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kc3-lang/angle/util/shader_utils.cpp

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  • Author : Olli Etuaho
    Date : 2018-04-13 14:11:46
    Hash : 5804dc8e
    Message : Refactor GL tests to use a shader library Instead of having the same simple shaders repeated over and over in the test code, reuse a single shader library. BUG=angleproject:2474 TEST=angle_end2end_tests Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2 Reviewed-on: https://chromium-review.googlesource.com/1012078 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>

  • util/shader_utils.cpp
  • //
    // Copyright (c) 2014 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.
    //
    
    #include "shader_utils.h"
    
    #include <vector>
    #include <iostream>
    #include <fstream>
    
    static std::string ReadFileToString(const std::string &source)
    {
        std::ifstream stream(source.c_str());
        if (!stream)
        {
            std::cerr << "Failed to load shader file: " << source;
            return "";
        }
    
        std::string result;
    
        stream.seekg(0, std::ios::end);
        result.reserve(static_cast<unsigned int>(stream.tellg()));
        stream.seekg(0, std::ios::beg);
    
        result.assign((std::istreambuf_iterator<char>(stream)), std::istreambuf_iterator<char>());
    
        return result;
    }
    
    GLuint CompileShader(GLenum type, const std::string &source)
    {
        GLuint shader = glCreateShader(type);
    
        const char *sourceArray[1] = { source.c_str() };
        glShaderSource(shader, 1, sourceArray, nullptr);
        glCompileShader(shader);
    
        GLint compileResult;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
    
        if (compileResult == 0)
        {
            GLint infoLogLength;
            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
    
            // Info log length includes the null terminator, so 1 means that the info log is an empty
            // string.
            if (infoLogLength > 1)
            {
                std::vector<GLchar> infoLog(infoLogLength);
                glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]);
                std::cerr << "shader compilation failed: " << &infoLog[0];
            }
            else
            {
                std::cerr << "shader compilation failed. <Empty log message>";
            }
    
            std::cerr << std::endl;
    
            glDeleteShader(shader);
            shader = 0;
        }
    
        return shader;
    }
    
    GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath)
    {
        std::string source = ReadFileToString(sourcePath);
        if (source.empty())
        {
            return 0;
        }
    
        return CompileShader(type, source);
    }
    
    GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages)
    {
        if (glGetError() != GL_NO_ERROR)
            return 0;
    
        GLint linkStatus;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        if (linkStatus == 0)
        {
            if (outputErrorMessages)
            {
                GLint infoLogLength;
                glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
    
                // Info log length includes the null terminator, so 1 means that the info log is an
                // empty string.
                if (infoLogLength > 1)
                {
                    std::vector<GLchar> infoLog(infoLogLength);
                    glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr,
                                        &infoLog[0]);
    
                    std::cerr << "program link failed: " << &infoLog[0];
                }
                else
                {
                    std::cerr << "program link failed. <Empty log message>";
                }
            }
    
            glDeleteProgram(program);
            return 0;
        }
    
        return program;
    }
    
    GLuint CompileProgramWithTransformFeedback(
        const std::string &vsSource,
        const std::string &fsSource,
        const std::vector<std::string> &transformFeedbackVaryings,
        GLenum bufferMode)
    {
        return CompileProgramWithGSAndTransformFeedback(vsSource, "", fsSource,
                                                        transformFeedbackVaryings, bufferMode);
    }
    
    GLuint CompileProgramWithGSAndTransformFeedback(
        const std::string &vsSource,
        const std::string &gsSource,
        const std::string &fsSource,
        const std::vector<std::string> &transformFeedbackVaryings,
        GLenum bufferMode)
    {
        GLuint program = glCreateProgram();
    
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        if (vs == 0 || fs == 0)
        {
            glDeleteShader(fs);
            glDeleteShader(vs);
            glDeleteProgram(program);
            return 0;
        }
    
        glAttachShader(program, vs);
        glDeleteShader(vs);
    
