зеркало из https://github.com/mozilla/gecko-dev.git
441 строка
13 KiB
C++
441 строка
13 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 "WebGLShader.h"
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#include "angle/ShaderLang.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "mozilla/MemoryReporting.h"
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#include "nsPrintfCString.h"
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#include "nsString.h"
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#include "WebGLContext.h"
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#include "WebGLObjectModel.h"
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#include "WebGLShaderValidator.h"
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#include "WebGLValidateStrings.h"
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namespace mozilla {
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// On success, writes to out_validator and out_translatedSource.
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// On failure, writes to out_translationLog.
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static bool
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Translate(const nsACString& source, webgl::ShaderValidator* validator,
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nsACString* const out_translationLog, nsACString* const out_translatedSource)
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{
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if (!validator->ValidateAndTranslate(source.BeginReading())) {
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validator->GetInfoLog(out_translationLog);
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return false;
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}
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// Success
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validator->GetOutput(out_translatedSource);
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return true;
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}
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template<size_t N>
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static bool
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SubstringStartsWith(const std::string& testStr, size_t offset, const char (& refStr)[N])
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{
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for (size_t i = 0; i < N-1; i++) {
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if (testStr[offset + i] != refStr[i])
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return false;
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}
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return true;
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}
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/* On success, writes to out_translatedSource.
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* On failure, writes to out_translationLog.
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*
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* Requirements:
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* #version is either omitted, `#version 100`, or `version 300 es`.
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*/
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static bool
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TranslateWithoutValidation(const nsACString& sourceNS, bool isWebGL2,
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nsACString* const out_translationLog,
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nsACString* const out_translatedSource)
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{
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std::string source = sourceNS.BeginReading();
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size_t versionStrStart = source.find("#version");
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size_t versionStrLen;
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uint32_t glesslVersion;
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if (versionStrStart != std::string::npos) {
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static const char versionStr100[] = "#version 100\n";
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static const char versionStr300es[] = "#version 300 es\n";
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if (isWebGL2 && SubstringStartsWith(source, versionStrStart, versionStr300es)) {
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glesslVersion = 300;
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versionStrLen = strlen(versionStr300es);
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} else if (SubstringStartsWith(source, versionStrStart, versionStr100)) {
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glesslVersion = 100;
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versionStrLen = strlen(versionStr100);
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} else {
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nsPrintfCString error("#version, if declared, must be %s.",
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isWebGL2 ? "`100` or `300 es`"
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: "`100`");
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*out_translationLog = error;
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return false;
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}
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} else {
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versionStrStart = 0;
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versionStrLen = 0;
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glesslVersion = 100;
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}
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std::string reversionedSource = source;
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reversionedSource.erase(versionStrStart, versionStrLen);
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switch (glesslVersion) {
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case 100:
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if (!versionStrLen) {
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/* According to ARB_ES2_compatibility extension glsl
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* should accept #version 100 for ES 2 shaders. */
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reversionedSource.insert(versionStrStart, "#version 100\n");
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}
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break;
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case 300:
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reversionedSource.insert(versionStrStart, "#version 330\n");
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break;
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default:
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MOZ_CRASH("Bad `glesslVersion`.");
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}
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out_translatedSource->Assign(reversionedSource.c_str(),
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reversionedSource.length());
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return true;
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}
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static void
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GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader, bool* const out_success,
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nsACString* const out_log)
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{
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GLint compileStatus = LOCAL_GL_FALSE;
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gl->fGetShaderiv(shader, LOCAL_GL_COMPILE_STATUS, &compileStatus);
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// It's simpler if we always get the log.
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GLint lenWithNull = 0;
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gl->fGetShaderiv(shader, LOCAL_GL_INFO_LOG_LENGTH, &lenWithNull);
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if (lenWithNull > 1) {
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// SetLength takes the length without the null.
