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kc3-lang/angle/src/libGLESv2/Shader.cpp

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  • Author : alokp@chromium.org
    Date : 2010-07-16 19:30:45
    Hash : 29cd91af
    Message : Added an option for specifying language specification in preparation for supporting WebGL in addition to GLES2. This CL just replaces unused debugOptions variable with EShSpec variable. BUG=11 Review URL: http://codereview.appspot.com/1692051 git-svn-id: https://angleproject.googlecode.com/svn/trunk@344 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Shader.cpp
  • //
    // Copyright (c) 2002-2010 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.
    //
    
    // Shader.cpp: Implements the gl::Shader class and its  derived classes
    // VertexShader and FragmentShader. Implements GL shader objects and related
    // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
    
    #include "libGLESv2/Shader.h"
    
    #include <string>
    
    #include "GLSLANG/Shaderlang.h"
    #include "libGLESv2/main.h"
    #include "libGLESv2/utilities.h"
    
    namespace gl
    {
    void *Shader::mFragmentCompiler = NULL;
    void *Shader::mVertexCompiler = NULL;
    
    Shader::Shader(Context *context, GLuint handle) : mHandle(handle), mContext(context)
    {
        mSource = NULL;
        mHlsl = NULL;
        mInfoLog = NULL;
    
        // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
        if (!mFragmentCompiler)
        {
            int result = ShInitialize();
    
            if (result)
            {
                mFragmentCompiler = ShConstructCompiler(EShLangFragment, EShSpecGLES2);
                mVertexCompiler = ShConstructCompiler(EShLangVertex, EShSpecGLES2);
            }
        }
    
        mAttachCount = 0;
        mDeleteStatus = false;
    }
    
    Shader::~Shader()
    {
        delete[] mSource;
        delete[] mHlsl;
        delete[] mInfoLog;
    }
    
    GLuint Shader::getHandle() const
    {
        return mHandle;
    }
    
    void Shader::setSource(GLsizei count, const char **string, const GLint *length)
    {
        delete[] mSource;
        int totalLength = 0;
    
        for (int i = 0; i < count; i++)
        {
            if (length && length[i] >= 0)
            {
                totalLength += length[i];
            }
            else
            {
                totalLength += (int)strlen(string[i]);
            }
        }
    
        mSource = new char[totalLength + 1];
        char *code = mSource;
    
        for (int i = 0; i < count; i++)
        {
            int stringLength;
    
            if (length && length[i] >= 0)
            {
                stringLength = length[i];
            }
            else
            {
                stringLength = (int)strlen(string[i]);
            }
    
            strncpy(code, string[i], stringLength);
            code += stringLength;
        }
    
        mSource[totalLength] = '\0';
    }
    
    int Shader::getInfoLogLength() const
    {
        if (!mInfoLog)
        {
            return 0;
        }
        else
        {
           return strlen(mInfoLog) + 1;
        }
    }
    
    void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
    {
        int index = 0;
    
        if (mInfoLog)
        {
            while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
            {
                infoLog[index] = mInfoLog[index];
                index++;
            }
        }
    
        if (bufSize)
        {
            infoLog[index] = '\0';
        }
    
        if (length)
        {
            *length = index;
        }
    }
    
    int Shader::getSourceLength() const
    {
        if (!mSource)
        {
            return 0;
        }
        else
        {
           return strlen(mSource) + 1;
        }
    }
    
    void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source)
    {
        int index = 0;
    
        if (mSource)
        {
            while (index < bufSize - 1 && index < (int)strlen(mSource))
            {
                source[index] = mSource[index];
                index++;
            }
        }
    
        if (bufSize)
        {
            source[index] = '\0';
        }
    
        if (length)
        {
            *length = index;
        }
    }
    
    bool Shader::isCompiled()
    {
        return mHlsl != NULL;
    }
    
    const char *Shader::getHLSL()
    {
        return mHlsl;
    }
    
    void Shader::attach()
    {
        mAttachCount++;
    }
    
    void Shader::detach()
    {
        mAttachCount--;
    
        if (mAttachCount == 0 && mDeleteStatus)
        {
            mContext->deleteShader(mHandle);
        }
    }
    
    bool Shader::isAttached() const
    {
        return mAttachCount > 0;
    }
    
    bool Shader::isFlaggedForDeletion() const
    {
        return mDeleteStatus;
    }
    
    void Shader::flagForDeletion()
    {
        mDeleteStatus = true;
    }
    
    void Shader::releaseCompiler()
    {
        ShDestruct(mFragmentCompiler);
        ShDestruct(mVertexCompiler);
    
        mFragmentCompiler = NULL;
        mVertexCompiler = NULL;
    
        ShFinalize();
    }
    
    void Shader::parseVaryings()
    {
        if (mHlsl)
        {
            const char *input = strstr(mHlsl, "// Varyings") + 12;
    
            while(true)
            {
                char varyingType[256];
                char varyingName[256];
    
                int matches = sscanf(input, "static %s %s", varyingType, varyingName);
    
                if (matches != 2)
                {
                    break;
                }
    
                char *array = strstr(varyingName, "[");
                int size = 1;
    
                if (array)
                {
                    size = atoi(array + 1);
                    *array = '\0';
                }
    
                varyings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
    
                input = strstr(input, ";") + 2;
            }
    
            mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
            mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
        }
    }
    
    void Shader::compileToHLSL(void *compiler)
    {
        if (isCompiled() || !mSource)
        {
            return;
        }
    
        TRACE("\n%s", mSource);
    
        delete[] mInfoLog;
        mInfoLog = NULL;
    
