/* * 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 "GrGLProgramBuilder.h" #include "GrAutoLocaleSetter.h" #include "GrCoordTransform.h" #include "GrGLProgramBuilder.h" #include "GrProgramDesc.h" #include "GrShaderCaps.h" #include "GrSwizzle.h" #include "GrTexture.h" #include "SkAutoMalloc.h" #include "SkATrace.h" #include "SkTraceEvent.h" #include "gl/GrGLGpu.h" #include "gl/GrGLProgram.h" #include "gl/GrGLSLPrettyPrint.h" #include "gl/builders/GrGLShaderStringBuilder.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLProgramDataManager.h" #include "glsl/GrGLSLXferProcessor.h" #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrProgramDesc* desc, GrGLGpu* gpu) { ATRACE_ANDROID_FRAMEWORK("Shader Compile"); GrAutoLocaleSetter als("C"); // create a builder. This will be handed off to effects so they can use it to add // uniforms, varyings, textures, etc GrGLProgramBuilder builder(gpu, pipeline, primProc, desc); // TODO: Once all stages can handle taking a float or vec4 and correctly handling them we can // seed correctly here GrGLSLExpr4 inputColor; GrGLSLExpr4 inputCoverage; if (!builder.emitAndInstallProcs(&inputColor, &inputCoverage)) { builder.cleanupFragmentProcessors(); return nullptr; } return builder.finalize(); } ///////////////////////////////////////////////////////////////////////////// GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrProgramDesc* desc) : INHERITED(pipeline, primProc, desc) , fGpu(gpu) , fVaryingHandler(this) , fUniformHandler(this) { } const GrCaps* GrGLProgramBuilder::caps() const { return fGpu->caps(); } bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader, GrGLuint programId, GrGLenum type, SkTDArray* shaderIds, const SkSL::Program::Settings& settings, SkSL::Program::Inputs* outInputs) { GrGLGpu* gpu = this->gpu(); GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId, type, shader.fCompilerStrings.begin(), shader.fCompilerStringLengths.begin(), shader.fCompilerStrings.count(), gpu->stats(), settings, outInputs); if (!shaderId) { return false; } *shaderIds->append() = shaderId; if (outInputs->fFlipY) { GrProgramDesc* d = this->desc(); d->setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin( this->pipeline().getRenderTarget()->origin())); d->finalize(); } return true; } GrGLProgram* GrGLProgramBuilder::finalize() { // verify we can get a program id GrGLuint programID; GL_CALL_RET(programID, CreateProgram()); if (0 == programID) { this->cleanupFragmentProcessors(); return nullptr; } this->finalizeShaders(); // compile shaders and bind attributes / uniforms SkSL::Program::Settings settings; settings.fCaps = this->gpu()->glCaps().shaderCaps(); settings.fFlipY = this->pipeline().getRenderTarget()->origin() != kTopLeft_GrSurfaceOrigin; SkSL::Program::Inputs inputs; SkTDArray shadersToDelete; if (!this->compileAndAttachShaders(fVS, programID, GR_GL_VERTEX_SHADER, &shadersToDelete, settings, &inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } // NVPR actually requires a vertex shader to compile const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); bool useNvpr = primProc.isPathRendering(); if (!useNvpr) { int vaCount = primProc.numAttribs(); for (int i = 0; i < vaCount; i++) { GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); } } if (primProc.willUseGeoShader() && !this->compileAndAttachShaders(fGS, programID, GR_GL_GEOMETRY_SHADER, &shadersToDelete, settings, &inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } if (!this->compileAndAttachShaders(fFS, programID, GR_GL_FRAGMENT_SHADER, &shadersToDelete, settings, &inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } if (inputs.fRTHeight) { this->addRTHeightUniform(SKSL_RTHEIGHT_NAME); } this->bindProgramResourceLocations(programID); GL_CALL(LinkProgram(programID)); // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver(); #ifdef SK_DEBUG checkLinked = true; #endif if (checkLinked) { checkLinkStatus(programID); } this->resolveProgramResourceLocations(programID); this->cleanupShaders(shadersToDelete); return this->createProgram(programID); } void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) { fUniformHandler.bindUniformLocations(programID, fGpu->glCaps()); const GrGLCaps& caps = this->gpu()->glCaps(); if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) { GL_CALL(BindFragDataLocation(programID, 0, GrGLSLFragmentShaderBuilder::DeclaredColorOutputName())); } if (fFS.hasSecondaryOutput() && caps.shaderCaps()->mustDeclareFragmentShaderOutput()) { GL_CALL(BindFragDataLocationIndexed(programID, 0, 1, GrGLSLFragmentShaderBuilder::DeclaredSecondaryColorOutputName())); } // handle NVPR separable varyings if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || !fGpu->glPathRendering()->shouldBindFragmentInputs()) { return; } int count = fVaryingHandler.fPathProcVaryingInfos.count(); for (int i = 0; i < count; ++i) { GL_CALL(BindFragmentInputLocation(programID, i, fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str())); fVaryingHandler.fPathProcVaryingInfos[i].fLocation = i; } } bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) { GrGLint linked = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked)); if (!linked) { GrGLint infoLen = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programID, 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 chrome cmd buffer param validation. GrGLsizei length = GR_GL_INIT_ZERO; GL_CALL(GetProgramInfoLog(programID, infoLen+1, &length, (char*)log.get())); SkDebugf("%s", (char*)log.get()); } SkDEBUGFAIL("Error linking program"); GL_CALL(DeleteProgram(programID)); programID = 0; } return SkToBool(linked); } void GrGLProgramBuilder::resolveProgramResourceLocations(GrGLuint programID) { fUniformHandler.getUniformLocations(programID, fGpu->glCaps()); // handle NVPR separable varyings if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || fGpu->glPathRendering()->shouldBindFragmentInputs()) { return; } int count = fVaryingHandler.fPathProcVaryingInfos.count(); for (int i = 0; i < count; ++i) { GrGLint location; GL_CALL_RET(location, GetProgramResourceLocation( programID, GR_GL_FRAGMENT_INPUT, fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str())); fVaryingHandler.fPathProcVaryingInfos[i].fLocation = location; } } void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray& shaderIDs) { GL_CALL(DeleteProgram(programID)); this->cleanupShaders(shaderIDs); this->cleanupFragmentProcessors(); } void GrGLProgramBuilder::cleanupShaders(const SkTDArray& shaderIDs) { for (int i = 0; i < shaderIDs.count(); ++i) { GL_CALL(DeleteShader(shaderIDs[i])); } } GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) { return new GrGLProgram(fGpu, *this->desc(), fUniformHandles, programID, fUniformHandler.fUniforms, fUniformHandler.fSamplers, fUniformHandler.fImageStorages, fVaryingHandler.fPathProcVaryingInfos, fGeometryProcessor, fXferProcessor, fFragmentProcessors); }