/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrGLProgramBuilder.h" #include "GrAutoLocaleSetter.h" #include "GrContext.h" #include "GrContextPriv.h" #include "GrCoordTransform.h" #include "GrGLProgramBuilder.h" #include "GrProgramDesc.h" #include "GrShaderCaps.h" #include "GrSwizzle.h" #include "SkAutoMalloc.h" #include "SkATrace.h" #include "SkTraceEvent.h" #include "gl/GrGLGpu.h" #include "gl/GrGLProgram.h" #include "gl/builders/GrGLShaderStringBuilder.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLGeometryProcessor.h" #include "glsl/GrGLSLProgramDataManager.h" #include "glsl/GrGLSLXferProcessor.h" #define GL_CALL(X) GR_GL_CALL(this->gpu()->glInterface(), X) #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->gpu()->glInterface(), R, X) GrGLProgram* GrGLProgramBuilder::CreateProgram(const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrProgramDesc* desc, GrGLGpu* gpu) { #ifdef SK_DEBUG GrResourceProvider* resourceProvider = gpu->getContext()->contextPriv().resourceProvider(); SkASSERT(!pipeline.isBad() && primProc.instantiate(resourceProvider)); #endif ATRACE_ANDROID_FRAMEWORK("Shader Compile"); GrAutoLocaleSetter als("C"); // create a builder. This will be handed off to effects so they can use it to add // uniforms, varyings, textures, etc GrGLProgramBuilder builder(gpu, pipeline, primProc, desc); if (gpu->getContext()->getPersistentCache() && gpu->glCaps().programBinarySupport()) { sk_sp<SkData> key = SkData::MakeWithoutCopy(desc->asKey(), desc->keyLength()); builder.fCached = gpu->getContext()->getPersistentCache()->load(*key); // the eventual end goal is to completely skip emitAndInstallProcs on a cache hit, but it's // doing necessary setup in addition to generating the SkSL code. Currently we are only able // to skip the SkSL->GLSL step on a cache hit. } if (!builder.emitAndInstallProcs()) { builder.cleanupFragmentProcessors(); return nullptr; } return builder.finalize(); } ///////////////////////////////////////////////////////////////////////////// GrGLProgramBuilder::GrGLProgramBuilder(GrGLGpu* gpu, const GrPipeline& pipeline, const GrPrimitiveProcessor& primProc, GrProgramDesc* desc) : INHERITED(pipeline, primProc, desc) , fGpu(gpu) , fVaryingHandler(this) , fUniformHandler(this) { } const GrCaps* GrGLProgramBuilder::caps() const { return fGpu->caps(); } bool GrGLProgramBuilder::compileAndAttachShaders(const char* glsl, int length, GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds, const SkSL::Program::Settings& settings, const SkSL::Program::Inputs& inputs) { GrGLGpu* gpu = this->gpu(); GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId, type, glsl, length, gpu->stats(), settings); if (!shaderId) { return false; } *shaderIds->append() = shaderId; if (inputs.fFlipY) { GrProgramDesc* d = this->desc(); d->setSurfaceOriginKey(GrGLSLFragmentShaderBuilder::KeyForSurfaceOrigin( this->pipeline().proxy()->origin())); d->finalize(); } return true; } bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader, GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds, const SkSL::Program::Settings& settings, SkSL::Program::Inputs* outInputs) { SkSL::String glsl; std::unique_ptr<SkSL::Program> program = GrSkSLtoGLSL(gpu()->glContext(), type, shader.fCompilerStrings.begin(), shader.fCompilerStringLengths.begin(), shader.fCompilerStrings.count(), settings, &glsl); *outInputs = program->fInputs; return this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programId, type, shaderIds, settings, *outInputs); } GrGLProgram* GrGLProgramBuilder::finalize() { TRACE_EVENT0("skia", TRACE_FUNC); // verify we can get a program id GrGLuint programID; GL_CALL_RET(programID, CreateProgram()); if (0 == programID) { this->cleanupFragmentProcessors(); return nullptr; } if (this->gpu()->glCaps().programBinarySupport() && this->gpu()->getContext()->getPersistentCache()) { GL_CALL(ProgramParameteri(programID, GR_GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GR_GL_TRUE)); } this->finalizeShaders(); // compile