        TBuiltInResource resources;
    
        resources.maxVertexAttribs = MAX_VERTEX_ATTRIBS;
        resources.maxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS;
        resources.maxVaryingVectors = MAX_VARYING_VECTORS;
        resources.maxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
        resources.maxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
        resources.maxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
        resources.maxFragmentUniformVectors = MAX_FRAGMENT_UNIFORM_VECTORS;
        resources.maxDrawBuffers = MAX_DRAW_BUFFERS;
    
        int result = ShCompile(compiler, &mSource, 1, EShOptNone, &resources, EDebugOpObjectCode);
        const char *obj = ShGetObjectCode(compiler);
        const char *info = ShGetInfoLog(compiler);
    
        if (result)
        {
            mHlsl = new char[strlen(obj) + 1];
            strcpy(mHlsl, obj);
    
            TRACE("\n%s", mHlsl);
        }
        else
        {
            mInfoLog = new char[strlen(info) + 1];
            strcpy(mInfoLog, info);
    
            TRACE("\n%s", mInfoLog);
        }
    }
    
    GLenum Shader::parseType(const std::string &type)
    {
        if (type == "float")
        {
            return GL_FLOAT;
        }
        else if (type == "float2")
        {
            return GL_FLOAT_VEC2;
        }
        else if (type == "float3")
        {
            return GL_FLOAT_VEC3;
        }
        else if (type == "float4")
        {
            return GL_FLOAT_VEC4;
        }
        else if (type == "float2x2")
        {
            return GL_FLOAT_MAT2;
        }
        else if (type == "float3x3")
        {
            return GL_FLOAT_MAT3;
        }
        else if (type == "float4x4")
        {
            return GL_FLOAT_MAT4;
        }
        else UNREACHABLE();
    
        return GL_NONE;
    }
    
    // true if varying x has a higher priority in packing than y
    bool Shader::compareVarying(const Varying &x, const Varying &y)
    {
        if(x.type == y.type)
        {
            return x.size > y.size;
        }
    
        switch (x.type)
        {
          case GL_FLOAT_MAT4: return true;
          case GL_FLOAT_MAT2:
            switch(y.type)
            {
              case GL_FLOAT_MAT4: return false;
              case GL_FLOAT_MAT2: return true;
              case GL_FLOAT_VEC4: return true;
              case GL_FLOAT_MAT3: return true;
              case GL_FLOAT_VEC3: return true;
              case GL_FLOAT_VEC2: return true;
              case GL_FLOAT:      return true;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT_VEC4:
            switch(y.type)
            {
              case GL_FLOAT_MAT4: return false;
              case GL_FLOAT_MAT2: return false;
              case GL_FLOAT_VEC4: return true;
              case GL_FLOAT_MAT3: return true;
              case GL_FLOAT_VEC3: return true;
              case GL_FLOAT_VEC2: return true;
              case GL_FLOAT:      return true;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT_MAT3:
            switch(y.type)
            {
              case GL_FLOAT_MAT4: return false;
              case GL_FLOAT_MAT2: return false;
              case GL_FLOAT_VEC4: return false;
              case GL_FLOAT_MAT3: return true;
              case GL_FLOAT_VEC3: return true;
              case GL_FLOAT_VEC2: return true;
              case GL_FLOAT:      return true;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT_VEC3:
            switch(y.type)
            {
              case GL_FLOAT_MAT4: return false;
              case GL_FLOAT_MAT2: return false;
              case GL_FLOAT_VEC4: return false;
              case GL_FLOAT_MAT3: return false;
              case GL_FLOAT_VEC3: return true;
              case GL_FLOAT_VEC2: return true;
              case GL_FLOAT:      return true;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT_VEC2:
            switch(y.type)
            {
              case GL_FLOAT_MAT4: return false;
              case GL_FLOAT_MAT2: return false;
              case GL_FLOAT_VEC4: return false;
              case GL_FLOAT_MAT3: return false;
              case GL_FLOAT_VEC3: return false;
              case GL_FLOAT_VEC2: return true;
              case GL_FLOAT:      return true;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT: return false;
          default: UNREACHABLE();
        }
    
        return false;
    }
    
    VertexShader::VertexShader(Context *context, GLuint handle) : Shader(context, handle)
    {
    }
    
    VertexShader::~VertexShader()
    {
    }
    
    GLenum VertexShader::getType()
    {
        return GL_VERTEX_SHADER;
    }
    
    void VertexShader::compile()
    {
        compileToHLSL(mVertexCompiler);
        parseAttributes();
        parseVaryings();
    }
    
    int VertexShader::getSemanticIndex(const std::string &attributeName)
    {
        if (!attributeName.empty())
        {
            int semanticIndex = 0;
            for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
            {
                if (attribute->name == attributeName)
                {
                    return semanticIndex;
                }
    
                semanticIndex += VariableRowCount(attribute->type);
            }
        }
    
        return -1;
    }
    
    void VertexShader::parseAttributes()
    {
        if (mHlsl)
        {
            const char *input = strstr(mHlsl, "// Attributes") + 14;
    
            while(true)
            {
                char attributeType[256];
                char attributeName[256];
    
                int matches = sscanf(input, "static %s _%s", attributeType, attributeName);
    
                if (matches != 2)
                {
                    break;
                }
    
                mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
    
                input = strstr(input, ";") + 2;
            }
        }
    }
    
    FragmentShader::FragmentShader(Context *context, GLuint handle) : Shader(context, handle)
    {
    }
    
    FragmentShader::~FragmentShader()
    {
    }
    
    GLenum FragmentShader::getType()
    {
        return GL_FRAGMENT_SHADER;
    }
    
    void FragmentShader::compile()
    {
        compileToHLSL(mFragmentCompiler);
        parseVaryings();
        varyings.sort(compareVarying);
    }
    }