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//
// Copyright 2015 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.
//
// ShaderGL.cpp: Implements the class methods for ShaderGL.
#include "libANGLE/renderer/gl/ShaderGL.h"
#include "common/debug.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/RendererGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"
#include <iostream>
namespace rx
{
ShaderGL::ShaderGL(const gl::ShaderState &data,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds)
: ShaderImpl(data), mFunctions(functions), mWorkarounds(workarounds), mShaderID(0)
{
ASSERT(mFunctions);
}
ShaderGL::~ShaderGL()
{
if (mShaderID != 0)
{
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
}
}
ShCompileOptions ShaderGL::prepareSourceAndReturnOptions(std::stringstream *sourceStream,
std::string * /*sourcePath*/)
{
// Reset the previous state
if (mShaderID != 0)
{
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
}
*sourceStream << mData.getSource();
ShCompileOptions options = SH_INIT_GL_POSITION;
if (mWorkarounds.doWhileGLSLCausesGPUHang)
{
options |= SH_REWRITE_DO_WHILE_LOOPS;
}
if (mWorkarounds.emulateAbsIntFunction)
{
options |= SH_EMULATE_ABS_INT_FUNCTION;
}
if (mWorkarounds.addAndTrueToLoopCondition)
{
options |= SH_ADD_AND_TRUE_TO_LOOP_CONDITION;
}
if (mWorkarounds.emulateIsnanFloat)
{
options |= SH_EMULATE_ISNAN_FLOAT_FUNCTION;
}
if (mWorkarounds.useUnusedBlocksWithStandardOrSharedLayout)
{
options |= SH_USE_UNUSED_STANDARD_SHARED_BLOCKS;
}
if (mWorkarounds.dontRemoveInvariantForFragmentInput)
{
options |= SH_DONT_REMOVE_INVARIANT_FOR_FRAGMENT_INPUT;
}
if (mWorkarounds.removeInvariantAndCentroidForESSL3)
{
options |= SH_REMOVE_INVARIANT_AND_CENTROID_FOR_ESSL3;
}
return options;
}
bool ShaderGL::postTranslateCompile(gl::Compiler *compiler, std::string *infoLog)
{
// Translate the ESSL into GLSL
const char *translatedSourceCString = mData.getTranslatedSource().c_str();
// Generate a shader object and set the source
mShaderID = mFunctions->createShader(mData.getShaderType());
mFunctions->shaderSource(mShaderID, 1, &translatedSourceCString, nullptr);
mFunctions->compileShader(mShaderID);
// Check for compile errors from the native driver
GLint compileStatus = GL_FALSE;
mFunctions->getShaderiv(mShaderID, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE)
{
// Compilation failed, put the error into the info log
GLint infoLogLength = 0;
mFunctions->getShaderiv(mShaderID, 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<char> buf(infoLogLength);
mFunctions->getShaderInfoLog(mShaderID, infoLogLength, nullptr, &buf[0]);
mFunctions->deleteShader(mShaderID);
mShaderID = 0;
*infoLog = &buf[0];
TRACE("\n%s", infoLog->c_str());
}
else
{
TRACE("\nShader compilation failed with no info log.");
}
return false;
}
return true;
}
std::string ShaderGL::getDebugInfo() const
{
return std::string();
}
GLuint ShaderGL::getShaderID() const
{
return mShaderID;
}
}
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