/* * 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 "../GrGLGpu.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, GrContext::GPUStats* gpuStats) { 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(prettySource.size()); #else GrGLint sourceLength = static_cast(shaderSrc.size()); const GrGLchar* sourceStr = shaderSrc.c_str(); #endif GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); gpuStats->incShaderCompilations(); 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())); SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); SkDebugf("\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) { SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); SkDebugf("\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; }