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kc3-lang/angle/util/shader_utils.cpp

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  • Author : Jamie Madill
    Date : 2019-10-09 10:26:25
    Hash : 95a736bd
    Message : Reland "Add more test_utils functions." This is a reland of 5fcfcea4a9379633a83a67fc1d94938cb31f2a9c Re-land uses static linking with angle_util. The root cause of the CFI error wasn't solved. Static linking works around the problem by not using any export rules. Second re-land fixes missing imports for libEGL and libGLESv2 static varieties. Original change's description: > Add more test_utils functions. > > Includes methods for creating temporary files, deleting files, and > reading files into a string. Also renames GetPathSeparator to mention > it's only used for environment variables. Includes a new virtual type > angle::Process that will be used to implement cross-platform async > Process launching for tests. Also includes a way to specify a custom > crash handler callback. > > Also adds a few unit tests for the new functionality. They are disabled > on Android because the functions are not needed by the new test runner. > > Bug: angleproject:3162 > Change-Id: I3e2c2e9837608884c98379fa0f78c9ffbe158d73 > Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1821940 > Commit-Queue: Jamie Madill <jmadill@chromium.org> > Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Bug: chromium:1015810 Bug: angleproject:3162 Change-Id: I2a18b819b0f91df610ad12ffedea2b38349fe7cf Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1879859 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • util/shader_utils.cpp
  • //
    // Copyright 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 "util/shader_utils.h"
    
    #include <cstring>
    #include <fstream>
    #include <iostream>
    #include <vector>
    
    #include "util/test_utils.h"
    
    namespace
    {
    bool ReadEntireFile(const std::string &filePath, std::string *contentsOut)
    {
        constexpr uint32_t kMaxBufferSize = 2000;
        char buffer[kMaxBufferSize]       = {};
        if (!angle::ReadEntireFileToString(filePath.c_str(), buffer, kMaxBufferSize) ||
            strlen(buffer) == 0)
            return false;
        *contentsOut = buffer;
        return true;
    }
    
    GLuint CompileProgramInternal(const char *vsSource,
                                  const char *gsSource,
                                  const char *fsSource,
                                  const std::function<void(GLuint)> &preLinkCallback)
    {
        GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
        GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
    
        if (vs == 0 || fs == 0)
        {
            glDeleteShader(fs);
            glDeleteShader(vs);
            return 0;
        }
    
        GLuint program = glCreateProgram();
    
        glAttachShader(program, vs);
        glDeleteShader(vs);
    
        glAttachShader(program, fs);
        glDeleteShader(fs);
    
        GLuint gs = 0;
    
        if (strlen(gsSource) > 0)
        {
            gs = CompileShader(GL_GEOMETRY_SHADER_EXT, gsSource);
            if (gs == 0)
            {
                glDeleteShader(vs);
                glDeleteShader(fs);
                glDeleteProgram(program);
                return 0;
            }
    
            glAttachShader(program, gs);
            glDeleteShader(gs);
        }
    
        if (preLinkCallback)
        {
            preLinkCallback(program);
        }
    
        glLinkProgram(program);
    
        return CheckLinkStatusAndReturnProgram(program, true);
    }
    }  // namespace
    
    GLuint CompileShader(GLenum type, const char *source)
    {
        GLuint shader = glCreateShader(type);
    
        const char *sourceArray[1] = {source};
        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;
        if (!ReadEntireFile(sourcePath, &source))
        {
            std::cerr << "Error reading shader file: " << sourcePath << "\n";
            return 0;
        }
    
        return CompileShader(type, source.c_str());
    }
    
    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 char *vsSource,
        const char *fsSource,
        const std::vector<std::string> &transformFeedbackVaryings,
        GLenum bufferMode)
    {
        auto preLink = [&](GLuint program) {
            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);
            }
        };
    
        return CompileProgramInternal(vsSource, "", fsSource, preLink);
    }
    
    GLuint CompileProgram(const char *vsSource, const char *fsSource)
    {
        return CompileProgramInternal(vsSource, "", fsSource, nullptr);
    }
    
    GLuint CompileProgram(const char *vsSource,
                          const char *fsSource,
                          const std::function<void(GLuint)> &preLinkCallback)
    {
        return CompileProgramInternal(vsSource, "", fsSource, preLinkCallback);
    }
    
