Hash :
bd044ed8
Author :
Date :
2017-06-05T12:59:21
Defer shader compiles when possible. When using the program binary memory cache inside ANGLE, this will give a potential fast path. If the user doesn't query the shader compile status or info log before calling LinkProgram, then we can check the program cache before translating the program, and if it finds a hit, we don't even need to call the translator. To preserve the shader settings at compile time, a reference to the current shader translator is kept in a binding pointer on the call to compile. This mirrors a similar implementation in Chromium's command buffer. Also the compile options and source are cached at compile to preserve the correct shader state. BUG=angleproject:1897 Change-Id: I3c046d7ac8c3b5c8cc169c4802ffe47f95537212 Reviewed-on: https://chromium-review.googlesource.com/517379 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// 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)
{
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 (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)
{
std::vector<std::string> emptyVector;
return CompileProgramWithTransformFeedback(vsSource, 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);
}