Hash :
ab4be84f
Author :
Date :
2017-07-18T11:23:07
Add newlines when writing original shader source to shader debug output. Previously, the entire original shader would end up being written to a single line, not very readable. Change-Id: I8cdfd498bb47395da2bd11c3d3b2eecf266c914e Reviewed-on: https://chromium-review.googlesource.com/576064 Reviewed-by: Corentin Wallez <cwallez@chromium.org>
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//
// Copyright (c) 2002-2014 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.
//
// 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 "libANGLE/Shader.h"
#include <sstream>
#include "common/utilities.h"
#include "GLSLANG/ShaderLang.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/Constants.h"
#include "libANGLE/renderer/GLImplFactory.h"
#include "libANGLE/renderer/ShaderImpl.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/Context.h"
namespace gl
{
namespace
{
template <typename VarT>
std::vector<VarT> GetActiveShaderVariables(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>
const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
{
ASSERT(variableList);
return *variableList;
}
} // anonymous namespace
// true if varying x has a higher priority in packing than y
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
{
if (x.type == y.type)
{
return x.arraySize > y.arraySize;
}
// Special case for handling structs: we sort these to the end of the list
if (x.type == GL_STRUCT_ANGLEX)
{
return false;
}
if (y.type == GL_STRUCT_ANGLEX)
{
return true;
}
return gl::VariableSortOrder(x.type) < gl::VariableSortOrder(y.type);
}
ShaderState::ShaderState(GLenum shaderType)
: mLabel(),
mShaderType(shaderType),
mShaderVersion(100),
mCompileStatus(CompileStatus::NOT_COMPILED)
{
mLocalSize.fill(-1);
}
ShaderState::~ShaderState()
{
}
Shader::Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
GLenum type,
GLuint handle)
: mState(type),
mImplementation(implFactory->createShader(mState)),
mRendererLimitations(rendererLimitations),
mHandle(handle),
mType(type),
mRefCount(0),
mDeleteStatus(false),
mResourceManager(manager)
{
ASSERT(mImplementation);
}
void Shader::onDestroy(const gl::Context *context)
{
mBoundCompiler.set(context, nullptr);
mImplementation.reset(nullptr);
delete this;
}
Shader::~Shader()
{
ASSERT(!mImplementation);
}
void Shader::setLabel(const std::string &label)
{
mState.mLabel = label;
}
const std::string &Shader::getLabel() const
{
return mState.mLabel;
}
GLuint Shader::getHandle() const
{
return mHandle;
}
void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
{
std::ostringstream stream;
for (int i = 0; i < count; i++)
{
if (length == nullptr || length[i] < 0)
{
stream.write(string[i], strlen(string[i]));
}
else
{
stream.write(string[i], length[i]);
}
}
mState.mSource = stream.str();
}
int Shader::getInfoLogLength(const Context *context)
{
resolveCompile(context);
if (mInfoLog.empty())
{
return 0;
}
return (static_cast<int>(mInfoLog.length()) + 1);
}
void Shader::getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog)
{
resolveCompile(context);
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(mInfoLog.length()));
memcpy(infoLog, mInfoLog.c_str(), index);
infoLog[index] = '\0';
}
if (length)
{
*length = index;
}
}
int Shader::getSourceLength() const
{
return mState.mSource.empty() ? 0 : (static_cast<int>(mState.mSource.length()) + 1);
}
int Shader::getTranslatedSourceLength(const Context *context)
{
resolveCompile(context);
if (mState.mTranslatedSource.empty())
{
return 0;
}
return (static_cast<int>(mState.mTranslatedSource.length()) + 1);
}
int Shader::getTranslatedSourceWithDebugInfoLength(const Context *context)
{
resolveCompile(context);
const std::string &debugInfo = mImplementation->getDebugInfo();
if (debugInfo.empty())
{
return 0;
}
return (static_cast<int>(debugInfo.length()) + 1);
}
// static
void Shader::GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
memcpy(buffer, source.c_str(), index);
buffer[index] = '\0';
}
if (length)
{
*length = index;
}
}
void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
GetSourceImpl(mState.mSource, bufSize, length, buffer);
}
void Shader::getTranslatedSource(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
GetSourceImpl(getTranslatedSource(context), bufSize, length, buffer);
}
const std::string &Shader::getTranslatedSource(const Context *context)
{
resolveCompile(context);
return mState.mTranslatedSource;
}
void Shader::getTranslatedSourceWithDebugInfo(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer)
{
resolveCompile(context);
const std::string &debugInfo = mImplementation->getDebugInfo();
GetSourceImpl(debugInfo, bufSize, length, buffer);
}
void Shader::compile(const Context *context)
{
mState.mTranslatedSource.clear();
mInfoLog.clear();
mState.mShaderVersion = 100;
mState.mVaryings.clear();
mState.mUniforms.clear();
mState.mInterfaceBlocks.clear();
mState.mActiveAttributes.clear();
mState.mActiveOutputVariables.clear();
mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
mBoundCompiler.set(context, context->getCompiler());
// Cache the compile source and options for compilation. Must be done now, since the source
// can change before the link call or another call that resolves the compile.
std::stringstream sourceStream;
mLastCompileOptions =
mImplementation->prepareSourceAndReturnOptions(&sourceStream, &mLastCompiledSourcePath);
mLastCompileOptions |= (SH_OBJECT_CODE | SH_VARIABLES);
mLastCompiledSource = sourceStream.str();
// Add default options to WebGL shaders to prevent unexpected behavior during compilation.
