/* * Copyright 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "ShaderParser.h" #include "GLcommon/GLutils.h" #include #include #include #include #include ShaderParser::ShaderParser(GLenum type, bool coreProfile) : ObjectData(SHADER_DATA), m_type(type), m_coreProfile(coreProfile) {} GenNameInfo ShaderParser::getGenNameInfo() const { switch (m_type) { case GL_VERTEX_SHADER: return GenNameInfo(ShaderProgramType::VERTEX_SHADER); case GL_FRAGMENT_SHADER: return GenNameInfo(ShaderProgramType::FRAGMENT_SHADER); case GL_COMPUTE_SHADER: return GenNameInfo(ShaderProgramType::COMPUTE_SHADER); default: assert(0); return GenNameInfo(NamedObjectType::SHADER_OR_PROGRAM); } } ShaderParser::ShaderParser(android::base::Stream* stream) : ObjectData(stream) { m_originalSrc = stream->getString(); m_src = stream->getString(); m_parsedSrc = stream->getString(); m_parsedLines = (GLchar*)m_parsedSrc.c_str(); m_compiledSrc = stream->getString(); m_infoLog = stream->getString(); size_t programSize = stream->getBe32(); for (size_t program = 0; program < programSize; program++) { m_programs.insert(stream->getBe32()); } m_type = stream->getBe32(); m_compileStatus = stream->getByte(); m_deleteStatus = stream->getByte(); m_valid = stream->getByte(); m_coreProfile = stream->getByte(); } void ShaderParser::onSave(android::base::Stream* stream, unsigned int globalName) const { // The first byte is used to distinguish between program and shader object. // It will be loaded outside of this class stream->putByte(LOAD_SHADER); ObjectData::onSave(stream, globalName); stream->putString(m_originalSrc); stream->putString(m_src); stream->putString(m_parsedSrc); // do not snapshot m_parsedLines stream->putString(m_compiledSrc); stream->putString(m_infoLog); stream->putBe32(m_programs.size()); for (const auto& program : m_programs) { stream->putBe32(program); } stream->putBe32(m_type); stream->putByte(m_compileStatus); stream->putByte(m_deleteStatus); stream->putByte(m_valid); stream->putByte(m_coreProfile); } void ShaderParser::restore(ObjectLocalName localName, const getGlobalName_t& getGlobalName) { ObjectData::restore(localName, getGlobalName); if (m_parsedSrc.empty()) return; int globalName = getGlobalName(NamedObjectType::SHADER_OR_PROGRAM, localName); if (isGles2Gles()) { const char* src = getOriginalSrc().c_str(); GLEScontext::dispatcher().glShaderSource(globalName, 1, &src, NULL); } else { GLEScontext::dispatcher().glShaderSource(globalName, 1, parsedLines(), NULL); } if (m_compileStatus) GLEScontext::dispatcher().glCompileShader(globalName); } static const char kAlwaysInvalidShader[] = "When shader translation fails, passing an empty string to underlying GL " "may result in GL_COMPILE_STATUS == GL_TRUE and letting us link an " "invalid shader program, due to tripping the underlying GL's separable " "shader program capability." "This shader is meant to make the underlying GL agree that the shader is" "indeed invalid when translation fails."; void ShaderParser::convertESSLToGLSL() { if (isGles2Gles()) { m_parsedSrc = m_originalSrc; return; } std::string translationLog; std::string parsedSource; #if USE_ANGLE_SHADER_PARSER m_valid = ANGLEShaderParser::translate( m_coreProfile, m_originalSrc.c_str(), m_type, &translationLog, &parsedSource, &m_shaderLinkInfo); #else m_valid = false; #endif if (!m_valid) { m_infoLog = static_cast(translationLog.c_str()); m_parsedSrc = kAlwaysInvalidShader; } else { m_parsedSrc = parsedSource; } } void ShaderParser::setSrc(GLsizei count, const GLchar* const* strings, const GLint* length){ m_src.clear(); for(int i = 0;i= 0) ? length[i] : strlen(strings[i]); m_src.append(strings[i], strings[i] + strLen); } // Store original source as some 'parsing' functions actually modify m_src. // Note: assign() call is a workaround for the reference-counting // std::string in GCC's STL - we need a deep copy here. m_originalSrc.assign(m_src.c_str(), m_src.size()); convertESSLToGLSL(); } const GLchar** ShaderParser::parsedLines() { m_parsedLines = (GLchar*)m_parsedSrc.c_str(); return const_cast (&m_parsedLines); } void ShaderParser::clear() { m_parsedLines = nullptr; std::string().swap(m_parsedSrc); std::string().swap(m_src); } const std::string& ShaderParser::getOriginalSrc() const { return m_originalSrc; } GLenum ShaderParser::getType() { return m_type; } void ShaderParser::setInfoLog(GLchar* infoLog) { assert(infoLog); std::unique_ptr infoLogDeleter(infoLog); m_infoLog.assign(infoLog); } bool ShaderParser::validShader() const { return m_valid; } static const GLchar glsles_invalid[] = { "ERROR: Valid GLSL but not GLSL ES" }; void ShaderParser::setInvalidInfoLog() { m_infoLog = glsles_invalid; } const GLchar* ShaderParser::getInfoLog() const { return m_infoLog.c_str(); } void ShaderParser::setCompileStatus(bool val) { m_compileStatus = val; m_compiledSrc = m_parsedSrc.c_str(); } void ShaderParser::attachProgram(GLuint program) { android::base::AutoLock lock(m_programsLock); m_programs.insert(program); } void ShaderParser::detachProgram(GLuint program) { android::base::AutoLock lock(m_programsLock); m_programs.erase(program); } bool ShaderParser::hasAttachedPrograms() const { android::base::AutoLock lock(m_programsLock); return m_programs.size() > 0; }