aboutsummaryrefslogtreecommitdiffhomepage
path: root/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/gpu/gl/builders/GrGLShaderStringBuilder.cpp')
-rw-r--r--src/gpu/gl/builders/GrGLShaderStringBuilder.cpp85
1 files changed, 85 insertions, 0 deletions
diff --git a/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp b/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
new file mode 100644
index 0000000000..dff8c7e684
--- /dev/null
+++ b/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp
@@ -0,0 +1,85 @@
+/*
+ * Copyright 2014 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "GrGLShaderStringBuilder.h"
+#include "../GrGpuGL.h"
+#include "gl/GrGLSLPrettyPrint.h"
+#include "SkRTConf.h"
+#include "SkTraceEvent.h"
+
+#define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
+#define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
+
+SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
+ "Print the source code for all shaders generated.");
+
+GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
+ GrGLuint programId,
+ GrGLenum type,
+ const SkString& shaderSrc) {
+ const GrGLInterface* gli = glCtx.interface();
+
+ GrGLuint shaderId;
+ GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
+ if (0 == shaderId) {
+ return 0;
+ }
+
+ #ifdef SK_DEBUG
+ SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false);
+ const GrGLchar* sourceStr = prettySource.c_str();
+ GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
+ #else
+ GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
+ const GrGLchar* sourceStr = shaderSrc.c_str();
+ #endif
+ GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
+ GR_GL_CALL(gli, CompileShader(shaderId));
+
+ // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
+ bool checkCompiled = !glCtx.isChromium();
+ #ifdef SK_DEBUG
+ checkCompiled = true;
+ #endif
+ if (checkCompiled) {
+ GrGLint compiled = GR_GL_INIT_ZERO;
+ GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
+
+ if (!compiled) {
+ GrGLint infoLen = GR_GL_INIT_ZERO;
+ GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
+ SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
+ if (infoLen > 0) {
+ // retrieve length even though we don't need it to workaround bug in Chromium cmd
+ // buffer param validation.
+ GrGLsizei length = GR_GL_INIT_ZERO;
+ GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
+ &length, (char*)log.get()));
+ GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
+ GrPrintf("\n%s", log.get());
+ }
+ SkDEBUGFAIL("Shader compilation failed!");
+ GR_GL_CALL(gli, DeleteShader(shaderId));
+ return 0;
+ }
+ }
+
+ TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
+ TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str()));
+ if (c_PrintShaders) {
+ GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
+ GrPrintf("\n");
+ }
+
+ // Attach the shader, but defer deletion until after we have linked the program.
+ // This works around a bug in the Android emulator's GLES2 wrapper which
+ // will immediately delete the shader object and free its memory even though it's
+ // attached to a program, which then causes glLinkProgram to fail.
+ GR_GL_CALL(gli, AttachShader(programId, shaderId));
+
+ return shaderId;
+}