1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 // Shader.cpp: Implements the Shader class and its derived classes 16 // VertexShader and FragmentShader. Implements GL shader objects and related 17 // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. 18 19 #include "Shader.h" 20 21 #include "main.h" 22 #include "utilities.h" 23 24 #include <string> 25 #include <algorithm> 26 27 namespace es2 28 { 29 bool Shader::compilerInitialized = false; 30 31 Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) 32 { 33 mSource = nullptr; 34 35 clear(); 36 37 mRefCount = 0; 38 mDeleteStatus = false; 39 } 40 41 Shader::~Shader() 42 { 43 delete[] mSource; 44 } 45 46 GLuint Shader::getName() const 47 { 48 return mHandle; 49 } 50 51 void Shader::setSource(GLsizei count, const char *const *string, const GLint *length) 52 { 53 delete[] mSource; 54 int totalLength = 0; 55 56 for(int i = 0; i < count; i++) 57 { 58 if(length && length[i] >= 0) 59 { 60 totalLength += length[i]; 61 } 62 else 63 { 64 totalLength += (int)strlen(string[i]); 65 } 66 } 67 68 mSource = new char[totalLength + 1]; 69 char *code = mSource; 70 71 for(int i = 0; i < count; i++) 72 { 73 int stringLength; 74 75 if(length && length[i] >= 0) 76 { 77 stringLength = length[i]; 78 } 79 else 80 { 81 stringLength = (int)strlen(string[i]); 82 } 83 84 strncpy(code, string[i], stringLength); 85 code += stringLength; 86 } 87 88 mSource[totalLength] = '\0'; 89 } 90 91 size_t Shader::getInfoLogLength() const 92 { 93 if(infoLog.empty()) 94 { 95 return 0; 96 } 97 else 98 { 99 return infoLog.size() + 1; 100 } 101 } 102 103 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLogOut) 104 { 105 int index = 0; 106 107 if(bufSize > 0) 108 { 109 if(!infoLog.empty()) 110 { 111 index = std::min(bufSize - 1, (GLsizei)infoLog.size()); 112 memcpy(infoLogOut, infoLog.c_str(), index); 113 } 114 115 infoLogOut[index] = '\0'; 116 } 117 118 if(length) 119 { 120 *length = index; 121 } 122 } 123 124 size_t Shader::getSourceLength() const 125 { 126 if(!mSource) 127 { 128 return 0; 129 } 130 else 131 { 132 return strlen(mSource) + 1; 133 } 134 } 135 136 void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source) 137 { 138 int index = 0; 139 140 if(bufSize > 0) 141 { 142 if(mSource) 143 { 144 index = std::min(bufSize - 1, (int)strlen(mSource)); 145 memcpy(source, mSource, index); 146 } 147 148 source[index] = '\0'; 149 } 150 151 if(length) 152 { 153 *length = index; 154 } 155 } 156 157 TranslatorASM *Shader::createCompiler(GLenum shaderType) 158 { 159 if(!compilerInitialized) 160 { 161 InitCompilerGlobals(); 162 compilerInitialized = true; 163 } 164 165 TranslatorASM *assembler = new TranslatorASM(this, shaderType); 166 167 ShBuiltInResources resources; 168 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; 169 resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS; 170 resources.MaxVaryingVectors = MAX_VARYING_VECTORS; 171 resources.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; 172 resources.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; 173 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; 174 resources.MaxFragmentUniformVectors = MAX_FRAGMENT_UNIFORM_VECTORS; 175 resources.MaxDrawBuffers = MAX_DRAW_BUFFERS; 176 resources.MaxVertexOutputVectors = MAX_VERTEX_OUTPUT_VECTORS; 177 resources.MaxFragmentInputVectors = MAX_FRAGMENT_INPUT_VECTORS; 178 resources.MinProgramTexelOffset = MIN_PROGRAM_TEXEL_OFFSET; 179 resources.MaxProgramTexelOffset = MAX_PROGRAM_TEXEL_OFFSET; 180 resources.OES_standard_derivatives = 1; 181 resources.OES_fragment_precision_high = 1; 182 resources.OES_EGL_image_external = 1; 183 resources.OES_EGL_image_external_essl3 = 1; 184 resources.EXT_draw_buffers = 1; 185 resources.ARB_texture_rectangle = 1; 186 resources.MaxCallStackDepth = 64; 187 assembler->Init(resources); 188 189 return assembler; 190 } 191 192 void Shader::clear() 193 { 194 infoLog.clear(); 195 196 varyings.clear(); 197 activeUniforms.clear(); 198 activeAttributes.clear(); 199 } 200 201 void Shader::compile() 202 { 203 clear(); 204 205 createShader(); 206 TranslatorASM *compiler = createCompiler(getType()); 207 208 // Ensure we don't pass a nullptr source to the compiler 209 const char *source = "\0"; 210 if(mSource) 211 { 212 source = mSource; 213 } 214 215 bool success = compiler->compile(&source, 1, SH_OBJECT_CODE); 216 217 if(false) 218 { 219 static int serial = 1; 220 221 if(false) 222 { 223 char buffer[256]; 224 sprintf(buffer, "shader-input-%d-%d.txt", getName(), serial); 225 FILE *file = fopen(buffer, "wt"); 226 fprintf(file, "%s", mSource); 227 fclose(file); 228 } 229 230 getShader()->print("shader-output-%d-%d.txt", getName(), serial); 231 232 serial++; 233 } 234 235 shaderVersion = compiler->getShaderVersion(); 236 infoLog += compiler->getInfoSink().info.c_str(); 237 238 if(!success) 239 { 240 deleteShader(); 241 242 TRACE("\n%s", infoLog.c_str()); 243 } 244 245 delete compiler; 246 } 247 248 bool Shader::isCompiled() 249 { 250 return getShader() != 0; 251 } 252 253 void Shader::addRef() 254 { 255 mRefCount++; 256 } 257 258 void Shader::release() 259 { 260 mRefCount--; 261 262 if(mRefCount == 0 && mDeleteStatus) 263 { 264 mResourceManager->deleteShader(mHandle); 265 } 266 } 267 268 unsigned int Shader::getRefCount() const 269 { 270 return mRefCount; 271 } 272 273 bool Shader::isFlaggedForDeletion() const 274 { 275 return mDeleteStatus; 276 } 277 278 void Shader::flagForDeletion() 279 { 280 mDeleteStatus = true; 281 } 282 283 void Shader::releaseCompiler() 284 { 285 FreeCompilerGlobals(); 286 compilerInitialized = false; 287 } 288 289 // true if varying x has a higher priority in packing than y 290 bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y) 291 { 292 if(x.type == y.type) 293 { 294 return x.size() > y.size(); 295 } 296 297 switch(x.type) 298 { 299 case GL_FLOAT_MAT4: return true; 300 case GL_FLOAT_MAT2: 301 switch(y.type) 302 { 303 case GL_FLOAT_MAT4: return false; 304 case GL_FLOAT_MAT2: return true; 305 case GL_FLOAT_VEC4: return true; 306 case GL_FLOAT_MAT3: return true; 307 case GL_FLOAT_VEC3: return true; 308 case GL_FLOAT_VEC2: return true; 309 case GL_FLOAT: return true; 310 default: UNREACHABLE(y.type); 311 } 312 break; 313 case GL_FLOAT_VEC4: 314 switch(y.type) 315 { 316 case GL_FLOAT_MAT4: return false; 317 case GL_FLOAT_MAT2: return false; 318 case GL_FLOAT_VEC4: return true; 319 case GL_FLOAT_MAT3: return true; 320 case GL_FLOAT_VEC3: return true; 321 case GL_FLOAT_VEC2: return true; 322 case GL_FLOAT: return true; 323 default: UNREACHABLE(y.type); 324 } 325 break; 326 case GL_FLOAT_MAT3: 327 switch(y.type) 328 { 329 case GL_FLOAT_MAT4: return false; 330 case GL_FLOAT_MAT2: return false; 331 case GL_FLOAT_VEC4: return false; 332 case GL_FLOAT_MAT3: return true; 333 case GL_FLOAT_VEC3: return true; 334 case GL_FLOAT_VEC2: return true; 335 case GL_FLOAT: return true; 336 default: UNREACHABLE(y.type); 337 } 338 break; 339 case GL_FLOAT_VEC3: 340 switch(y.type) 341 { 342 case GL_FLOAT_MAT4: return false; 343 case GL_FLOAT_MAT2: return false; 344 case GL_FLOAT_VEC4: return false; 345 case GL_FLOAT_MAT3: return false; 346 case GL_FLOAT_VEC3: return true; 347 case GL_FLOAT_VEC2: return true; 348 case GL_FLOAT: return true; 349 default: UNREACHABLE(y.type); 350 } 351 break; 352 case GL_FLOAT_VEC2: 353 switch(y.type) 354 { 355 case GL_FLOAT_MAT4: return false; 356 case GL_FLOAT_MAT2: return false; 357 case GL_FLOAT_VEC4: return false; 358 case GL_FLOAT_MAT3: return false; 359 case GL_FLOAT_VEC3: return false; 360 case GL_FLOAT_VEC2: return true; 361 case GL_FLOAT: return true; 362 default: UNREACHABLE(y.type); 363 } 364 break; 365 case GL_FLOAT: return false; 366 default: UNREACHABLE(x.type); 367 } 368 369 return false; 370 } 371 372 VertexShader::VertexShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle) 373 { 374 vertexShader = 0; 375 } 376 377 VertexShader::~VertexShader() 378 { 379 delete vertexShader; 380 } 381 382 GLenum VertexShader::getType() const 383 { 384 return GL_VERTEX_SHADER; 385 } 386 387 int VertexShader::getSemanticIndex(const std::string &attributeName) const 388 { 389 if(!attributeName.empty()) 390 { 391 for(const auto &attribute : activeAttributes) 392 { 393 if(attribute.name == attributeName) 394 { 395 return attribute.registerIndex; 396 } 397 } 398 } 399 400 return -1; 401 } 402 403 sw::Shader *VertexShader::getShader() const 404 { 405 return vertexShader; 406 } 407 408 sw::VertexShader *VertexShader::getVertexShader() const 409 { 410 return vertexShader; 411 } 412 413 void VertexShader::createShader() 414 { 415 delete vertexShader; 416 vertexShader = new sw::VertexShader(); 417 } 418 419 void VertexShader::deleteShader() 420 { 421 delete vertexShader; 422 vertexShader = nullptr; 423 } 424 425 FragmentShader::FragmentShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle) 426 { 427 pixelShader = 0; 428 } 429 430 FragmentShader::~FragmentShader() 431 { 432 delete pixelShader; 433 } 434 435 GLenum FragmentShader::getType() const 436 { 437 return GL_FRAGMENT_SHADER; 438 } 439 440 sw::Shader *FragmentShader::getShader() const 441 { 442 return pixelShader; 443 } 444 445 sw::PixelShader *FragmentShader::getPixelShader() const 446 { 447 return pixelShader; 448 } 449 450 void FragmentShader::createShader() 451 { 452 delete pixelShader; 453 pixelShader = new sw::PixelShader(); 454 } 455 456 void FragmentShader::deleteShader() 457 { 458 delete pixelShader; 459 pixelShader = nullptr; 460 } 461 462 } 463