зеркало из https://github.com/mozilla/gecko-dev.git
724 строки
22 KiB
C++
724 строки
22 KiB
C++
/* -*- 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 "WebGLProgram.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "WebGLContext.h"
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#include "WebGLShader.h"
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#include "WebGLUniformLocation.h"
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#include "WebGLValidateStrings.h"
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namespace mozilla {
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/* If `name`: "foo[3]"
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* Then returns true, with
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* `out_baseName`: "foo"
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* `out_isArray`: true
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* `out_index`: 3
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*
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* If `name`: "foo"
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* Then returns true, with
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* `out_baseName`: "foo"
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* `out_isArray`: false
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* `out_index`: <not written>
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*/
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static bool
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ParseName(const nsCString& name, nsCString* const out_baseName,
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bool* const out_isArray, size_t* const out_arrayIndex)
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{
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int32_t indexEnd = name.RFind("]");
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if (indexEnd == -1 ||
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(uint32_t)indexEnd != name.Length() - 1)
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{
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*out_baseName = name;
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*out_isArray = false;
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return true;
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}
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int32_t indexOpenBracket = name.RFind("[");
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if (indexOpenBracket == -1)
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return false;
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uint32_t indexStart = indexOpenBracket + 1;
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uint32_t indexLen = indexEnd - indexStart;
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if (indexLen == 0)
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return false;
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const nsAutoCString indexStr(Substring(name, indexStart, indexLen));
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nsresult errorcode;
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int32_t indexNum = indexStr.ToInteger(&errorcode);
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if (NS_FAILED(errorcode))
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return false;
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if (indexNum < 0)
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return false;
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*out_baseName = StringHead(name, indexOpenBracket);
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*out_isArray = true;
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*out_arrayIndex = indexNum;
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return true;
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}
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static void
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AddActiveInfo(WebGLContext* webgl, GLint elemCount, GLenum elemType, bool isArray,
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const nsACString& baseUserName, const nsACString& baseMappedName,
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std::vector<nsRefPtr<WebGLActiveInfo>>* activeInfoList,
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std::map<nsCString, const WebGLActiveInfo*>* infoLocMap)
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{
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nsRefPtr<WebGLActiveInfo> info = new WebGLActiveInfo(webgl, elemCount, elemType,
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isArray, baseUserName,
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baseMappedName);
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activeInfoList->push_back(info);
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infoLocMap->insert(std::make_pair(info->mBaseUserName, info.get()));
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}
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//#define DUMP_SHADERVAR_MAPPINGS
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static TemporaryRef<const webgl::LinkedProgramInfo>
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QueryProgramInfo(WebGLProgram* prog, gl::GLContext* gl)
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{
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RefPtr<webgl::LinkedProgramInfo> info(new webgl::LinkedProgramInfo(prog));
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GLuint maxAttribLenWithNull = 0;
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gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH,
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(GLint*)&maxAttribLenWithNull);
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if (maxAttribLenWithNull < 1)
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maxAttribLenWithNull = 1;
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GLuint maxUniformLenWithNull = 0;
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gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH,
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(GLint*)&maxUniformLenWithNull);
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if (maxUniformLenWithNull < 1)
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maxUniformLenWithNull = 1;
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#ifdef DUMP_SHADERVAR_MAPPINGS
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printf_stderr("maxAttribLenWithNull: %d\n", maxAttribLenWithNull);
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printf_stderr("maxUniformLenWithNull: %d\n", maxUniformLenWithNull);
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#endif
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// Attribs
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GLuint numActiveAttribs = 0;
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gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES,
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(GLint*)&numActiveAttribs);
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for (GLuint i = 0; i < numActiveAttribs; i++) {
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nsAutoCString mappedName;
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mappedName.SetLength(maxAttribLenWithNull - 1);
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GLsizei lengthWithoutNull = 0;
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GLint elemCount = 0; // `size`
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GLenum elemType = 0; // `type`
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gl->fGetActiveAttrib(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
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&elemCount, &elemType, mappedName.BeginWriting());
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mappedName.SetLength(lengthWithoutNull);
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// Collect ActiveInfos:
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// Attribs can't be arrays, so we can skip some of the mess we have in the Uniform
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// path.
