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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /dom/canvas/WebGLShader.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
download | UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.gz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.lz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.tar.xz UXP-5f8de423f190bbb79a62f804151bc24824fa32d8.zip |
Add m-esr52 at 52.6.0
Diffstat (limited to 'dom/canvas/WebGLShader.cpp')
-rw-r--r-- | dom/canvas/WebGLShader.cpp | 465 |
1 files changed, 465 insertions, 0 deletions
diff --git a/dom/canvas/WebGLShader.cpp b/dom/canvas/WebGLShader.cpp new file mode 100644 index 000000000..37380f1e0 --- /dev/null +++ b/dom/canvas/WebGLShader.cpp @@ -0,0 +1,465 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#include "WebGLShader.h" + +#include "angle/ShaderLang.h" +#include "GLContext.h" +#include "mozilla/dom/WebGLRenderingContextBinding.h" +#include "mozilla/MemoryReporting.h" +#include "nsPrintfCString.h" +#include "nsString.h" +#include "prenv.h" +#include "WebGLContext.h" +#include "WebGLObjectModel.h" +#include "WebGLShaderValidator.h" +#include "WebGLValidateStrings.h" + +namespace mozilla { + +// On success, writes to out_validator and out_translatedSource. +// On failure, writes to out_translationLog. +static bool +Translate(const nsACString& source, webgl::ShaderValidator* validator, + nsACString* const out_translationLog, nsACString* const out_translatedSource) +{ + if (!validator->ValidateAndTranslate(source.BeginReading())) { + validator->GetInfoLog(out_translationLog); + return false; + } + + // Success + validator->GetOutput(out_translatedSource); + return true; +} + +template<size_t N> +static bool +SubstringStartsWith(const std::string& testStr, size_t offset, const char (& refStr)[N]) +{ + for (size_t i = 0; i < N-1; i++) { + if (testStr[offset + i] != refStr[i]) + return false; + } + return true; +} + +/* On success, writes to out_translatedSource. + * On failure, writes to out_translationLog. + * + * Requirements: + * #version is either omitted, `#version 100`, or `version 300 es`. + */ +static bool +TranslateWithoutValidation(const nsACString& sourceNS, bool isWebGL2, + nsACString* const out_translationLog, + nsACString* const out_translatedSource) +{ + std::string source = sourceNS.BeginReading(); + + size_t versionStrStart = source.find("#version"); + size_t versionStrLen; + uint32_t glesslVersion; + + if (versionStrStart != std::string::npos) { + static const char versionStr100[] = "#version 100\n"; + static const char versionStr300es[] = "#version 300 es\n"; + + if (isWebGL2 && SubstringStartsWith(source, versionStrStart, versionStr300es)) { + glesslVersion = 300; + versionStrLen = strlen(versionStr300es); + + } else if (SubstringStartsWith(source, versionStrStart, versionStr100)) { + glesslVersion = 100; + versionStrLen = strlen(versionStr100); + + } else { + nsPrintfCString error("#version, if declared, must be %s.", + isWebGL2 ? "`100` or `300 es`" + : "`100`"); + *out_translationLog = error; + return false; + } + } else { + versionStrStart = 0; + versionStrLen = 0; + glesslVersion = 100; + } + + std::string reversionedSource = source; + reversionedSource.erase(versionStrStart, versionStrLen); + + switch (glesslVersion) { + case 100: + /* According to ARB_ES2_compatibility extension glsl + * should accept #version 100 for ES 2 shaders. */ + reversionedSource.insert(versionStrStart, "#version 100\n"); + break; + case 300: + reversionedSource.insert(versionStrStart, "#version 330\n"); + break; + default: + MOZ_CRASH("GFX: Bad `glesslVersion`."); + } + + out_translatedSource->Assign(reversionedSource.c_str(), + reversionedSource.length()); + return true; +} + +static void +GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader, bool* const out_success, + nsACString* const out_log) +{ + GLint compileStatus = LOCAL_GL_FALSE; + gl->fGetShaderiv(shader, LOCAL_GL_COMPILE_STATUS, &compileStatus); + + // It's simpler if we always get the log. + GLint lenWithNull = 0; + gl->fGetShaderiv(shader, LOCAL_GL_INFO_LOG_LENGTH, &lenWithNull); + + if (lenWithNull > 1) { + // SetLength takes the length without the null. + out_log->SetLength(lenWithNull - 1); + gl->fGetShaderInfoLog(shader, lenWithNull, nullptr, out_log->BeginWriting()); + } else { + out_log->SetLength(0); + } + + *out_success = (compileStatus == LOCAL_GL_TRUE); +} + +//////////////////////////////////////////////////////////////////////////////// + +static GLuint +CreateShader(gl::GLContext* gl, GLenum type) +{ + gl->MakeCurrent(); + return gl->fCreateShader(type); +} + +WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type) + : WebGLRefCountedObject(webgl) + , mGLName(CreateShader(webgl->GL(), type)) + , mType(type) + , mTranslationSuccessful(false) + , mCompilationSuccessful(false) +{ + mContext->mShaders.insertBack(this); +} + +WebGLShader::~WebGLShader() +{ + DeleteOnce(); +} + +void +WebGLShader::ShaderSource(const nsAString& source) +{ + StripComments stripComments(source); + const nsAString& cleanSource = Substring(stripComments.result().Elements(), + stripComments.length()); + if (!ValidateGLSLString(cleanSource, mContext, "shaderSource")) + return; + + // We checked that the source stripped of comments is in the + // 7-bit ASCII range, so we can skip the NS_IsAscii() check. + const NS_LossyConvertUTF16toASCII sourceCString(cleanSource); + + if (mContext->gl->WorkAroundDriverBugs()) { + const size_t maxSourceLength = 0x3ffff; + if (sourceCString.Length() > maxSourceLength) { + mContext->ErrorInvalidValue("shaderSource: Source has more than %d" + " characters. (Driver workaround)", + maxSourceLength); + return; + } + } + + if (PR_GetEnv("MOZ_WEBGL_DUMP_SHADERS")) { + printf_stderr("////////////////////////////////////////\n"); + printf_stderr("// MOZ_WEBGL_DUMP_SHADERS:\n"); + + // Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded + // internal size, so long strings are truncated. + + int32_t start = 0; + int32_t end = sourceCString.Find("\n", false, start, -1); + while (end > -1) { + const nsCString line(sourceCString.BeginReading() + start, end - start); + printf_stderr("%s\n", line.BeginReading()); + start = end + 1; + end = sourceCString.Find("\n", false, start, -1); + } + + printf_stderr("////////////////////////////////////////\n"); + } + + mSource = source; + mCleanSource = sourceCString; +} + +void +WebGLShader::CompileShader() +{ + mValidator = nullptr; + mTranslationSuccessful = false; + mCompilationSuccessful = false; + + gl::GLContext* gl = mContext->gl; + + mValidator.reset(mContext->CreateShaderValidator(mType)); + + bool success; + if (mValidator) { + success = Translate(mCleanSource, mValidator.get(), &mValidationLog, + &mTranslatedSource); + } else { + success = TranslateWithoutValidation(mCleanSource, mContext->IsWebGL2(), + &mValidationLog, &mTranslatedSource); + } + + if (!success) + return; + + mTranslationSuccessful = true; + + gl->MakeCurrent(); + + const char* const parts[] = { + mTranslatedSource.BeginReading() + }; + gl->fShaderSource(mGLName, ArrayLength(parts), parts, nullptr); + + gl->fCompileShader(mGLName); + + GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful, &mCompilationLog); +} + +void +WebGLShader::GetShaderInfoLog(nsAString* out) const +{ + const nsCString& log = !mTranslationSuccessful ? mValidationLog + : mCompilationLog; + CopyASCIItoUTF16(log, *out); +} + +JS::Value +WebGLShader::GetShaderParameter(GLenum pname) const +{ + switch (pname) { + case LOCAL_GL_SHADER_TYPE: + return JS::NumberValue(mType); + + case LOCAL_GL_DELETE_STATUS: + return JS::BooleanValue(IsDeleteRequested()); + + case LOCAL_GL_COMPILE_STATUS: + return JS::BooleanValue(mCompilationSuccessful); + + default: + mContext->ErrorInvalidEnumInfo("getShaderParameter: `pname`", pname); + return JS::NullValue(); + } +} + +void +WebGLShader::GetShaderSource(nsAString* out) const +{ + out->SetIsVoid(false); + *out = mSource; +} + +void +WebGLShader::GetShaderTranslatedSource(nsAString* out) const +{ + if (!mCompilationSuccessful) { + mContext->ErrorInvalidOperation("getShaderTranslatedSource: Shader has" + " not been successfully compiled."); + return; + } + + out->SetIsVoid(false); + CopyASCIItoUTF16(mTranslatedSource, *out); +} + +//////////////////////////////////////////////////////////////////////////////// + +bool +WebGLShader::CanLinkTo(const WebGLShader* prev, nsCString* const out_log) const +{ + if (!mValidator) + return true; + + return mValidator->CanLinkTo(prev->mValidator.get(), out_log); +} + +size_t +WebGLShader::CalcNumSamplerUniforms() const +{ + if (mValidator) + return