// Copyright (c) 2010 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "gpu/command_buffer/service/shader_translator.h" #include #include "base/at_exit.h" #include "base/logging.h" namespace { void FinalizeShaderTranslator(void* /* dummy */) { ShFinalize(); } bool InitializeShaderTranslator() { static bool initialized = false; if (!initialized && ShInitialize()) { base::AtExitManager::RegisterCallback(&FinalizeShaderTranslator, NULL); initialized = true; } return initialized; } using gpu::gles2::ShaderTranslator; void GetVariableInfo(ShHandle compiler, ShShaderInfo var_type, ShaderTranslator::VariableMap* var_map) { int name_len = 0; switch (var_type) { case SH_ACTIVE_ATTRIBUTES: ShGetInfo(compiler, SH_ACTIVE_ATTRIBUTE_MAX_LENGTH, &name_len); break; case SH_ACTIVE_UNIFORMS: ShGetInfo(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH, &name_len); break; default: NOTREACHED(); } if (name_len <= 1) return; scoped_array name(new char[name_len]); int num_vars = 0; ShGetInfo(compiler, var_type, &num_vars); for (int i = 0; i < num_vars; ++i) { int size = 0; ShDataType type = SH_NONE; switch (var_type) { case SH_ACTIVE_ATTRIBUTES: ShGetActiveAttrib(compiler, i, NULL, &size, &type, name.get()); break; case SH_ACTIVE_UNIFORMS: ShGetActiveUniform(compiler, i, NULL, &size, &type, name.get()); break; default: NOTREACHED(); } ShaderTranslator::VariableInfo info(type, size); (*var_map)[name.get()] = info; } } } // namespace namespace gpu { namespace gles2 { ShaderTranslator::ShaderTranslator() : compiler_(NULL), implementation_is_glsl_es_(false) { } ShaderTranslator::~ShaderTranslator() { if (compiler_ != NULL) ShDestruct(compiler_); } bool ShaderTranslator::Init(ShShaderType shader_type, ShShaderSpec shader_spec, const ShBuiltInResources* resources, bool implementation_is_glsl_es) { // Make sure Init is called only once. DCHECK(compiler_ == NULL); DCHECK(shader_type == SH_FRAGMENT_SHADER || shader_type == SH_VERTEX_SHADER); DCHECK(shader_spec == SH_GLES2_SPEC || shader_spec == SH_WEBGL_SPEC); DCHECK(resources != NULL); if (!InitializeShaderTranslator()) return false; compiler_ = ShConstructCompiler(shader_type, shader_spec, resources); implementation_is_glsl_es_ = implementation_is_glsl_es; return compiler_ != NULL; } bool ShaderTranslator::Translate(const char* shader) { // Make sure this instance is initialized. DCHECK(compiler_ != NULL); DCHECK(shader != NULL); ClearResults(); bool success = false; int compile_options = SH_OBJECT_CODE | SH_ATTRIBUTES_UNIFORMS; if (ShCompile(compiler_, &shader, 1, compile_options)) { success = true; if (!implementation_is_glsl_es_) { // Get translated shader. int obj_code_len = 0; ShGetInfo(compiler_, SH_OBJECT_CODE_LENGTH, &obj_code_len); if (obj_code_len > 1) { translated_shader_.reset(new char[obj_code_len]); ShGetObjectCode(compiler_, translated_shader_.get()); } } else { // Pass down the original shader's source rather than the // compiler's output. TODO(kbr): once the shader compiler has a // GLSL ES backend, use its output. int shader_code_len = 1 + strlen(shader); if (shader_code_len > 1) { translated_shader_.reset(new char[shader_code_len]); strncpy(translated_shader_.get(), shader, shader_code_len); } } // Get info for attribs and uniforms. GetVariableInfo(compiler_, SH_ACTIVE_ATTRIBUTES, &attrib_map_); GetVariableInfo(compiler_, SH_ACTIVE_UNIFORMS, &uniform_map_); } // Get info log. int info_log_len = 0; ShGetInfo(compiler_, SH_INFO_LOG_LENGTH, &info_log_len); if (info_log_len > 1) { info_log_.reset(new char[info_log_len]); ShGetInfoLog(compiler_, info_log_.get()); } return success; } const char* ShaderTranslator::translated_shader() const { return translated_shader_.get(); } const char* ShaderTranslator::info_log() const { return info_log_.get(); } const ShaderTranslatorInterface::VariableMap& ShaderTranslator::attrib_map() const { return attrib_map_; } const ShaderTranslatorInterface::VariableMap& ShaderTranslator::uniform_map() const { return uniform_map_; } void ShaderTranslator::ClearResults() { translated_shader_.reset(); info_log_.reset(); attrib_map_.clear(); uniform_map_.clear(); } } // namespace gles2 } // namespace gpu