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nsDependentCString userName;
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if (!prog->FindAttribUserNameByMappedName(mappedName, &userName))
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userName.Rebind(mappedName, 0);
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#ifdef DUMP_SHADERVAR_MAPPINGS
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printf_stderr("[attrib %i] %s/%s\n", i, mappedName.BeginReading(),
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userName.BeginReading());
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printf_stderr(" lengthWithoutNull: %d\n", lengthWithoutNull);
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#endif
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const bool isArray = false;
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AddActiveInfo(prog->Context(), elemCount, elemType, isArray, userName, mappedName,
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&info->activeAttribs, &info->attribMap);
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// Collect active locations:
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GLint loc = gl->fGetAttribLocation(prog->mGLName, mappedName.BeginReading());
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if (loc == -1)
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MOZ_CRASH("Active attrib has no location.");
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info->activeAttribLocs.insert(loc);
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}
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// Uniforms
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const bool needsCheckForArrays = true;
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GLuint numActiveUniforms = 0;
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gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORMS,
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(GLint*)&numActiveUniforms);
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for (GLuint i = 0; i < numActiveUniforms; i++) {
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nsAutoCString mappedName;
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mappedName.SetLength(maxUniformLenWithNull - 1);
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GLsizei lengthWithoutNull = 0;
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GLint elemCount = 0; // `size`
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GLenum elemType = 0; // `type`
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gl->fGetActiveUniform(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
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&elemCount, &elemType, mappedName.BeginWriting());
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mappedName.SetLength(lengthWithoutNull);
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nsAutoCString baseMappedName;
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bool isArray;
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size_t arrayIndex;
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if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
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MOZ_CRASH("Failed to parse `mappedName` received from driver.");
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// Note that for good drivers, `isArray` should already be correct.
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// However, if FindUniform succeeds, it will be validator-guaranteed correct.
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nsAutoCString baseUserName;
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if (!prog->FindUniformByMappedName(baseMappedName, &baseUserName, &isArray)) {
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baseUserName = baseMappedName;
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if (needsCheckForArrays && !isArray) {
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// By GLES 3, GetUniformLocation("foo[0]") should return -1 if `foo` is
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// not an array. Our current linux Try slaves return the location of `foo`
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// anyways, though.
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std::string mappedName = baseMappedName.BeginReading();
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mappedName += "[0]";
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GLint loc = gl->fGetUniformLocation(prog->mGLName, mappedName.c_str());
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if (loc != -1)
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isArray = true;
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}
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}
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#ifdef DUMP_SHADERVAR_MAPPINGS
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printf_stderr("[uniform %i] %s/%i/%s/%s\n", i, mappedName.BeginReading(),
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(int)isArray, baseMappedName.BeginReading(),
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baseUserName.BeginReading());
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printf_stderr(" lengthWithoutNull: %d\n", lengthWithoutNull);
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printf_stderr(" isArray: %d\n", (int)isArray);
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#endif
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AddActiveInfo(prog->Context(), elemCount, elemType, isArray, baseUserName,
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baseMappedName, &info->activeUniforms, &info->uniformMap);
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}
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return info.forget();
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}
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////////////////////////////////////////////////////////////////////////////////
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webgl::LinkedProgramInfo::LinkedProgramInfo(WebGLProgram* aProg)
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: prog(aProg)
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, fragDataMap(nullptr)
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{ }
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////////////////////////////////////////////////////////////////////////////////
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// WebGLProgram
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static GLuint
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CreateProgram(gl::GLContext* gl)
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{
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gl->MakeCurrent();
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return gl->fCreateProgram();
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}
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WebGLProgram::WebGLProgram(WebGLContext* webgl)
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: WebGLContextBoundObject(webgl)
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, mGLName(CreateProgram(webgl->GL()))
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{
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mContext->mPrograms.insertBack(this);
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}
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void
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WebGLProgram::Delete()
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{
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gl::GLContext* gl = mContext->GL();
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gl->MakeCurrent();
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gl->fDeleteProgram(mGLName);
