Home | History | Annotate | Download | only in builders
      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 "../GrGpuGL.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 
     20 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
     21                                     GrGLuint programId,
     22                                     GrGLenum type,
     23                                     const SkString& shaderSrc,
     24                                     GrContext::GPUStats* gpuStats) {
     25     const GrGLInterface* gli = glCtx.interface();
     26 
     27     GrGLuint shaderId;
     28     GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
     29     if (0 == shaderId) {
     30         return 0;
     31     }
     32 
     33 #ifdef SK_DEBUG
     34     SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false);
     35     const GrGLchar* sourceStr = prettySource.c_str();
     36     GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
     37 #else
     38     GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
     39     const GrGLchar* sourceStr = shaderSrc.c_str();
     40 #endif
     41     GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
     42     gpuStats->incShaderCompilations();
     43     GR_GL_CALL(gli, CompileShader(shaderId));
     44 
     45     // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
     46     bool checkCompiled = !glCtx.isChromium();
     47 #ifdef SK_DEBUG
     48     checkCompiled = true;
     49 #endif
     50     if (checkCompiled) {
     51         GrGLint compiled = GR_GL_INIT_ZERO;
     52         GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
     53 
     54         if (!compiled) {
     55             GrGLint infoLen = GR_GL_INIT_ZERO;
     56             GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
     57             SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
     58             if (infoLen > 0) {
     59                 // retrieve length even though we don't need it to workaround bug in Chromium cmd
     60                 // buffer param validation.
     61                 GrGLsizei length = GR_GL_INIT_ZERO;
     62                 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
     63                                                  &length, (char*)log.get()));
     64                 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
     65                 GrPrintf("\n%s", log.get());
     66             }
     67             SkDEBUGFAIL("Shader compilation failed!");
     68             GR_GL_CALL(gli, DeleteShader(shaderId));
     69             return 0;
     70         }
     71     }
     72 
     73     TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
     74                          TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str()));
     75     if (c_PrintShaders) {
     76         GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
     77         GrPrintf("\n");
     78     }
     79 
     80     // Attach the shader, but defer deletion until after we have linked the program.
     81     // This works around a bug in the Android emulator's GLES2 wrapper which
     82     // will immediately delete the shader object and free its memory even though it's
     83     // attached to a program, which then causes glLinkProgram to fail.
     84     GR_GL_CALL(gli, AttachShader(programId, shaderId));
     85 
     86     return shaderId;
     87 }
     88