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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderGL.cpp: Implements the class methods for ShaderGL.
#include "libANGLE/renderer/gl/ShaderGL.h"
#include "common/debug.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/renderer/gl/CompilerGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
template <typename VarT>
static std::vector<VarT> GetFilteredShaderVariables(const std::vector<VarT> *variableList)
{
ASSERT(variableList);
std::vector<VarT> result;
for (size_t varIndex = 0; varIndex < variableList->size(); varIndex++)
{
const VarT &var = variableList->at(varIndex);
if (var.staticUse)
{
result.push_back(var);
}
}
return result;
}
template <typename VarT>
static const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
{
ASSERT(variableList);
return *variableList;
}
namespace rx
{
ShaderGL::ShaderGL(GLenum type, const FunctionsGL *functions)
: ShaderImpl(),
mFunctions(functions),
mType(type),
mShaderID(0)
{
ASSERT(mFunctions);
}
ShaderGL::~ShaderGL()
{
if (mShaderID != 0)
{
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
}
}
bool ShaderGL::compile(gl::Compiler *compiler, const std::string &source)
{
// Reset the previous state
mActiveAttributes.clear();
mVaryings.clear();
mUniforms.clear();
mInterfaceBlocks.clear();
mActiveOutputVariables.clear();
if (mShaderID != 0)
{
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
}
// Translate the ESSL into GLSL
CompilerGL *compilerGL = GetImplAs<CompilerGL>(compiler);
ShHandle compilerHandle = compilerGL->getCompilerHandle(mType);
int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES | SH_INIT_GL_POSITION);
const char* sourceCString = source.c_str();
if (!ShCompile(compilerHandle, &sourceCString, 1, compileOptions))
{
mInfoLog = ShGetInfoLog(compilerHandle);
TRACE("\n%s", mInfoLog.c_str());
return false;
}
mTranslatedSource = ShGetObjectCode(compilerHandle);
const char* translatedSourceCString = mTranslatedSource.c_str();
// Generate a shader object and set the source
mShaderID = mFunctions->createShader(mType);
mFunctions->shaderSource(mShaderID, 1, &translatedSourceCString, nullptr);
mFunctions->compileShader(mShaderID);
// Check for compile errors from the native driver
GLint compileStatus = GL_FALSE;
mFunctions->getShaderiv(mShaderID, GL_COMPILE_STATUS, &compileStatus);
ASSERT(compileStatus == GL_TRUE);
if (compileStatus == GL_FALSE)
{
// Compilation failed, put the error into the info log
GLint infoLogLength = 0;
mFunctions->getShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<char> buf(infoLogLength);
mFunctions->getShaderInfoLog(mShaderID, infoLogLength, nullptr, &buf[0]);
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
mInfoLog = &buf[0];
TRACE("\n%s", mInfoLog.c_str());
return false;
}
// Gather the shader information
// TODO: refactor this out, gathering of the attributes, varyings and outputs should be done
// at the gl::Shader level
if (mType == GL_VERTEX_SHADER)
{
mActiveAttributes = GetFilteredShaderVariables(ShGetAttributes(compilerHandle));
}
const std::vector<sh::Varying> &varyings = GetShaderVariables(ShGetVaryings(compilerHandle));
for (size_t varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++)
{
mVaryings.push_back(gl::PackedVarying(varyings[varyingIndex]));
}
mUniforms = GetShaderVariables(ShGetUniforms(compilerHandle));
mInterfaceBlocks = GetShaderVariables(ShGetInterfaceBlocks(compilerHandle));
if (mType == GL_FRAGMENT_SHADER)
{
mActiveOutputVariables = GetFilteredShaderVariables(ShGetOutputVariables(compilerHandle));
}
return true;
}
std::string ShaderGL::getDebugInfo() const
{
return std::string();
}
GLuint ShaderGL::getShaderID() const
{
return mShaderID;
}
}