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mVertShader = nullptr;
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mFragShader = nullptr;
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mMostRecentLinkInfo = nullptr;
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LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
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}
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////////////////////////////////////////////////////////////////////////////////
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// GL funcs
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void
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WebGLProgram::AttachShader(WebGLShader* shader)
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{
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WebGLRefPtr<WebGLShader>* shaderSlot;
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switch (shader->mType) {
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case LOCAL_GL_VERTEX_SHADER:
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shaderSlot = &mVertShader;
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break;
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case LOCAL_GL_FRAGMENT_SHADER:
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shaderSlot = &mFragShader;
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break;
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default:
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mContext->ErrorInvalidOperation("attachShader: Bad type for shader.");
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return;
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}
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if (*shaderSlot) {
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if (shader == *shaderSlot) {
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mContext->ErrorInvalidOperation("attachShader: `shader` is already attached.");
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} else {
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mContext->ErrorInvalidOperation("attachShader: Only one of each type of"
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" shader may be attached to a program.");
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}
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return;
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}
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*shaderSlot = shader;
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mContext->MakeContextCurrent();
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mContext->gl->fAttachShader(mGLName, shader->mGLName);
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}
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void
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WebGLProgram::BindAttribLocation(GLuint loc, const nsAString& name)
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{
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if (!ValidateGLSLVariableName(name, mContext, "bindAttribLocation"))
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return;
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if (loc >= mContext->MaxVertexAttribs()) {
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mContext->ErrorInvalidValue("bindAttribLocation: `location` must be less than"
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" MAX_VERTEX_ATTRIBS.");
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return;
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}
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if (StringBeginsWith(name, NS_LITERAL_STRING("gl_"))) {
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mContext->ErrorInvalidOperation("bindAttribLocation: Can't set the location of a"
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" name that starts with 'gl_'.");
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return;
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}
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NS_LossyConvertUTF16toASCII asciiName(name);
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auto res = mBoundAttribLocs.insert(std::pair<nsCString, GLuint>(asciiName, loc));
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const bool wasInserted = res.second;
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if (!wasInserted) {
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auto itr = res.first;
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itr->second = loc;
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}
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}
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void
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WebGLProgram::DetachShader(WebGLShader* shader)
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{
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MOZ_ASSERT(shader);
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WebGLRefPtr<WebGLShader>* shaderSlot;
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switch (shader->mType) {
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case LOCAL_GL_VERTEX_SHADER:
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shaderSlot = &mVertShader;
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break;
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case LOCAL_GL_FRAGMENT_SHADER:
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shaderSlot = &mFragShader;
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break;
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default:
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mContext->ErrorInvalidOperation("attachShader: Bad type for shader.");
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return;
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}
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if (*shaderSlot != shader) {
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mContext->ErrorInvalidOperation("detachShader: `shader` is not attached.");
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return;
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}
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*shaderSlot = nullptr;
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mContext->MakeContextCurrent();
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mContext->gl->fDetachShader(mGLName, shader->mGLName);
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}
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already_AddRefed<WebGLActiveInfo>
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WebGLProgram::GetActiveAttrib(GLuint index) const
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{
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if (!mMostRecentLinkInfo) {
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nsRefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid(mContext);
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return ret.forget();
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}
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const auto& activeList = mMostRecentLinkInfo->activeAttribs;
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if (index >= activeList.size()) {
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mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).",
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index, "ACTIVE_ATTRIBS", activeList.size());
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return nullptr;
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}
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nsRefPtr<WebGLActiveInfo> ret = activeList[index];
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return ret.forget();
