// // 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(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager) { 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) { ShBuiltInResources resources; ShInitBuiltInResources(&resources); Context *context = getContext(); resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS; resources.MaxVaryingVectors = context->getMaximumVaryingVectors(); resources.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS; resources.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS; resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; resources.MaxFragmentUniformVectors = context->getMaximumFragmentUniformVectors(); resources.MaxDrawBuffers = MAX_DRAW_BUFFERS; resources.OES_standard_derivatives = 1; mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, &resources); mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, &resources); } } mRefCount = 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::addRef() { mRefCount++; } void Shader::release() { mRefCount--; if (mRefCount == 0 && mDeleteStatus) { mResourceManager->deleteShader(mHandle); } } unsigned int Shader::getRefCount() const { return mRefCount; } 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 %255s %255s", 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; mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL; mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL; } } void Shader::compileToHLSL(void *compiler) { if (isCompiled() || !mSource) { return; } TRACE("\n%s", mSource); delete[] mInfoLog; mInfoLog = NULL; int result = ShCompile(compiler, &mSource, 1, SH_OBJECT_CODE); if (result) { int objCodeLen = 0; ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen); mHlsl = new char[objCodeLen]; ShGetObjectCode(compiler, mHlsl); TRACE("\n%s", mHlsl); } else { int infoLogLen = 0; ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen); mInfoLog = new char[infoLogLen]; ShGetInfoLog(compiler, mInfoLog); 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(ResourceManager *manager, GLuint handle) : Shader(manager, 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 %255s _%255s", attributeType, attributeName); if (matches != 2) { break; } mAttributes.push_back(Attribute(parseType(attributeType), attributeName)); input = strstr(input, ";") + 2; } } } FragmentShader::FragmentShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle) { } FragmentShader::~FragmentShader() { } GLenum FragmentShader::getType() { return GL_FRAGMENT_SHADER; } void FragmentShader::compile() { compileToHLSL(mFragmentCompiler); parseVaryings(); varyings.sort(compareVarying); } }