#include "precompiled.h" // // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Shader.cpp: Implements the gl::Shader class and its derived classes // VertexShader and FragmentShader. Implements GL shader objects and related // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. #include "libGLESv2/Shader.h" #include "GLSLANG/ShaderLang.h" #include "libGLESv2/utilities.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Constants.h" #include "libGLESv2/ResourceManager.h" namespace gl { void *Shader::mFragmentCompiler = NULL; void *Shader::mVertexCompiler = NULL; Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : mHandle(handle), mRenderer(renderer), mResourceManager(manager) { mSource = NULL; mHlsl = NULL; mInfoLog = NULL; uncompile(); initializeCompiler(); mRefCount = 0; mDeleteStatus = false; } Shader::~Shader() { delete[] mSource; delete[] mHlsl; delete[] mInfoLog; } GLuint Shader::getHandle() const { return mHandle; } void Shader::setSource(GLsizei count, const char **string, const GLint *length) { delete[] mSource; int totalLength = 0; for (int i = 0; i < count; i++) { if (length && length[i] >= 0) { totalLength += length[i]; } else { totalLength += (int)strlen(string[i]); } } mSource = new char[totalLength + 1]; char *code = mSource; for (int i = 0; i < count; i++) { int stringLength; if (length && length[i] >= 0) { stringLength = length[i]; } else { stringLength = (int)strlen(string[i]); } strncpy(code, string[i], stringLength); code += stringLength; } mSource[totalLength] = '\0'; } int Shader::getInfoLogLength() const { if (!mInfoLog) { return 0; } else { return strlen(mInfoLog) + 1; } } void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) { int index = 0; if (bufSize > 0) { if (mInfoLog) { index = std::min(bufSize - 1, (int)strlen(mInfoLog)); memcpy(infoLog, mInfoLog, index); } infoLog[index] = '\0'; } if (length) { *length = index; } } int Shader::getSourceLength() const { if (!mSource) { return 0; } else { return strlen(mSource) + 1; } } int Shader::getTranslatedSourceLength() const { if (!mHlsl) { return 0; } else { return strlen(mHlsl) + 1; } } void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer) { int index = 0; if (bufSize > 0) { if (source) { index = std::min(bufSize - 1, (int)strlen(source)); memcpy(buffer, source, index); } buffer[index] = '\0'; } if (length) { *length = index; } } void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) { getSourceImpl(mSource, bufSize, length, buffer); } void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) { getSourceImpl(mHlsl, bufSize, length, buffer); } const sh::ActiveUniforms &Shader::getUniforms() { return mActiveUniforms; } bool Shader::isCompiled() { return mHlsl != NULL; } const char *Shader::getHLSL() { return mHlsl; } void Shader::addRef() { mRefCount++; } void Shader::release() { mRefCount--; if (mRefCount == 0 && mDeleteStatus) { mResourceManager->deleteShader(mHandle); } } unsigned int Shader::getRefCount() const { return mRefCount; } bool Shader::isFlaggedForDeletion() const { return mDeleteStatus; } void Shader::flagForDeletion() { mDeleteStatus = true; } // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler) void Shader::initializeCompiler() { if (!mFragmentCompiler) { int result = ShInitialize(); if (result) { ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT; ShBuiltInResources resources; ShInitBuiltInResources(&resources); resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors(); resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors(); resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits(); resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors(); resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets(); resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport(); resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1; // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported. resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); } } } void Shader::releaseCompiler() { ShDestruct(mFragmentCompiler); ShDestruct(mVertexCompiler); mFragmentCompiler = NULL; mVertexCompiler = NULL; ShFinalize(); } void Shader::parseVaryings() { if (mHlsl) { const char *input = strstr(mHlsl, "// Varyings") + 12; while(true) { char varyingType[256]; char varyingName[256]; int matches = sscanf(input, "static %255s %255s", varyingType, varyingName); if (matches != 2) { break; } char *array = strstr(varyingName, "["); int size = 1; if (array) { size = atoi(array + 1); *array = '\0'; } mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL)); input = strstr(input, ";") + 2; } mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL; mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL; mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL; mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL; mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL; mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL; mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL; mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL; mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL; } } void Shader::resetVaryingsRegisterAssignment() { for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++) { var->reg = -1; var->col = -1; } } // initialize/clean up previous state void Shader::uncompile() { // set by compileToHLSL delete[] mHlsl; mHlsl = NULL; delete[] mInfoLog; mInfoLog = NULL; // set by parseVaryings mVaryings.clear(); mUsesMultipleRenderTargets = false; mUsesFragColor = false; mUsesFragData = false; mUsesFragCoord = false; mUsesFrontFacing = false; mUsesPointSize = false; mUsesPointCoord = false; mUsesDepthRange = false; mUsesFragDepth = false; mActiveUniforms.clear(); } void Shader::compileToHLSL(void *compiler) { // ensure we don't pass a NULL source to the compiler const char *source = "\0"; if (mSource) { source = mSource; } // ensure the compiler is loaded initializeCompiler(); int compileOptions = SH_OBJECT_CODE; std::string sourcePath; if (perfActive()) { sourcePath = getTempPath(); writeFile(sourcePath.c_str(), source, strlen(source)); compileOptions |= SH_LINE_DIRECTIVES; } int result; if (sourcePath.empty()) { result = ShCompile(compiler, &source, 1, compileOptions); } else { const char* sourceStrings[2] = { sourcePath.c_str(), source }; result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH); } if (result) { size_t objCodeLen = 0; ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen); mHlsl = new char[objCodeLen]; ShGetObjectCode(compiler, mHlsl); void *activeUniforms; ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms); mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms; } else { size_t infoLogLen = 0; ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen); mInfoLog = new char[infoLogLen]; ShGetInfoLog(compiler, mInfoLog); TRACE("\n%s", mInfoLog); } } GLenum Shader::parseType(const std::string &type) { if (type == "float") { return GL_FLOAT; } else if (type == "float2") { return GL_FLOAT_VEC2; } else if (type == "float3") { return GL_FLOAT_VEC3; } else if (type == "float4") { return GL_FLOAT_VEC4; } else if (type == "float2x2") { return GL_FLOAT_MAT2; } else if (type == "float3x3") { return GL_FLOAT_MAT3; } else if (type == "float4x4") { return GL_FLOAT_MAT4; } else UNREACHABLE(); return GL_NONE; } // true if varying x has a higher priority in packing than y bool Shader::compareVarying(const Varying &x, const Varying &y) { if(x.type == y.type) { return x.size > y.size; } switch (x.type) { case GL_FLOAT_MAT4: return true; case GL_FLOAT_MAT2: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return true; case GL_FLOAT_VEC4: return true; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC4: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return true; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_MAT3: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC3: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return false; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC2: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return false; case GL_FLOAT_VEC3: return false; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT: return false; default: UNREACHABLE(); } return false; } VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } VertexShader::~VertexShader() { } GLenum VertexShader::getType() { return GL_VERTEX_SHADER; } void VertexShader::uncompile() { Shader::uncompile(); // set by ParseAttributes mAttributes.clear(); } void VertexShader::compile() { uncompile(); compileToHLSL(mVertexCompiler); parseAttributes(); parseVaryings(); } int VertexShader::getSemanticIndex(const std::string &attributeName) { if (!attributeName.empty()) { int semanticIndex = 0; for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++) { if (attribute->name == attributeName) { return semanticIndex; } semanticIndex += VariableRowCount(attribute->type); } } return -1; } void VertexShader::parseAttributes() { const char *hlsl = getHLSL(); if (hlsl) { const char *input = strstr(hlsl, "// Attributes") + 14; while(true) { char attributeType[256]; char attributeName[256]; int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName); if (matches != 2) { break; } mAttributes.push_back(Attribute(parseType(attributeType), attributeName)); input = strstr(input, ";") + 2; } } } FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } FragmentShader::~FragmentShader() { } GLenum FragmentShader::getType() { return GL_FRAGMENT_SHADER; } void FragmentShader::compile() { uncompile(); compileToHLSL(mFragmentCompiler); parseVaryings(); mVaryings.sort(compareVarying); } }