/*
* 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);
}