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out_log->SetLength(lenWithNull - 1);
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gl->fGetShaderInfoLog(shader, lenWithNull, nullptr, out_log->BeginWriting());
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} else {
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out_log->SetLength(0);
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}
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*out_success = (compileStatus == LOCAL_GL_TRUE);
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}
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////////////////////////////////////////////////////////////////////////////////
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static GLuint
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CreateShader(gl::GLContext* gl, GLenum type)
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{
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gl->MakeCurrent();
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return gl->fCreateShader(type);
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}
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WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type)
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: WebGLContextBoundObject(webgl)
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, mGLName(CreateShader(webgl->GL(), type))
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, mType(type)
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, mTranslationSuccessful(false)
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, mCompilationSuccessful(false)
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{
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mContext->mShaders.insertBack(this);
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}
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WebGLShader::~WebGLShader()
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{
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DeleteOnce();
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}
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void
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WebGLShader::ShaderSource(const nsAString& source)
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{
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StripComments stripComments(source);
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const nsAString& cleanSource = Substring(stripComments.result().Elements(),
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stripComments.length());
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if (!ValidateGLSLString(cleanSource, mContext, "shaderSource"))
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return;
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// We checked that the source stripped of comments is in the
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// 7-bit ASCII range, so we can skip the NS_IsAscii() check.
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NS_LossyConvertUTF16toASCII sourceCString(cleanSource);
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if (mContext->gl->WorkAroundDriverBugs()) {
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const size_t maxSourceLength = 0x3ffff;
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if (sourceCString.Length() > maxSourceLength) {
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mContext->ErrorInvalidValue("shaderSource: Source has more than %d"
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" characters. (Driver workaround)",
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maxSourceLength);
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return;
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}
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}
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// HACK - dump shader source
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{
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/*
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printf_stderr("//-*- glsl -*-\n");
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// Wow - Roll Your Own For Each Lines because printf_stderr has a hard-coded internal size, so long strings are truncated.
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const nsString& src = shader->Source();
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int32_t start = 0;
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int32_t end = src.Find("\n", false, start, -1);
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while (end > -1) {
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printf_stderr("%s\n", NS_ConvertUTF16toUTF8(nsDependentSubstring(src, start, end - start)).get());
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start = end + 1;
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end = src.Find("\n", false, start, -1);
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}
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printf_stderr("//\n");
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*/
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}
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// HACK
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mSource = source;
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mCleanSource = sourceCString;
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}
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void
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WebGLShader::CompileShader()
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{
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mValidator = nullptr;
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mTranslationSuccessful = false;
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mCompilationSuccessful = false;
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gl::GLContext* gl = mContext->gl;
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mValidator.reset(mContext->CreateShaderValidator(mType));
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bool success;
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if (mValidator) {
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success = Translate(mCleanSource, mValidator.get(), &mValidationLog,
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&mTranslatedSource);
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} else {
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success = TranslateWithoutValidation(mCleanSource, mContext->IsWebGL2(),
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&mValidationLog, &mTranslatedSource);
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}
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if (!success)
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return;
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mTranslationSuccessful = true;
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gl->MakeCurrent();
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const char* const parts[] = {
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mTranslatedSource.BeginReading()
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};
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gl->fShaderSource(mGLName, ArrayLength(parts), parts, nullptr);
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gl->fCompileShader(mGLName);
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GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful, &mCompilationLog);
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}
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void
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WebGLShader::GetShaderInfoLog(nsAString* out) const
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{
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const nsCString& log = !mTranslationSuccessful ? mValidationLog
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: mCompilationLog;
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CopyASCIItoUTF16(log, *out);
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}
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JS::Value
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WebGLShader::GetShaderParameter(GLenum pname) const
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{
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switch (pname) {
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case LOCAL_GL_SHADER_TYPE:
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return JS::NumberValue(mType);
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case LOCAL_GL_DELETE_STATUS:
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return JS::BooleanValue(IsDeleteRequested());
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case LOCAL_GL_COMPILE_STATUS:
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return JS::BooleanValue(mCompilationSuccessful);
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default:
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mContext->ErrorInvalidEnumInfo("getShaderParameter: `pname`", pname);
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return JS::NullValue();
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}
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}
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void
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WebGLShader::GetShaderSource(nsAString* out) const
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{
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out->SetIsVoid(false);
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*out = mSource;
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}
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void
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WebGLShader::GetShaderTranslatedSource(nsAString* out) const
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{
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if (!mCompilationSuccessful) {
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mContext->ErrorInvalidOperation("getShaderTranslatedSource: Shader has"
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" not been successfully compiled.");
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return;
