Hash :
97049c6a
Author :
Date :
2014-10-06T21:39:16
Enhance shader debug output glGetTranslatedShaderSourceANGLE() returns the glsl code, the initial translated hlsl code, the final translated hlsl code and the disassembly of the generated binary with the compiler configuration. This enhancement is only available if the define ANGLE_GENERATE_SHADER_DEBUG_INFO exists. This define is set in the debug configurations for the Windows platform. BUG=angle:751 Change-Id: I8b15e8b25fbb0c0575a73cc876bf8f1fa7ed142a Reviewed-on: https://chromium-review.googlesource.com/221059 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117
//
// Copyright (c) 2002-2013 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.h: Defines the abstract gl::Shader class and its concrete 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.
#ifndef LIBGLESV2_SHADER_H_
#define LIBGLESV2_SHADER_H_
#include <string>
#include <list>
#include <vector>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
#include "common/angleutils.h"
#include "libGLESv2/angletypes.h"
namespace rx
{
class ShaderImpl;
}
namespace gl
{
class ResourceManager;
struct PackedVarying : public sh::Varying
{
unsigned int registerIndex; // Assigned during link
unsigned int columnIndex; // Assigned during link, defaults to 0
PackedVarying(const sh::Varying &varying)
: sh::Varying(varying),
registerIndex(GL_INVALID_INDEX),
columnIndex(0)
{}
bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
bool isBuiltIn() const { return name.compare(0, 3, "gl_") == 0; }
void resetRegisterAssignment()
{
registerIndex = GL_INVALID_INDEX;
}
};
class Shader
{
public:
Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle);
virtual ~Shader();
GLenum getType() const { return mType; }
GLuint getHandle() const;
rx::ShaderImpl *getImplementation() { return mShader; }
const rx::ShaderImpl *getImplementation() const { return mShader; }
void deleteSource();
void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
int getSourceLength() const;
void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
int getTranslatedSourceLength() const;
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
void getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer) const;
void compile();
bool isCompiled() const { return mCompiled; }
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
const std::vector<gl::PackedVarying> &getVaryings() const;
const std::vector<sh::Uniform> &getUniforms() const;
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const;
const std::vector<sh::Attribute> &getActiveAttributes() const;
const std::vector<sh::Attribute> &getActiveOutputVariables() const;
std::vector<gl::PackedVarying> &getVaryings();
std::vector<sh::Uniform> &getUniforms();
std::vector<sh::InterfaceBlock> &getInterfaceBlocks();
std::vector<sh::Attribute> &getActiveAttributes();
std::vector<sh::Attribute> &getActiveOutputVariables();
private:
DISALLOW_COPY_AND_ASSIGN(Shader);
static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
rx::ShaderImpl *mShader;
const GLuint mHandle;
const GLenum mType;
std::string mSource;
unsigned int mRefCount; // Number of program objects this shader is attached to
bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
bool mCompiled; // Indicates if this shader has been successfully compiled
ResourceManager *mResourceManager;
};
}
#endif // LIBGLESV2_SHADER_H_