
|
* \param string input/output: The string to split, becomes the string without
|
|
* the bracket part.
|
|
* \param bracketPart output: Gets the bracket part.
|
|
*
|
|
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the
|
|
* last bracket is split.
|
|
*/
|
|
static bool
|
|
SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
|
|
{
|
|
MOZ_ASSERT(bracketPart.IsEmpty(),
|
|
"SplitLastSquareBracket must be called with empty bracketPart"
|
|
" string.");
|
|
|
|
if (string.IsEmpty())
|
|
return false;
|
|
|
|
char* string_start = string.BeginWriting();
|
|
char* s = string_start + string.Length() - 1;
|
|
|
|
if (*s != ']')
|
|
return false;
|
|
|
|
while (*s != '[' && s != string_start)
|
|
s--;
|
|
|
|
if (*s != '[')
|
|
return false;
|
|
|
|
bracketPart.Assign(s);
|
|
*s = 0;
|
|
string.EndWriting();
|
|
string.SetLength(s - string_start);
|
|
return true;
|
|
}
|
|
|
|
JSObject*
|
|
WebGLProgram::WrapObject(JSContext* cx) {
|
|
return dom::WebGLProgramBinding::Wrap(cx, this);
|
|
}
|
|
|
|
WebGLProgram::WebGLProgram(WebGLContext* webgl)
|
|
: WebGLContextBoundObject(webgl)
|
|
, mLinkStatus(false)
|
|
, mGeneration(0)
|
|
, mIdentifierMap(new CStringMap)
|
|
, mIdentifierReverseMap(new CStringMap)
|
|
, mUniformInfoMap(new CStringToUniformInfoMap)
|
|
, mAttribMaxNameLength(0)
|
|
{
|
|
mContext->MakeContextCurrent();
|
|
mGLName = mContext->gl->fCreateProgram();
|
|
mContext->mPrograms.insertBack(this);
|
|
}
|
|
|
|
void
|
|
WebGLProgram::Delete()
|
|
{
|
|
DetachShaders();
|
|
mContext->MakeContextCurrent();
|
|
mContext->gl->fDeleteProgram(mGLName);
|
|
LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::AttachShader(WebGLShader* shader)
|
|
{
|
|
if (ContainsShader(shader))
|
|
return false;
|
|
|
|
mAttachedShaders.AppendElement(shader);
|
|
|
|
mContext->MakeContextCurrent();
|
|
mContext->gl->fAttachShader(GLName(), shader->GLName());
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::DetachShader(WebGLShader* shader)
|
|
{
|
|
if (!mAttachedShaders.RemoveElement(shader))
|
|
return false;
|
|
|
|
mContext->MakeContextCurrent();
|
|
mContext->gl->fDetachShader(GLName(), shader->GLName());
|
|
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType)
|
|
{
|
|
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
|
|
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::HasBadShaderAttached()
|
|
{
|
|
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
|
|
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus())
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
size_t
|
|
WebGLProgram::UpperBoundNumSamplerUniforms()
|
|
{
|
|
size_t numSamplerUniforms = 0;
|
|
|
|
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
|
|
const WebGLShader* shader = mAttachedShaders[i];
|
|
if (!shader)
|
|
continue;
|
|
|
|
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
|
|
WebGLUniformInfo u = shader->mUniformInfos[j];
|
|
if (u.type == LOCAL_GL_SAMPLER_2D ||
|
|
u.type == LOCAL_GL_SAMPLER_CUBE)
|
|
{
|
|
numSamplerUniforms += u.arraySize;
|
|
}
|
|
}
|
|
}
|
|
|
|
return numSamplerUniforms;
|
|
}
|
|
|
|
void
|
|
WebGLProgram::MapIdentifier(const nsACString& name,
|
|
nsCString* const out_mappedName)
|
|
{
|
|
MOZ_ASSERT(mIdentifierMap);
|
|
|
|
nsCString mutableName(name);
|
|
nsCString bracketPart;
|
|
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
|
|
if (hadBracketPart)
|
|
mutableName.AppendLiteral("[0]");
|
|
|
|
if (mIdentifierMap->Get(mutableName, out_mappedName)) {
|
|
if (hadBracketPart) {
|
|
nsCString mappedBracketPart;
|
|
bool mappedHadBracketPart = SplitLastSquareBracket(*out_mappedName,
|
|
mappedBracketPart);
|
|
if (mappedHadBracketPart)
|
|
out_mappedName->Append(bracketPart);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Not found? We might be in the situation we have a uniform array name and
|
|
// the GL's glGetActiveUniform returned its name without [0], as is allowed
|
|
// by desktop GL but not in ES. Let's then try with [0].