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}
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out->SetIsVoid(false);
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CopyASCIItoUTF16(mTranslatedSource, *out);
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}
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////////////////////////////////////////////////////////////////////////////////
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bool
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WebGLShader::CanLinkTo(const WebGLShader* prev, nsCString* const out_log) const
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{
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if (!mValidator)
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return true;
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return mValidator->CanLinkTo(prev->mValidator.get(), out_log);
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}
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size_t
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WebGLShader::CalcNumSamplerUniforms() const
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{
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if (mValidator)
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return mValidator->CalcNumSamplerUniforms();
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// TODO
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return 0;
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}
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void
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WebGLShader::BindAttribLocation(GLuint prog, const nsCString& userName,
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GLuint index) const
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{
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std::string userNameStr(userName.BeginReading());
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const std::string* mappedNameStr = &userNameStr;
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if (mValidator)
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mValidator->FindAttribMappedNameByUserName(userNameStr, &mappedNameStr);
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mContext->gl->fBindAttribLocation(prog, index, mappedNameStr->c_str());
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}
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bool
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WebGLShader::FindAttribUserNameByMappedName(const nsACString& mappedName,
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nsDependentCString* const out_userName) const
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{
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if (!mValidator)
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return false;
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const std::string mappedNameStr(mappedName.BeginReading());
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const std::string* userNameStr;
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if (!mValidator->FindAttribUserNameByMappedName(mappedNameStr, &userNameStr))
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return false;
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out_userName->Rebind(userNameStr->c_str());
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return true;
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}
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bool
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WebGLShader::FindUniformByMappedName(const nsACString& mappedName,
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nsCString* const out_userName,
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bool* const out_isArray) const
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{
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if (!mValidator)
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return false;
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const std::string mappedNameStr(mappedName.BeginReading(), mappedName.Length());
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std::string userNameStr;
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if (!mValidator->FindUniformByMappedName(mappedNameStr, &userNameStr, out_isArray))
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return false;
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*out_userName = userNameStr.c_str();
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return true;
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}
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bool
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WebGLShader::FindUniformBlockByMappedName(const nsACString& mappedName,
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nsCString* const out_userName,
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bool* const out_isArray) const
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{
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// TODO: Extract block information from shader validator.
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return false;
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}
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void
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WebGLShader::ApplyTransformFeedbackVaryings(GLuint prog,
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const std::vector<nsCString>& varyings,
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GLenum bufferMode,
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std::vector<std::string>* out_mappedVaryings) const
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{
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MOZ_ASSERT(mType == LOCAL_GL_VERTEX_SHADER);
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MOZ_ASSERT(!varyings.empty());
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MOZ_ASSERT(out_mappedVaryings);
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const size_t varyingsCount = varyings.size();
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std::vector<std::string> mappedVaryings;
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for (size_t i = 0; i < varyingsCount; i++) {
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const nsCString& userName = varyings[i];
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std::string userNameStr(userName.BeginReading());
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const std::string* mappedNameStr = &userNameStr;
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if (mValidator)
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mValidator->FindVaryingMappedNameByUserName(userNameStr, &mappedNameStr);
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mappedVaryings.push_back(*mappedNameStr);
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}
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// Temporary, tight packed array of string pointers into mappedVaryings.
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std::vector<const GLchar*> strings;
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strings.resize(varyingsCount);
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for (size_t i = 0; i < varyingsCount; i++) {
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strings[i] = mappedVaryings[i].c_str();
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}
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mContext->MakeContextCurrent();
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mContext->gl->fTransformFeedbackVaryings(prog, varyingsCount, &strings[0], bufferMode);
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out_mappedVaryings->swap(mappedVaryings);
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}
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////////////////////////////////////////////////////////////////////////////////
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// Boilerplate
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JSObject*
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WebGLShader::WrapObject(JSContext* js, JS::Handle<JSObject*> givenProto)
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{
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return dom::WebGLShaderBinding::Wrap(js, this, givenProto);
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}
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size_t
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WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf) const
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{
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size_t validatorSize = mValidator ? mallocSizeOf(mValidator.get())
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: 0;
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return mallocSizeOf(this) +
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mSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
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mCleanSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
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validatorSize +
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mValidationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
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mTranslatedSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
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mCompilationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf);
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}
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void
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WebGLShader::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->fDeleteShader(mGLName);
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LinkedListElement<WebGLShader>::removeFrom(mContext->mShaders);
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}
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLShader)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLShader, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLShader, Release)
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} // namespace mozilla
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