Hash :
4c4c8e72
        
        Author :
  
        
        Date :
2016-08-04T12:25:34
        
      
Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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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, NULL);
    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()), NULL, &infoLog[0]);
            std::cerr << "shader compilation failed: " << &infoLog[0];
        }
        else
        {
            std::cerr << "shader compilation failed. <Empty log message>";
        }
        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)
{
    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);
}