|
|
mutableName.AppendLiteral("[0]");
|
|
if (mIdentifierMap->Get(mutableName, out_mappedName))
|
|
return;
|
|
|
|
/* Not found? Return name unchanged. This case happens e.g. on bad user
|
|
* input, or when we're not using identifier mapping, or if we didn't store
|
|
* an identifier in the map because e.g. its mapping is trivial. (as happens
|
|
* for short identifiers)
|
|
*/
|
|
out_mappedName->Assign(name);
|
|
}
|
|
|
|
void
|
|
WebGLProgram::ReverseMapIdentifier(const nsACString& name,
|
|
nsCString* const out_reverseMappedName)
|
|
{
|
|
MOZ_ASSERT(mIdentifierReverseMap);
|
|
|
|
nsCString mutableName(name);
|
|
nsCString bracketPart;
|
|
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
|
|
if (hadBracketPart)
|
|
mutableName.AppendLiteral("[0]");
|
|
|
|
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName)) {
|
|
if (hadBracketPart) {
|
|
nsCString reverseMappedBracketPart;
|
|
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*out_reverseMappedName,
|
|
reverseMappedBracketPart);
|
|
if (reverseMappedHadBracketPart)
|
|
out_reverseMappedName->Append(bracketPart);
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Not found? We might be in the situation we have a uniform array name and
|
|
// the GL's glGetActiveUniform returned its name without [0], as is allowed
|
|
// by desktop GL but not in ES. Let's then try with [0].
|
|
mutableName.AppendLiteral("[0]");
|
|
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName))
|
|
return;
|
|
|
|
/* Not found? Return name unchanged. This case happens e.g. on bad user
|
|
* input, or when we're not using identifier mapping, or if we didn't store
|
|
* an identifier in the map because e.g. its mapping is trivial. (as happens
|
|
* for short identifiers)
|
|
*/
|
|
out_reverseMappedName->Assign(name);
|
|
}
|
|
|
|
WebGLUniformInfo
|
|
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name)
|
|
{
|
|
MOZ_ASSERT(mUniformInfoMap);
|
|
|
|
nsCString mutableName(name);
|
|
nsCString bracketPart;
|
|
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
|
|
// If there is a bracket, we're either an array or an entry in an array.
|
|
if (hadBracketPart)
|
|
mutableName.AppendLiteral("[0]");
|
|
|
|
WebGLUniformInfo info;
|
|
mUniformInfoMap->Get(mutableName, &info);
|
|
// We don't check if that Get failed, as if it did, it left info with
|
|
// default values.
