gecko-dev/dom/canvas/WebGLShader.cpp

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