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}
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already_AddRefed<WebGLActiveInfo>
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WebGLProgram::GetActiveUniform(GLuint index) const
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{
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if (!mMostRecentLinkInfo) {
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nsRefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid(mContext);
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return ret.forget();
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}
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const auto& activeList = mMostRecentLinkInfo->activeUniforms;
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if (index >= activeList.size()) {
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mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).",
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index, "ACTIVE_UNIFORMS", activeList.size());
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return nullptr;
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}
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nsRefPtr<WebGLActiveInfo> ret = activeList[index];
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return ret.forget();
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}
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void
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WebGLProgram::GetAttachedShaders(nsTArray<nsRefPtr<WebGLShader>>* const out) const
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{
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out->TruncateLength(0);
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if (mVertShader)
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out->AppendElement(mVertShader);
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if (mFragShader)
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out->AppendElement(mFragShader);
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}
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GLint
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WebGLProgram::GetAttribLocation(const nsAString& userName_wide) const
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{
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if (!ValidateGLSLVariableName(userName_wide, mContext, "getAttribLocation"))
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return -1;
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if (!IsLinked()) {
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mContext->ErrorInvalidOperation("getAttribLocation: `program` must be linked.");
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return -1;
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}
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const NS_LossyConvertUTF16toASCII userName(userName_wide);
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const WebGLActiveInfo* info;
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if (!LinkInfo()->FindAttrib(userName, &info))
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return -1;
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const nsCString& mappedName = info->mBaseMappedName;
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gl::GLContext* gl = mContext->GL();
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gl->MakeCurrent();
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return gl->fGetAttribLocation(mGLName, mappedName.BeginReading());
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}
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GLint
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WebGLProgram::GetFragDataLocation(const nsAString& userName_wide) const
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{
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if (!ValidateGLSLVariableName(userName_wide, mContext, "getFragDataLocation"))
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return -1;
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if (!IsLinked()) {
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mContext->ErrorInvalidOperation("getFragDataLocation: `program` must be linked.");
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return -1;
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}
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const NS_LossyConvertUTF16toASCII userName(userName_wide);
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nsCString mappedName;
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if (!LinkInfo()->FindFragData(userName, &mappedName))
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return -1;
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gl::GLContext* gl = mContext->GL();
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gl->MakeCurrent();
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return gl->fGetFragDataLocation(mGLName, mappedName.BeginReading());
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}
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void
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WebGLProgram::GetProgramInfoLog(nsAString* const out) const
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{
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CopyASCIItoUTF16(mLinkLog, *out);
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}
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static GLint
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GetProgramiv(gl::GLContext* gl, GLuint program, GLenum pname)
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{
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GLint ret = 0;
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gl->fGetProgramiv(program, pname, &ret);
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return ret;
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}
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JS::Value
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WebGLProgram::GetProgramParameter(GLenum pname) const
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{
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gl::GLContext* gl = mContext->gl;
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gl->MakeCurrent();
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if (mContext->IsWebGL2()) {
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switch (pname) {
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case LOCAL_GL_ACTIVE_UNIFORM_BLOCKS:
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return JS::Int32Value(GetProgramiv(gl, mGLName, pname));
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}
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}
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switch (pname) {
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case LOCAL_GL_ATTACHED_SHADERS:
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case LOCAL_GL_ACTIVE_UNIFORMS:
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case LOCAL_GL_ACTIVE_ATTRIBUTES:
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return JS::Int32Value(GetProgramiv(gl, mGLName, pname));
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case LOCAL_GL_DELETE_STATUS:
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return JS::BooleanValue(IsDeleteRequested());
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case LOCAL_GL_LINK_STATUS:
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return JS::BooleanValue(IsLinked());
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case LOCAL_GL_VALIDATE_STATUS:
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#ifdef XP_MACOSX
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// See comment in ValidateProgram.