mValidator->CalcNumSamplerUniforms(); + + // TODO + return 0; +} + +size_t +WebGLShader::NumAttributes() const +{ + if (mValidator) + return mValidator->NumAttributes(); + + // TODO + return 0; +} + +void +WebGLShader::BindAttribLocation(GLuint prog, const nsCString& userName, + GLuint index) const +{ + std::string userNameStr(userName.BeginReading()); + + const std::string* mappedNameStr = &userNameStr; + if (mValidator) + mValidator->FindAttribMappedNameByUserName(userNameStr, &mappedNameStr); + + mContext->gl->fBindAttribLocation(prog, index, mappedNameStr->c_str()); +} + +bool +WebGLShader::FindAttribUserNameByMappedName(const nsACString& mappedName, + nsCString* const out_userName) const +{ + if (!mValidator) + return false; + + const std::string mappedNameStr(mappedName.BeginReading()); + const std::string* userNameStr; + if (!mValidator->FindAttribUserNameByMappedName(mappedNameStr, &userNameStr)) + return false; + + *out_userName = userNameStr->c_str(); + return true; +} + +bool +WebGLShader::FindVaryingByMappedName(const nsACString& mappedName, + nsCString* const out_userName, + bool* const out_isArray) const +{ + if (!mValidator) + return false; + + const std::string mappedNameStr(mappedName.BeginReading()); + std::string userNameStr; + if (!mValidator->FindVaryingByMappedName(mappedNameStr, &userNameStr, out_isArray)) + return false; + + *out_userName = userNameStr.c_str(); + return true; +} + +bool +WebGLShader::FindUniformByMappedName(const nsACString& mappedName, + nsCString* const out_userName, + bool* const out_isArray) const +{ + if (!mValidator) + return false; + + const std::string mappedNameStr(mappedName.BeginReading(), mappedName.Length()); + std::string userNameStr; + if (!mValidator->FindUniformByMappedName(mappedNameStr, &userNameStr, out_isArray)) + return false; + + *out_userName = userNameStr.c_str(); + return true; +} + +bool +WebGLShader::UnmapUniformBlockName(const nsACString& baseMappedName, + nsCString* const out_baseUserName) const +{ + if (!mValidator) { + *out_baseUserName = baseMappedName; + return true; + } + + return mValidator->UnmapUniformBlockName(baseMappedName, out_baseUserName); +} + +void +WebGLShader::EnumerateFragOutputs(std::map<nsCString, const nsCString> &out_FragOutputs) const +{ + out_FragOutputs.clear(); + + if (!mValidator) { + return; + } + mValidator->EnumerateFragOutputs(out_FragOutputs); +} + +void +WebGLShader::MapTransformFeedbackVaryings(const std::vector<nsString>& varyings, + std::vector<std::string>* out_mappedVaryings) const +{ + MOZ_ASSERT(mType == LOCAL_GL_VERTEX_SHADER); + MOZ_ASSERT(out_mappedVaryings); + + out_mappedVaryings->clear(); + out_mappedVaryings->reserve(varyings.size()); + + for (const auto& wideUserName : varyings) { + const NS_LossyConvertUTF16toASCII mozUserName(wideUserName); // Don't validate here. + const std::string userName(mozUserName.BeginReading(), mozUserName.Length()); + const std::string* pMappedName = &userName; + if (mValidator) { + mValidator->FindVaryingMappedNameByUserName(userName, &pMappedName); + } + out_mappedVaryings->push_back(*pMappedName); + } +} + +//////////////////////////////////////////////////////////////////////////////// +// Boilerplate + +JSObject* +WebGLShader::WrapObject(JSContext* js, JS::Handle<JSObject*> givenProto) +{ + return dom::WebGLShaderBinding::Wrap(js, this, givenProto); +} + +size_t +WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf) const +{ + size_t validatorSize = mValidator ? mallocSizeOf(mValidator.get()) + : 0; + return mallocSizeOf(this) + + mSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) + + mCleanSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) + + validatorSize + + mValidationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf) + + mTranslatedSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) + + mCompilationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf); +} + +void +WebGLShader::Delete() +{ + gl::GLContext* gl = mContext->GL(); + + gl->MakeCurrent(); + gl->fDeleteShader(mGLName); + + LinkedListElement<WebGLShader>::removeFrom(mContext->mShaders); +} + +NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLShader) + +NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLShader, AddRef) +NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLShader, Release) + +} // namespace mozilla |