1 /*
2 * Copyright 2014 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "GrGLShaderStringBuilder.h"
9 #include "gl/GrGLGpu.h"
10 #include "gl/GrGLSLPrettyPrint.h"
11 #include "SkRTConf.h"
12 #include "SkTraceEvent.h"
13
14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
16
17 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
18 "Print the source code for all shaders generated.");
19
GrGLCompileAndAttachShader(const GrGLContext & glCtx,GrGLuint programId,GrGLenum type,const char ** strings,int * lengths,int count,GrGpu::Stats * stats)20 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
21 GrGLuint programId,
22 GrGLenum type,
23 const char** strings,
24 int* lengths,
25 int count,
26 GrGpu::Stats* stats) {
27 const GrGLInterface* gli = glCtx.interface();
28
29 GrGLuint shaderId;
30 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
31 if (0 == shaderId) {
32 return 0;
33 }
34
35 #ifdef SK_DEBUG
36 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false);
37 const GrGLchar* sourceStr = prettySource.c_str();
38 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
39 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
40 #else
41 GR_GL_CALL(gli, ShaderSource(shaderId, count, strings, lengths));
42 #endif
43
44 // If tracing is enabled in chrome then we pretty print
45 bool traceShader;
46 TRACE_EVENT_CATEGORY_GROUP_ENABLED(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), &traceShader);
47 if (traceShader) {
48 SkString shader = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false);
49 TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
50 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shader.c_str()));
51 }
52
53 stats->incShaderCompilations();
54 GR_GL_CALL(gli, CompileShader(shaderId));
55
56 // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
57 bool checkCompiled = !glCtx.isChromium();
58 #ifdef SK_DEBUG
59 checkCompiled = true;
60 #endif
61 if (checkCompiled) {
62 GrGLint compiled = GR_GL_INIT_ZERO;
63 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
64
65 if (!compiled) {
66 GrGLint infoLen = GR_GL_INIT_ZERO;
67 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
68 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
69 if (infoLen > 0) {
70 // retrieve length even though we don't need it to workaround bug in Chromium cmd
71 // buffer param validation.
72 GrGLsizei length = GR_GL_INIT_ZERO;
73 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
74 SkDebugf("%s", GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, true).c_str());
75 SkDebugf("\n%s", log.get());
76 }
77 SkDEBUGFAIL("Shader compilation failed!");
78 GR_GL_CALL(gli, DeleteShader(shaderId));
79 return 0;
80 }
81 }
82
83 if (c_PrintShaders) {
84 SkDebugf("%s", GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, true).c_str());
85 SkDebugf("\n");
86 }
87
88 // Attach the shader, but defer deletion until after we have linked the program.
89 // This works around a bug in the Android emulator's GLES2 wrapper which
90 // will immediately delete the shader object and free its memory even though it's
91 // attached to a program, which then causes glLinkProgram to fail.
92 GR_GL_CALL(gli, AttachShader(programId, shaderId));
93
94 return shaderId;
95 }
96