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// 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 <string.h>
#include <algorithm>
#include "base/at_exit.h"
#include "base/logging.h"
namespace {
using gpu::gles2::ShaderTranslator;
void FinalizeShaderTranslator(void* /* dummy */) {
ShFinalize();
}
bool InitializeShaderTranslator() {
static bool initialized = false;
if (!initialized && ShInitialize()) {
base::AtExitManager::RegisterCallback(&FinalizeShaderTranslator, NULL);
initialized = true;
}
return initialized;
}
#if !defined(ANGLE_SH_VERSION) || ANGLE_SH_VERSION < 108
typedef int ANGLEGetInfoType;
#else
typedef size_t ANGLEGetInfoType;
#endif
void GetVariableInfo(ShHandle compiler, ShShaderInfo var_type,
ShaderTranslator::VariableMap* var_map) {
ANGLEGetInfoType name_len = 0, mapped_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();
}
ShGetInfo(compiler, SH_MAPPED_NAME_MAX_LENGTH, &mapped_name_len);
if (name_len <= 1 || mapped_name_len <= 1) return;
scoped_array<char> name(new char[name_len]);
scoped_array<char> mapped_name(new char[mapped_name_len]);
ANGLEGetInfoType num_vars = 0;
ShGetInfo(compiler, var_type, &num_vars);
for (ANGLEGetInfoType i = 0; i < num_vars; ++i) {
ANGLEGetInfoType len = 0;
int size = 0;
ShDataType type = SH_NONE;
switch (var_type) {
case SH_ACTIVE_ATTRIBUTES:
ShGetActiveAttrib(
compiler, i, &len, &size, &type, name.get(), mapped_name.get());
break;
case SH_ACTIVE_UNIFORMS:
ShGetActiveUniform(
compiler, i, &len, &size, &type, name.get(), mapped_name.get());
break;
default: NOTREACHED();
}
// In theory we should CHECK(len <= name_len - 1) here, but ANGLE needs
// to handle long struct field name mapping before we can do this.
// Also, we should modify the ANGLE interface to also return a length
// for mapped_name.
std::string name_string(name.get(), std::min(len, name_len - 1));
mapped_name.get()[mapped_name_len - 1] = '\0';
ShaderTranslator::VariableInfo info(type, size, name_string);
(*var_map)[mapped_name.get()] = info;
}
}
void GetNameHashingInfo(
ShHandle compiler, ShaderTranslator::NameMap* name_map) {
ANGLEGetInfoType hashed_names_count = 0;
ShGetInfo(compiler, SH_HASHED_NAMES_COUNT, &hashed_names_count);
if (hashed_names_count == 0)
return;
ANGLEGetInfoType name_max_len = 0, hashed_name_max_len = 0;
ShGetInfo(compiler, SH_NAME_MAX_LENGTH, &name_max_len);
ShGetInfo(compiler, SH_HASHED_NAME_MAX_LENGTH, &hashed_name_max_len);
scoped_array<char> name(new char[name_max_len]);
scoped_array<char> hashed_name(new char[hashed_name_max_len]);
for (ANGLEGetInfoType i = 0; i < hashed_names_count; ++i) {
ShGetNameHashingEntry(compiler, i, name.get(), hashed_name.get());
(*name_map)[hashed_name.get()] = name.get();
}
}
} // namespace
namespace gpu {
namespace gles2 {
ShaderTranslator::DestructionObserver::DestructionObserver() {
}
ShaderTranslator::DestructionObserver::~DestructionObserver() {
}
ShaderTranslator::ShaderTranslator()
: compiler_(NULL),
implementation_is_glsl_es_(false),
needs_built_in_function_emulation_(false) {
}
bool ShaderTranslator::Init(
ShShaderType shader_type,
ShShaderSpec shader_spec,
const ShBuiltInResources* resources,
ShaderTranslatorInterface::GlslImplementationType glsl_implementation_type,
ShaderTranslatorInterface::GlslBuiltInFunctionBehavior
glsl_built_in_function_behavior) {
// 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;
ShShaderOutput shader_output =
(glsl_implementation_type == kGlslES ? SH_ESSL_OUTPUT : SH_GLSL_OUTPUT);
compiler_ = ShConstructCompiler(
shader_type, shader_spec, shader_output, resources);
implementation_is_glsl_es_ = (glsl_implementation_type == kGlslES);
needs_built_in_function_emulation_ =
(glsl_built_in_function_behavior == kGlslBuiltInFunctionEmulated);
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 |
SH_MAP_LONG_VARIABLE_NAMES | SH_ENFORCE_PACKING_RESTRICTIONS;
compile_options |= SH_CLAMP_INDIRECT_ARRAY_BOUNDS;
if (needs_built_in_function_emulation_)
compile_options |= SH_EMULATE_BUILT_IN_FUNCTIONS;
if (ShCompile(compiler_, &shader, 1, compile_options)) {
success = true;
// Get translated shader.
ANGLEGetInfoType 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());
}
// Get info for attribs and uniforms.
GetVariableInfo(compiler_, SH_ACTIVE_ATTRIBUTES, &attrib_map_);
GetVariableInfo(compiler_, SH_ACTIVE_UNIFORMS, &uniform_map_);
// Get info for name hashing.
GetNameHashingInfo(compiler_, &name_map_);
}
// Get info log.
ANGLEGetInfoType 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());
} else {
info_log_.reset();
}
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_;
}
const ShaderTranslatorInterface::NameMap&
ShaderTranslator::name_map() const {
return name_map_;
}
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_);
}
void ShaderTranslator::ClearResults() {
translated_shader_.reset();
info_log_.reset();
attrib_map_.clear();
uniform_map_.clear();
name_map_.clear();
}
} // namespace gles2
} // namespace gpu
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