    GLuint CompileProgramWithGS(const char *vsSource, const char *gsSource, const char *fsSource)
    {
        return CompileProgramInternal(vsSource, gsSource, fsSource, nullptr);
    }
    
    GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath)
    {
        std::string vsSource;
        if (!ReadEntireFile(vsPath, &vsSource))
        {
            std::cerr << "Error reading shader: " << vsPath << "\n";
            return 0;
        }
    
        std::string fsSource;
        if (!ReadEntireFile(fsPath, &fsSource))
        {
            std::cerr << "Error reading shader: " << fsPath << "\n";
            return 0;
        }
    
        return CompileProgram(vsSource.c_str(), fsSource.c_str());
    }
    
    GLuint CompileComputeProgram(const char *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);
    }
    
    bool LinkAttachedProgram(GLuint program)
    {
        glLinkProgram(program);
        return (CheckLinkStatusAndReturnProgram(program, true) != 0);
    }
    
    namespace angle
    {
    
    namespace essl1_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    const char *ColorUniform()
    {
        return "u_color";
    }
    
    const char *Texture2DUniform()
    {
        return "u_tex2D";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(precision highp float;
    attribute vec4 a_position;
    
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    const char *Passthrough()
    {
        return R"(precision highp float;
    attribute vec4 a_position;
    varying vec4 v_position;
    
    void main()
    {
        gl_Position = a_position;
        v_position = a_position;
    })";
    }
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // texcoord.
    const char *Texture2D()
    {
        return R"(precision highp float;
    attribute vec4 a_position;
    varying vec2 v_texCoord;
    
    void main()
    {
        gl_Position = vec4(a_position.xy, 0.0, 1.0);
        v_texCoord = a_position.xy * 0.5 + vec2(0.5);
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
    // different colors. Needs varying v_position.
    const char *Checkered()
    {
        return R"(precision highp float;
    varying vec4 v_position;
    
    void main()
    {
        if (v_position.x * v_position.y > 0.0)
        {
            gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
        else
        {
            gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
        }
    })";
    }
    
    // A shader that fills with color taken from uniform named "color".
    const char *UniformColor()
    {
        return R"(uniform mediump vec4 u_color;
    void main(void)
    {
        gl_FragColor = u_color;
    })";
    }
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(precision mediump float;
    
    void main()
    {
        gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    // A shader that fills with 100% opaque green.
    const char *Green()
    {
        return R"(precision mediump float;
    
    void main()
    {
        gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    })";
    }
    
    // A shader that fills with 100% opaque blue.
    const char *Blue()
    {
        return R"(precision mediump float;
    
    void main()
    {
        gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
    })";
    }
    
    // A shader that samples the texture.
    const char *Texture2D()
    {
        return R"(precision mediump float;
    uniform sampler2D u_tex2D;
    varying vec2 v_texCoord;
    
    void main()
    {
        gl_FragColor = texture2D(u_tex2D, v_texCoord);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl1_shaders
    
    namespace essl3_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(#version 300 es
    void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(#version 300 es
    in vec4 a_position;
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    const char *Passthrough()
    {
        return R"(#version 300 es
    in vec4 a_position;
    out vec4 v_position;
    void main()
    {
        gl_Position = a_position;
        v_position = a_position;
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(#version 300 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    // A shader that fills with 100% opaque green.
    const char *Green()
    {
        return R"(#version 300 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
    })";
    }
    
    // A shader that fills with 100% opaque blue.
    const char *Blue()
    {
        return R"(#version 300 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl3_shaders
    
    namespace essl31_shaders
    {
    
    const char *PositionAttrib()
    {
        return "a_position";
    }
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    const char *Zero()
    {
        return R"(#version 310 es
    void main()
    {
        gl_Position = vec4(0);
    })";
    }
    
    // A shader that sets gl_Position to attribute a_position.
    const char *Simple()
    {
        return R"(#version 310 es
    in vec4 a_position;
    void main()
    {
        gl_Position = a_position;
    })";
    }
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    const char *Passthrough()
    {
        return R"(#version 310 es
    in vec4 a_position;
    out vec4 v_position;
    void main()
    {
        gl_Position = a_position;
        v_position = a_position;
    })";
    }
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    const char *Red()
    {
        return R"(#version 310 es
    precision highp float;
    out vec4 my_FragColor;
    void main()
    {
        my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
    })";
    }
    
    }  // namespace fs
    }  // namespace essl31_shaders
    }  // namespace angle