shaders and bind attributes / uniforms const GrPrimitiveProcessor& primProc = this->primitiveProcessor(); SkSL::Program::Settings settings; settings.fCaps = this->gpu()->glCaps().shaderCaps(); settings.fFlipY = this->pipeline().proxy()->origin() != kTopLeft_GrSurfaceOrigin; settings.fFragColorIsInOut = this->fragColorIsInOut(); SkSL::Program::Inputs inputs; SkTDArray<GrGLuint> shadersToDelete; bool cached = nullptr != fCached.get(); if (cached) { this->bindProgramResourceLocations(programID); // cache hit, just hand the binary to GL const uint8_t* bytes = fCached->bytes(); size_t offset = 0; memcpy(&inputs, bytes + offset, sizeof(inputs)); offset += sizeof(inputs); if (inputs.fRTHeight) { this->addRTHeightUniform(SKSL_RTHEIGHT_NAME); } int binaryFormat; memcpy(&binaryFormat, bytes + offset, sizeof(binaryFormat)); offset += sizeof(binaryFormat); GL_CALL(ProgramBinary(programID, binaryFormat, (void*) (bytes + offset), fCached->size() - offset)); } else { // cache miss, compile shaders if (fFS.fForceHighPrecision) { settings.fForceHighPrecision = true; } SkSL::String glsl; std::unique_ptr<SkSL::Program> fs = GrSkSLtoGLSL(gpu()->glContext(), GR_GL_FRAGMENT_SHADER, fFS.fCompilerStrings.begin(), fFS.fCompilerStringLengths.begin(), fFS.fCompilerStrings.count(), settings, &glsl); inputs = fs->fInputs; if (inputs.fRTHeight) { this->addRTHeightUniform(SKSL_RTHEIGHT_NAME); } if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID, GR_GL_FRAGMENT_SHADER, &shadersToDelete, settings, inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } std::unique_ptr<SkSL::Program> vs = GrSkSLtoGLSL(gpu()->glContext(), GR_GL_VERTEX_SHADER, fVS.fCompilerStrings.begin(), fVS.fCompilerStringLengths.begin(), fVS.fCompilerStrings.count(), settings, &glsl); if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID, GR_GL_VERTEX_SHADER, &shadersToDelete, settings, inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } // NVPR actually requires a vertex shader to compile bool useNvpr = primProc.isPathRendering(); if (!useNvpr) { int vaCount = primProc.numAttribs(); for (int i = 0; i < vaCount; i++) { GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName)); } } if (primProc.willUseGeoShader()) { std::unique_ptr<SkSL::Program> gs; gs = GrSkSLtoGLSL(gpu()->glContext(), GR_GL_GEOMETRY_SHADER, fGS.fCompilerStrings.begin(), fGS.fCompilerStringLengths.begin(), fGS.fCompilerStrings.count(), settings, &glsl); if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID, GR_GL_GEOMETRY_SHADER, &shadersToDelete, settings, inputs)) { this->cleanupProgram(programID, shadersToDelete); return nullptr; } } this->bindProgramResourceLocations(programID); GL_CALL(LinkProgram(programID)); } // Calling GetProgramiv is expensive in Chromium. Assume success in release builds. bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver(); #ifdef SK_DEBUG checkLinked = true; #endif if (checkLinked) { if (!this->checkLinkStatus(programID)) { SkDebugf("VS:\n"); GrGLPrintShader(fGpu->glContext(), GR_GL_VERTEX_SHADER, fVS.fCompilerStrings.begin(), fVS.fCompilerStringLengths.begin(), fVS.fCompilerStrings.count(), settings); if (primProc.willUseGeoShader()) { SkDebugf("\nGS:\n"); GrGLPrintShader(fGpu->glContext(), GR_GL_GEOMETRY_SHADER, fGS.fCompilerStrings.begin(), fGS.fCompilerStringLengths.begin(), fGS.fCompilerStrings.count(), settings); } SkDebugf("\nFS:\n"); GrGLPrintShader(fGpu->glContext(), GR_GL_FRAGMENT_SHADER, fFS.fCompilerStrings.begin(), fFS.fCompilerStringLengths.begin(), fFS.fCompilerStrings.count(), settings); SkDEBUGFAIL(""); return nullptr; } } this->resolveProgramResourceLocations(programID); this->cleanupShaders(shadersToDelete); if (!cached && this->gpu()->getContext()->getPersistentCache() && fGpu->glCaps().programBinarySupport()) { GrGLsizei length = 0; GL_CALL(GetProgramiv(programID, GL_PROGRAM_BINARY_LENGTH, &length)); if (length > 0) { // store shader in cache sk_sp<SkData> key = SkData::MakeWithoutCopy(desc()->asKey(), desc()->keyLength()); GrGLenum binaryFormat; std::unique_ptr<char[]> binary(new char[length]); GL_CALL(GetProgramBinary(programID, length, &length, &binaryFormat, binary.get())); size_t dataLength = sizeof(inputs) + sizeof(binaryFormat) + length; std::unique_ptr<uint8_t[]> data(new uint8_t[dataLength]); size_t offset = 0; memcpy(data.get() + offset, &inputs, sizeof(inputs)); offset += sizeof(inputs); memcpy(data.get() + offset, &binaryFormat, sizeof(binaryFormat)); offset += sizeof(binaryFormat); memcpy(data.get() + offset, binary.get(), length); this->gpu()->getContext()->getPersistentCache()->store(*key, *SkData::MakeWithoutCopy(data.get(), dataLength)); } } return this->createProgram(programID); } void GrGLProgramBuilder::bindProgramResourceLocations(GrGLuint programID) { fUniformHandler.bindUniformLocations(programID, fGpu->glCaps()); const GrGLCaps& caps = this->gpu()->glCaps(); if (fFS.hasCustomColorOutput() && caps.bindFragDataLocationSupport()) { GL_CALL(BindFragDataLocation(programID, 0, GrGLSLFragmentShaderBuilder::DeclaredColorOutputName())); } if (fFS.hasSecondaryOutput() && caps.shaderCaps()->mustDeclareFragmentShaderOutput()) { GL_CALL(BindFragDataLocationIndexed(programID, 0, 1, GrGLSLFragmentShaderBuilder::DeclaredSecondaryColorOutputName())); } // handle NVPR separable varyings if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || !fGpu->glPathRendering()->shouldBindFragmentInputs()) { return; } int count = fVaryingHandler.fPathProcVaryingInfos.count(); for (int i = 0; i < count; ++i) { GL_CALL(BindFragmentInputLocation(programID, i, fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str())); fVaryingHandler.fPathProcVaryingInfos[i].fLocation = i; } } bool GrGLProgramBuilder::checkLinkStatus(GrGLuint programID) { GrGLint linked = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programID, GR_GL_LINK_STATUS, &linked)); if (!linked) { SkDebugf("Program linking failed.\n"); GrGLint infoLen = GR_GL_INIT_ZERO; GL_CALL(GetProgramiv(programID, GR_GL_INFO_LOG_LENGTH, &infoLen)); SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger if (infoLen > 0) { // retrieve length even though we don't need it to workaround // bug in chrome cmd buffer param validation. GrGLsizei length = GR_GL_INIT_ZERO; GL_CALL(GetProgramInfoLog(programID, infoLen+1, &length, (char*)log.get())); SkDebugf("%s", (char*)log.get()); } GL_CALL(DeleteProgram(programID)); programID = 0; } return SkToBool(linked); } void GrGLProgramBuilder::resolveProgramResourceLocations(GrGLuint programID) { fUniformHandler.getUniformLocations(programID, fGpu->glCaps()); // handle NVPR separable varyings if (!fGpu->glCaps().shaderCaps()->pathRenderingSupport() || fGpu->glPathRendering()->shouldBindFragmentInputs()) { return; } int count = fVaryingHandler.fPathProcVaryingInfos.count(); for (int i = 0; i < count; ++i) { GrGLint location; GL_CALL_RET(location, GetProgramResourceLocation( programID, GR_GL_FRAGMENT_INPUT, fVaryingHandler.fPathProcVaryingInfos[i].fVariable.c_str())); fVaryingHandler.fPathProcVaryingInfos[i].fLocation = location; } } void GrGLProgramBuilder::cleanupProgram(GrGLuint programID, const SkTDArray<GrGLuint>& shaderIDs) { GL_CALL(DeleteProgram(programID)); this->cleanupShaders(shaderIDs); this->cleanupFragmentProcessors(); } void GrGLProgramBuilder::cleanupShaders(const SkTDArray<GrGLuint>& shaderIDs) { for (int i = 0; i < shaderIDs.count(); ++i) { GL_CALL(DeleteShader(shaderIDs[i])); } } GrGLProgram* GrGLProgramBuilder::createProgram(GrGLuint programID) { return new GrGLProgram(fGpu, *this->desc(), fUniformHandles, programID, fUniformHandler.fUniforms, fUniformHandler.fSamplers, fUniformHandler.fTexelBuffers, fVaryingHandler.fPathProcVaryingInfos, std::move(fGeometryProcessor), std::move(fXferProcessor), fFragmentProcessors); }