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if (gl->WorkAroundDriverBugs())
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return JS::BooleanValue(true);
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#endif
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return JS::BooleanValue(bool(GetProgramiv(gl, mGLName, pname)));
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default:
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mContext->ErrorInvalidEnumInfo("getProgramParameter: `pname`",
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pname);
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return JS::NullValue();
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}
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}
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already_AddRefed<WebGLUniformLocation>
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WebGLProgram::GetUniformLocation(const nsAString& userName_wide) const
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{
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if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformLocation"))
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return nullptr;
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if (!IsLinked()) {
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mContext->ErrorInvalidOperation("getUniformLocation: `program` must be linked.");
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return nullptr;
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}
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const NS_LossyConvertUTF16toASCII userName(userName_wide);
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nsDependentCString baseUserName;
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bool isArray;
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size_t arrayIndex;
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if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex))
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return nullptr;
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const WebGLActiveInfo* activeInfo;
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if (!LinkInfo()->FindUniform(baseUserName, &activeInfo))
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return nullptr;
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const nsCString& baseMappedName = activeInfo->mBaseMappedName;
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nsAutoCString mappedName(baseMappedName);
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if (isArray) {
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mappedName.AppendLiteral("[");
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mappedName.AppendInt(uint32_t(arrayIndex));
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mappedName.AppendLiteral("]");
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}
|
|
|
|
gl::GLContext* gl = mContext->GL();
|
|
gl->MakeCurrent();
|
|
|
|
GLint loc = gl->fGetUniformLocation(mGLName, mappedName.BeginReading());
|
|
if (loc == -1)
|
|
return nullptr;
|
|
|
|
nsRefPtr<WebGLUniformLocation> locObj = new WebGLUniformLocation(mContext, LinkInfo(),
|
|
loc, activeInfo);
|
|
return locObj.forget();
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::LinkProgram()
|
|
{
|
|
mContext->InvalidateBufferFetching(); // we do it early in this function
|
|
// as some of the validation below changes program state
|
|
|
|
mLinkLog.Truncate();
|
|
mMostRecentLinkInfo = nullptr;
|
|
|
|
if (!mVertShader || !mVertShader->IsCompiled()) {
|
|
mLinkLog.AssignLiteral("Must have a compiled vertex shader attached.");
|
|
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
|
|
return false;
|
|
}
|
|
|
|
if (!mFragShader || !mFragShader->IsCompiled()) {
|
|
mLinkLog.AssignLiteral("Must have an compiled fragment shader attached.");
|
|
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
|
|
return false;
|
|
}
|
|
|
|
if (!mFragShader->CanLinkTo(mVertShader, &mLinkLog)) {
|
|
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
|
|
return false;
|
|
}
|
|
|
|
gl::GLContext* gl = mContext->gl;
|
|
gl->MakeCurrent();
|
|
|
|
// Bug 777028: Mesa can't handle more than 16 samplers per program,
|
|
// counting each array entry.
|
|
size_t numSamplerUniforms_upperBound = mVertShader->CalcNumSamplerUniforms() +
|
|
mFragShader->CalcNumSamplerUniforms();
|
|
if (gl->WorkAroundDriverBugs() &&
|
|
mContext->mIsMesa &&
|
|
numSamplerUniforms_upperBound > 16)
|
|
{
|
|
mLinkLog.AssignLiteral("Programs with more than 16 samplers are disallowed on"
|
|
" Mesa drivers to avoid crashing.");
|
|
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
|
|
return false;
|
|
}
|
|
|
|
// Bind the attrib locations.
|
|
// This can't be done trivially, because we have to deal with mapped attrib names.
|
|
for (auto itr = mBoundAttribLocs.begin(); itr != mBoundAttribLocs.end(); ++itr) {
|
|
const nsCString& name = itr->first;
|
|
GLuint index = itr->second;
|
|
|
|
mVertShader->BindAttribLocation(mGLName, name, index);
|
|
}
|
|
|
|
if (LinkAndUpdate())
|
|
return true;
|
|
|
|
// Failed link.
|
|
if (mContext->ShouldGenerateWarnings()) {
|
|
// report shader/program infoLogs as warnings.