|
|
|
|
return info;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::UpdateInfo()
|
|
{
|
|
mAttribMaxNameLength = 0;
|
|
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
|
|
mAttribMaxNameLength = std::max(mAttribMaxNameLength,
|
|
mAttachedShaders[i]->mAttribMaxNameLength);
|
|
}
|
|
|
|
GLint attribCount;
|
|
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
|
|
|
|
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
|
|
mContext->ErrorOutOfMemory("updateInfo: Out of memory to allocate %d"
|
|
" attribs.", mContext->mGLMaxVertexAttribs);
|
|
return false;
|
|
}
|
|
|
|
for (size_t i = 0; i < mAttribsInUse.Length(); i++)
|
|
mAttribsInUse[i] = false;
|
|
|
|
nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);
|
|
|
|
for (int i = 0; i < attribCount; ++i) {
|
|
GLint attrnamelen;
|
|
GLint attrsize;
|
|
GLenum attrtype;
|
|
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength,
|
|
&attrnamelen, &attrsize, &attrtype,
|
|
nameBuf);
|
|
if (attrnamelen > 0) {
|
|
GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
|
|
MOZ_ASSERT(loc >= 0, "Major oops in managing the attributes of a"
|
|
" WebGL program.");
|
|
if (loc < mContext->mGLMaxVertexAttribs) {
|
|
mAttribsInUse[loc] = true;
|
|
} else {
|
|
mContext->GenerateWarning("Program exceeds MAX_VERTEX_ATTRIBS.");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// nsAutoPtr will delete old version first
|
|
mIdentifierMap = new CStringMap;
|
|
mIdentifierReverseMap = new CStringMap;
|
|
mUniformInfoMap = new CStringToUniformInfoMap;
|
|
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
|
|
// Loop through ATTRIBUTES
|
|
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
|
|
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
|
|
|
|
// FORWARD MAPPING
|
|
mIdentifierMap->Put(attrib.original, attrib.mapped);
|
|
// REVERSE MAPPING
|
|
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
|
|
}
|
|
|
|
// Loop through UNIFORMS
|
|
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
|
|
// Add the uniforms name mapping to mIdentifier[Reverse]Map
|
|
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
|
|
|
|
// FOWARD MAPPING
|
|
mIdentifierMap->Put(uniform.original, uniform.mapped);
|
|
// REVERSE MAPPING
|
|
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
|
|
|
|
// Add uniform info to mUniformInfoMap
|
|
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
|
|
mUniformInfoMap->Put(uniform.mapped, info);
|
|
}
|
|
}
|
|
|
|
mActiveAttribMap.clear();
|
|
|
|
GLint numActiveAttrs = 0;
|
|
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &numActiveAttrs);
|
|
|
|
// Spec says the maximum attrib name length is 256 chars, so this is
|
|
// sufficient to hold any attrib name.
|
|
char attrName[257];
|
|
|
|
GLint dummySize;
|
|
GLenum dummyType;
|
|
for (GLint i = 0; i < numActiveAttrs; i++) {
|
|
mContext->gl->fGetActiveAttrib(mGLName, i, 257, nullptr, &dummySize,
|
|
&dummyType, attrName);
|
|
GLint attrLoc = mContext->gl->fGetAttribLocation(mGLName, attrName);
|
|
MOZ_ASSERT(attrLoc >= 0);
|
|
mActiveAttribMap.insert(std::make_pair(attrLoc, nsCString(attrName)));
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*static*/ uint64_t
|
|
WebGLProgram::IdentifierHashFunction(const char* ident, size_t size)
|
|
{
|
|
uint64_t outhash[2];
|
|
// NB: we use the x86 function everywhere, even though it's suboptimal perf
|
|
// on x64. They return different results; not sure if that's a requirement.
|
|
MurmurHash3_x86_128(ident, size, 0, &outhash[0]);
|
|
return outhash[0];
|
|
}
|
|
|
|
/*static*/ void
|
|
WebGLProgram::HashMapIdentifier(const nsACString& name,
|
|
nsCString* const out_hashedName)
|
|
{
|
|
uint64_t hash = IdentifierHashFunction(name.BeginReading(), name.Length());
|
|
out_hashedName->Truncate();
|
|
// This MUST MATCH HASHED_NAME_PREFIX from
|
|
// angle/src/compiler/translator/HashNames.h .
|
|
out_hashedName->AppendPrintf("webgl_%llx", hash);
|
|
}
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mAttachedShaders)
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
|
|
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)
|
|
|
|
} // namespace mozilla
|