/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "GLSLANG/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 {
static void PrintLongString(
const char*
const begin,
const size_t len) {
// Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded
// internal size, so long strings are truncated.
const size_t chunkSize = 1000;
auto buf = std::vector<
char>(chunkSize + 1);
// +1 for null-term
const auto bufBegin = buf.data();
auto chunkBegin = begin;
const auto end = begin + len;
while (chunkBegin + chunkSize < end) {
memcpy(bufBegin, chunkBegin, chunkSize);
printf_stderr(
"%s", bufBegin);
chunkBegin += chunkSize;
}
printf_stderr(
"%s", chunkBegin);
}
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;
}
static void GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader,
bool*
const out_success,
std::string*
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) {
lenWithNull = 1;
}
std::vector<
char> buffer(lenWithNull);
gl->fGetShaderInfoLog(shader, buffer.size(), nullptr, buffer.data());
*out_log = buffer.data();
*out_success = (compileStatus == LOCAL_GL_TRUE);
}
////////////////////////////////////////////////////////////////////////////////
WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type)
: WebGLContextBoundObject(webgl),
mGLName(webgl->gl->fCreateShader(type)),
mType(type) {
mCompileResults = std::make_unique<webgl::ShaderValidatorResults>();
}
WebGLShader::~WebGLShader() {
if (!mContext)
return;
mContext->gl->fDeleteShader(mGLName);
}
void WebGLShader::ShaderSource(
const std::string& u8) {
mSource = CrushGlslToAscii(u8);
}
void WebGLShader::CompileShader() {
mCompilationSuccessful =
false;
gl::GLContext* gl = mContext->gl;
static const bool kDumpShaders = PR_GetEnv(
"MOZ_WEBGL_DUMP_SHADERS");
if (MOZ_UNLIKELY(kDumpShaders)) {
printf_stderr(
"==== begin MOZ_WEBGL_DUMP_SHADERS ====\n");
PrintLongString(mSource.c_str(), mSource.size());
}
{
const auto validator = mContext->CreateShaderValidator(mType);
MOZ_ASSERT(validator);
mCompileResults = validator->ValidateAndTranslate(mSource.c_str());
}
mCompilationLog = mCompileResults->mInfoLog.c_str();
const auto& success = mCompileResults->mValid;
if (MOZ_UNLIKELY(kDumpShaders)) {
printf_stderr(
"\n==== \\/ \\/ \\/ ====\n");
if (success) {
const auto& translated = mCompileResults->mObjectCode;
PrintLongString(translated.data(), translated.size());
}
else {
printf_stderr(
"Validation failed:\n%s",
mCompileResults->mInfoLog.c_str());
}
printf_stderr(
"\n==== end ====\n");
}
if (!success)
return;
const std::array<
const char*, 1> parts = {
mCompileResults->mObjectCode.c_str()};
gl->fShaderSource(mGLName, parts.size(), parts.data(), nullptr);
gl->fCompileShader(mGLName);
GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful,
&mCompilationLog);
}
////////////////////////////////////////////////////////////////////////////////
size_t WebGLShader::CalcNumSamplerUniforms()
const {
size_t accum = 0;
for (
const auto& cur : mCompileResults->mUniforms) {
const auto& type = cur.type;
if (type == LOCAL_GL_SAMPLER_2D || type == LOCAL_GL_SAMPLER_CUBE) {
accum += cur.getArraySizeProduct();
}
}
return accum;
}
size_t WebGLShader::NumAttributes()
const {
return mCompileResults->mAttributes.size();
}
void WebGLShader::BindAttribLocation(GLuint prog,
const std::string& userName,
GLuint index)
const {
for (
const auto& attrib : mCompileResults->mAttributes) {
if (attrib.name == userName) {
mContext->gl->fBindAttribLocation(prog, index, attrib.mappedName.c_str());
return;
}
}
}
void WebGLShader::MapTransformFeedbackVaryings(
const std::vector<std::string>& 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());
const auto& shaderVaryings = mCompileResults->mVaryings;
for (
const auto& userName : varyings) {
const auto* mappedName = &userName;
for (
const auto& shaderVarying : shaderVaryings) {
if (shaderVarying.name == userName) {
mappedName = &shaderVarying.mappedName;
break;
}
}
out_mappedVaryings->push_back(*mappedName);
}
}
////////////////////////////////////////////////////////////////////////////////
// Boilerplate
size_t WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf)
const {
return mallocSizeOf(
this) + mSource.size() + 1 +
mCompileResults->SizeOfIncludingThis(mallocSizeOf) +
mCompilationLog.size() + 1;
}
}
// namespace mozilla