if (context->getExtensions().webglCompatibility)
{
mLastCompileOptions |= SH_INIT_GL_POSITION;
mLastCompileOptions |= SH_LIMIT_CALL_STACK_DEPTH;
mLastCompileOptions |= SH_LIMIT_EXPRESSION_COMPLEXITY;
mLastCompileOptions |= SH_ENFORCE_PACKING_RESTRICTIONS;
}
// Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop indexes
// in fragment shaders. Shader compilation will fail. To provide a better error message we can
// instruct the compiler to pre-validate.
if (mRendererLimitations.shadersRequireIndexedLoopValidation)
{
mLastCompileOptions |= SH_VALIDATE_LOOP_INDEXING;
}
}
void Shader::resolveCompile(const Context *context)
{
if (!mState.compilePending())
{
return;
}
ASSERT(mBoundCompiler.get());
ShHandle compilerHandle = mBoundCompiler->getCompilerHandle(mState.mShaderType);
std::vector<const char *> srcStrings;
if (!mLastCompiledSourcePath.empty())
{
srcStrings.push_back(mLastCompiledSourcePath.c_str());
}
srcStrings.push_back(mLastCompiledSource.c_str());
if (!sh::Compile(compilerHandle, &srcStrings[0], srcStrings.size(), mLastCompileOptions))
{
mInfoLog = sh::GetInfoLog(compilerHandle);
WARN() << std::endl << mInfoLog;
mState.mCompileStatus = CompileStatus::NOT_COMPILED;
return;
}
mState.mTranslatedSource = sh::GetObjectCode(compilerHandle);
#if !defined(NDEBUG)
// Prefix translated shader with commented out un-translated shader.
// Useful in diagnostics tools which capture the shader source.
std::ostringstream shaderStream;
shaderStream << "// GLSL\n";
shaderStream << "//\n";
std::istringstream inputSourceStream(mState.mSource);
std::string line;
while (std::getline(inputSourceStream, line))
{
// Remove null characters from the source line
line.erase(std::remove(line.begin(), line.end(), '\0'), line.end());
shaderStream << "// " << line << std::endl;
}
shaderStream << "\n\n";
shaderStream << mState.mTranslatedSource;
mState.mTranslatedSource = shaderStream.str();
#endif // !defined(NDEBUG)
// Gather the shader information
mState.mShaderVersion = sh::GetShaderVersion(compilerHandle);
mState.mVaryings = GetShaderVariables(sh::GetVaryings(compilerHandle));
mState.mUniforms = GetShaderVariables(sh::GetUniforms(compilerHandle));
mState.mInterfaceBlocks = GetShaderVariables(sh::GetInterfaceBlocks(compilerHandle));
switch (mState.mShaderType)
{
case GL_COMPUTE_SHADER:
{
mState.mLocalSize = sh::GetComputeShaderLocalGroupSize(compilerHandle);
break;
}
case GL_VERTEX_SHADER:
{
mState.mActiveAttributes = GetActiveShaderVariables(sh::GetAttributes(compilerHandle));
break;
}
case GL_FRAGMENT_SHADER:
{
// TODO(jmadill): Figure out why we only sort in the FS, and if we need to.
std::sort(mState.mVaryings.begin(), mState.mVaryings.end(), CompareShaderVar);
mState.mActiveOutputVariables =
GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
break;
}
default:
UNREACHABLE();
}
ASSERT(!mState.mTranslatedSource.empty());
bool success = mImplementation->postTranslateCompile(mBoundCompiler.get(), &mInfoLog);
mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED;
}
void Shader::addRef()
{
mRefCount++;
}
void Shader::release(const Context *context)
{
mRefCount--;
if (mRefCount == 0 && mDeleteStatus)
{
mResourceManager->deleteShader(context, mHandle);
}
}
unsigned int Shader::getRefCount() const
{
return mRefCount;
}
bool Shader::isFlaggedForDeletion() const
{
return mDeleteStatus;
}
void Shader::flagForDeletion()
{
mDeleteStatus = true;
}
bool Shader::isCompiled(const Context *context)
{
resolveCompile(context);
return mState.mCompileStatus == CompileStatus::COMPILED;
}
int Shader::getShaderVersion(const Context *context)
{
resolveCompile(context);
return mState.mShaderVersion;
}
const std::vector<sh::Varying> &Shader::getVaryings(const Context *context)
{
resolveCompile(context);
return mState.getVaryings();
}
const std::vector<sh::Uniform> &Shader::getUniforms(const Context *context)
{
resolveCompile(context);
return mState.getUniforms();
}
const std::vector<sh::InterfaceBlock> &Shader::getInterfaceBlocks(const Context *context)
{
resolveCompile(context);
return mState.getInterfaceBlocks();
}
const std::vector<sh::Attribute> &Shader::getActiveAttributes(const Context *context)
{
resolveCompile(context);
return mState.getActiveAttributes();
}
const std::vector<sh::OutputVariable> &Shader::getActiveOutputVariables(const Context *context)
{
resolveCompile(context);
return mState.getActiveOutputVariables();
}
const sh::WorkGroupSize &Shader::getWorkGroupSize(const Context *context)
{
resolveCompile(context);
return mState.mLocalSize;
}
const std::string &Shader::getCompilerResourcesString() const
{
ASSERT(mBoundCompiler.get());
return mBoundCompiler->getBuiltinResourcesString(mState.mShaderType);
}
} // namespace gl