// Copyright (c) 2012 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 #include #include "base/at_exit.h" #include "base/command_line.h" #include "base/lazy_instance.h" #include "base/logging.h" #include "base/strings/string_number_conversions.h" #include "base/trace_event/trace_event.h" #include "gpu/command_buffer/service/gpu_switches.h" namespace gpu { namespace gles2 { namespace { class ShaderTranslatorInitializer { public: ShaderTranslatorInitializer() { TRACE_EVENT0("gpu", "ShInitialize"); CHECK(ShInitialize()); } ~ShaderTranslatorInitializer() { TRACE_EVENT0("gpu", "ShFinalize"); ShFinalize(); } }; base::LazyInstance g_translator_initializer = LAZY_INSTANCE_INITIALIZER; void GetAttributes(ShHandle compiler, AttributeMap* var_map) { if (!var_map) return; var_map->clear(); const std::vector* attribs = ShGetAttributes(compiler); if (attribs) { for (size_t ii = 0; ii < attribs->size(); ++ii) (*var_map)[(*attribs)[ii].mappedName] = (*attribs)[ii]; } } void GetUniforms(ShHandle compiler, UniformMap* var_map) { if (!var_map) return; var_map->clear(); const std::vector* uniforms = ShGetUniforms(compiler); if (uniforms) { for (size_t ii = 0; ii < uniforms->size(); ++ii) (*var_map)[(*uniforms)[ii].mappedName] = (*uniforms)[ii]; } } void GetVaryings(ShHandle compiler, VaryingMap* var_map) { if (!var_map) return; var_map->clear(); const std::vector* varyings = ShGetVaryings(compiler); if (varyings) { for (size_t ii = 0; ii < varyings->size(); ++ii) (*var_map)[(*varyings)[ii].mappedName] = (*varyings)[ii]; } } void GetNameHashingInfo(ShHandle compiler, NameMap* name_map) { if (!name_map) return; name_map->clear(); typedef std::map NameMapANGLE; const NameMapANGLE* angle_map = ShGetNameHashingMap(compiler); DCHECK(angle_map); for (NameMapANGLE::const_iterator iter = angle_map->begin(); iter != angle_map->end(); ++iter) { // Note that in ANGLE, the map is (original_name, hash); // here, we want (hash, original_name). (*name_map)[iter->second] = iter->first; } } } // namespace ShaderTranslator::DestructionObserver::DestructionObserver() { } ShaderTranslator::DestructionObserver::~DestructionObserver() { } ShaderTranslator::ShaderTranslator() : compiler_(NULL), implementation_is_glsl_es_(false), driver_bug_workarounds_(static_cast(0)) { } bool ShaderTranslator::Init( GLenum shader_type, ShShaderSpec shader_spec, const ShBuiltInResources* resources, ShaderTranslatorInterface::GlslImplementationType glsl_implementation_type, ShCompileOptions driver_bug_workarounds) { // Make sure Init is called only once. DCHECK(compiler_ == NULL); DCHECK(shader_type == GL_FRAGMENT_SHADER || shader_type == GL_VERTEX_SHADER); DCHECK(shader_spec == SH_GLES2_SPEC || shader_spec == SH_WEBGL_SPEC); DCHECK(resources != NULL); g_translator_initializer.Get(); ShShaderOutput shader_output = (glsl_implementation_type == kGlslES ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT); { TRACE_EVENT0("gpu", "ShConstructCompiler"); compiler_ = ShConstructCompiler( shader_type, shader_spec, shader_output, resources); } implementation_is_glsl_es_ = (glsl_implementation_type == kGlslES); driver_bug_workarounds_ = driver_bug_workarounds; return compiler_ != NULL; } int ShaderTranslator::GetCompileOptions() const { int compile_options = SH_OBJECT_CODE | SH_VARIABLES | SH_ENFORCE_PACKING_RESTRICTIONS | SH_LIMIT_EXPRESSION_COMPLEXITY | SH_LIMIT_CALL_STACK_DEPTH | SH_CLAMP_INDIRECT_ARRAY_BOUNDS; if (base::CommandLine::ForCurrentProcess()->HasSwitch( switches::kGLShaderIntermOutput)) compile_options |= SH_INTERMEDIATE_TREE; compile_options |= driver_bug_workarounds_; return compile_options; } bool ShaderTranslator::Translate(const std::string& shader_source, std::string* info_log, std::string* translated_source, AttributeMap* attrib_map, UniformMap* uniform_map, VaryingMap* varying_map, NameMap* name_map) const { // Make sure this instance is initialized. DCHECK(compiler_ != NULL); bool success = false; { TRACE_EVENT0("gpu", "ShCompile"); const char* const shader_strings[] = { shader_source.c_str() }; success = ShCompile( compiler_, shader_strings, 1, GetCompileOptions()); } if (success) { // Get translated shader. if (translated_source) { *translated_source = ShGetObjectCode(compiler_); } // Get info for attribs, uniforms, and varyings. GetAttributes(compiler_, attrib_map); GetUniforms(compiler_, uniform_map); GetVaryings(compiler_, varying_map); // Get info for name hashing. GetNameHashingInfo(compiler_, name_map); } // Get info log. if (info_log) { *info_log = ShGetInfoLog(compiler_); } return success; } std::string ShaderTranslator::GetStringForOptionsThatWouldAffectCompilation() const { DCHECK(compiler_ != NULL); return std::string(":CompileOptions:" + base::IntToString(GetCompileOptions())) + ShGetBuiltInResourcesString(compiler_); } void ShaderTranslator::AddDestructionObserver( DestructionObserver* observer) { destruction_observers_.AddObserver(observer); } void ShaderTranslator::RemoveDestructionObserver( DestructionObserver* observer) { destruction_observers_.RemoveObserver(observer); } ShaderTranslator::~ShaderTranslator() { FOR_EACH_OBSERVER(DestructionObserver, destruction_observers_, OnDestruct(this)); if (compiler_ != NULL) ShDestruct(compiler_); } } // namespace gles2 } // namespace gpu