|
|
// note that shader compilation errors can be deferred to linkProgram,
|
|
// which is why we can't do anything in compileShader. In practice we could
|
|
// report in compileShader the translation errors generated by ANGLE,
|
|
// but it seems saner to keep a single way of obtaining shader infologs.
|
|
if (!mLinkLog.IsEmpty()) {
|
|
mContext->GenerateWarning("linkProgram: Failed to link, leaving the following"
|
|
" log:\n%s\n",
|
|
mLinkLog.BeginReading());
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::UseProgram() const
|
|
{
|
|
if (!mMostRecentLinkInfo) {
|
|
mContext->ErrorInvalidOperation("useProgram: Program has not been successfully"
|
|
" linked.");
|
|
return false;
|
|
}
|
|
|
|
mContext->MakeContextCurrent();
|
|
|
|
mContext->InvalidateBufferFetching();
|
|
|
|
mContext->gl->fUseProgram(mGLName);
|
|
return true;
|
|
}
|
|
|
|
void
|
|
WebGLProgram::ValidateProgram() const
|
|
{
|
|
mContext->MakeContextCurrent();
|
|
gl::GLContext* gl = mContext->gl;
|
|
|
|
#ifdef XP_MACOSX
|
|
// See bug 593867 for NVIDIA and bug 657201 for ATI. The latter is confirmed
|
|
// with Mac OS 10.6.7.
|
|
if (gl->WorkAroundDriverBugs()) {
|
|
mContext->GenerateWarning("validateProgram: Implemented as a no-op on"
|
|
" Mac to work around crashes.");
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
gl->fValidateProgram(mGLName);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool
|
|
WebGLProgram::LinkAndUpdate()
|
|
{
|
|
mMostRecentLinkInfo = nullptr;
|
|
|
|
gl::GLContext* gl = mContext->gl;
|
|
gl->fLinkProgram(mGLName);
|
|
|
|
// Grab the program log.
|
|
GLuint logLenWithNull = 0;
|
|
gl->fGetProgramiv(mGLName, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&logLenWithNull);
|
|
if (logLenWithNull > 1) {
|
|
mLinkLog.SetLength(logLenWithNull - 1);
|
|
gl->fGetProgramInfoLog(mGLName, logLenWithNull, nullptr, mLinkLog.BeginWriting());
|
|
} else {
|
|
mLinkLog.SetLength(0);
|
|
}
|
|
|
|
GLint ok = 0;
|
|
gl->fGetProgramiv(mGLName, LOCAL_GL_LINK_STATUS, &ok);
|
|
if (!ok)
|
|
return false;
|
|
|
|
mMostRecentLinkInfo = QueryProgramInfo(this, gl);
|
|
|
|
MOZ_ASSERT(mMostRecentLinkInfo);
|
|
if (!mMostRecentLinkInfo)
|
|
mLinkLog.AssignLiteral("Failed to gather program info.");
|
|
|
|
return mMostRecentLinkInfo;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::FindAttribUserNameByMappedName(const nsACString& mappedName,
|
|
nsDependentCString* const out_userName) const
|
|
{
|
|
if (mVertShader->FindAttribUserNameByMappedName(mappedName, out_userName))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool
|
|
WebGLProgram::FindUniformByMappedName(const nsACString& mappedName,
|
|
nsCString* const out_userName,
|
|
bool* const out_isArray) const
|
|
{
|
|
if (mVertShader->FindUniformByMappedName(mappedName, out_userName, out_isArray))
|
|
return true;
|
|
|
|
if (mFragShader->FindUniformByMappedName(mappedName, out_userName, out_isArray))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
JSObject*
|
|
WebGLProgram::WrapObject(JSContext* js)
|
|
{
|
|
return dom::WebGLProgramBinding::Wrap(js, this);
|
|
}
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mVertShader, mFragShader)
|
|
|
|
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
|
|
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)
|
|
|
|
} // namespace mozilla
|