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        if (!gsSource.empty())
        {
            GLuint gs = CompileShader(GL_GEOMETRY_SHADER_EXT, gsSource);
            if (gs == 0)
            {
                glDeleteShader(vs);
                glDeleteShader(fs);
                glDeleteProgram(program);
                return 0;
            }
    
            glAttachShader(program, gs);
            glDeleteShader(gs);
        }
    
        if (transformFeedbackVaryings.size() > 0)
        {
            std::vector<const char *> constCharTFVaryings;
    
            for (const std::string &transformFeedbackVarying : transformFeedbackVaryings)
            {
                constCharTFVaryings.push_back(transformFeedbackVarying.c_str());
            }
    
            glTransformFeedbackVaryings(program, static_cast<GLsizei>(transformFeedbackVaryings.size()),
                                        &constCharTFVaryings[0], bufferMode);
        }
    
        glLinkProgram(program);
    
        return CheckLinkStatusAndReturnProgram(program, true);
    }
    
    GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource)
    {
        return CompileProgramWithGS(vsSource, "", fsSource);
    }
    
    GLuint CompileProgramWithGS(const std::string &vsSource,
                                const std::string &gsSource,
                                const std::string &fsSource)
    {
        std::vector<std::string> emptyVector;
        return CompileProgramWithGSAndTransformFeedback(vsSource, gsSource, fsSource, emptyVector,
                                                        GL_NONE);
    }
    
    GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath)
    {
        std::string vsSource = ReadFileToString(vsPath);
        std::string fsSource = ReadFileToString(fsPath);
        if (vsSource.empty() || fsSource.empty())
        {
            return 0;
        }
    
        return CompileProgram(vsSource, fsSource);
    }
    
    GLuint CompileComputeProgram(const std::string &csSource, bool outputErrorMessages)
    {
        GLuint program = glCreateProgram();
    
        GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
        if (cs == 0)
        {
            glDeleteProgram(program);
            return 0;
        }
    
        glAttachShader(program, cs);
    
        glLinkProgram(program);
    
        return CheckLinkStatusAndReturnProgram(program, outputErrorMessages);
    }
    
    GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat)
    {
        GLuint program = glCreateProgram();
        glProgramBinaryOES(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
        return CheckLinkStatusAndReturnProgram(program, true);
    }
    
    GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat)
    {
        GLuint program = glCreateProgram();
        glProgramBinary(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
        return CheckLinkStatusAndReturnProgram(program, true);
    }
    
    bool LinkAttachedProgram(GLuint program)
    {
        glLinkProgram(program);
        return (CheckLinkStatusAndReturnProgram(program, true) != 0);
    }
    
    namespace angle
    {
    
    namespace essl1_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    const char *ColorUniform()
    {
        return "u_color";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(precision highp float;
    attribute vec4 a_position;
    
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // pos.
    const char *Passthrough()
    {
        return R"(precision highp float;
    attribute vec4 a_position;
    varying vec4 v_position;
    
    void main()
    {
        gl_Position = a_position;
        v_position = a_position;
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
    // different colors. Needs varying v_position.
    const char *Checkered()
    {
        return R"(precision highp float;
    varying vec4 v_position;
    
    void main()
    {
        if (v_position.x * v_position.y > 0.0)
        {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
        else
        {
            gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
        }
    })";
    }
    
    // A shader that fills with color taken from uniform named "color".
    const char *UniformColor()
    {
        return R"(uniform mediump vec4 u_color;
    void main(void)
    {
        gl_FragColor = u_color;
    })";
    }
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(precision mediump float;
    
    void main()
    {
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    // A shader that fills with 100% opaque blue.
    const char *Blue()
    {
        return R"(precision mediump float;
    
    void main()
    {
        gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl1_shaders
    
    namespace essl3_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(#version 300 es
    void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(#version 300 es
    in vec4 a_position;
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(#version 300 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl3_shaders
    
    namespace essl31_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(#version 310 es
    void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(#version 310 es
    in vec4 a_position;
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(#version 310 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl31_shaders
    }  // namespace angle