| // 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_manager.h" |
| |
| #include <utility> |
| |
| #include "base/logging.h" |
| #include "base/strings/string_util.h" |
| |
| namespace gpu { |
| namespace gles2 { |
| |
| namespace { |
| |
| // Given a variable name | a[0].b.c[0] |, return |a|. |
| std::string GetTopVariableName(const std::string& fullname) { |
| size_t pos = fullname.find_first_of("[."); |
| if (pos == std::string::npos) |
| return fullname; |
| return fullname.substr(0, pos); |
| } |
| |
| } // namespace anonymous |
| |
| Shader::Shader(GLuint service_id, GLenum shader_type) |
| : use_count_(0), |
| service_id_(service_id), |
| shader_type_(shader_type), |
| valid_(false) { |
| } |
| |
| Shader::~Shader() { |
| } |
| |
| void Shader::DoCompile(ShaderTranslatorInterface* translator, |
| TranslatedShaderSourceType type) { |
| // Translate GL ES 2.0 shader to Desktop GL shader and pass that to |
| // glShaderSource and then glCompileShader. |
| const char* source_for_driver = source_.c_str(); |
| if (translator) { |
| valid_ = translator->Translate(source_, |
| &log_info_, |
| &translated_source_, |
| &attrib_map_, |
| &uniform_map_, |
| &varying_map_, |
| &name_map_); |
| if (!valid_) { |
| return; |
| } |
| signature_source_ = source_; |
| source_for_driver = translated_source_.c_str(); |
| } |
| |
| glShaderSource(service_id_, 1, &source_for_driver, NULL); |
| glCompileShader(service_id_); |
| if (type == kANGLE) { |
| GLint max_len = 0; |
| glGetShaderiv(service_id_, |
| GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, |
| &max_len); |
| scoped_ptr<char[]> buffer(new char[max_len]); |
| GLint len = 0; |
| glGetTranslatedShaderSourceANGLE( |
| service_id_, max_len, &len, buffer.get()); |
| DCHECK(max_len == 0 || len < max_len); |
| DCHECK(len == 0 || buffer[len] == '\0'); |
| translated_source_ = std::string(buffer.get(), len); |
| } |
| |
| GLint status = GL_FALSE; |
| glGetShaderiv(service_id_, GL_COMPILE_STATUS, &status); |
| if (status != GL_TRUE) { |
| // We cannot reach here if we are using the shader translator. |
| // All invalid shaders must be rejected by the translator. |
| // All translated shaders must compile. |
| GLint max_len = 0; |
| glGetShaderiv(service_id_, GL_INFO_LOG_LENGTH, &max_len); |
| scoped_ptr<char[]> buffer(new char[max_len]); |
| GLint len = 0; |
| glGetShaderInfoLog(service_id_, max_len, &len, buffer.get()); |
| DCHECK(max_len == 0 || len < max_len); |
| DCHECK(len == 0 || buffer[len] == '\0'); |
| valid_ = false; |
| log_info_ = std::string(buffer.get(), len); |
| LOG_IF(ERROR, translator) |
| << "Shader translator allowed/produced an invalid shader " |
| << "unless the driver is buggy:" |
| << "\n--original-shader--\n" << source_ |
| << "\n--translated-shader--\n" << source_for_driver |
| << "\n--info-log--\n" << log_info_; |
| } |
| } |
| |
| void Shader::IncUseCount() { |
| ++use_count_; |
| } |
| |
| void Shader::DecUseCount() { |
| --use_count_; |
| DCHECK_GE(use_count_, 0); |
| } |
| |
| void Shader::MarkAsDeleted() { |
| DCHECK_NE(service_id_, 0u); |
| service_id_ = 0; |
| } |
| |
| const sh::Attribute* Shader::GetAttribInfo(const std::string& name) const { |
| // Vertex attributes can't be arrays or structs (GLSL ES 3.00.4, section |
| // 4.3.4, "Input Variables"), so |name| is the top level name used as |
| // the AttributeMap key. |
| AttributeMap::const_iterator it = attrib_map_.find(name); |
| return it != attrib_map_.end() ? &it->second : NULL; |
| } |
| |
| const std::string* Shader::GetAttribMappedName( |
| const std::string& original_name) const { |
| for (AttributeMap::const_iterator it = attrib_map_.begin(); |
| it != attrib_map_.end(); ++it) { |
| if (it->second.name == original_name) |
| return &(it->first); |
| } |
| return NULL; |
| } |
| |
| const std::string* Shader::GetOriginalNameFromHashedName( |
| const std::string& hashed_name) const { |
| NameMap::const_iterator it = name_map_.find(hashed_name); |
| if (it != name_map_.end()) |
| return &(it->second); |
| return NULL; |
| } |
| |
| const sh::Uniform* Shader::GetUniformInfo(const std::string& name) const { |
| UniformMap::const_iterator it = uniform_map_.find(GetTopVariableName(name)); |
| return it != uniform_map_.end() ? &it->second : NULL; |
| } |
| |
| const sh::Varying* Shader::GetVaryingInfo(const std::string& name) const { |
| VaryingMap::const_iterator it = varying_map_.find(GetTopVariableName(name)); |
| return it != varying_map_.end() ? &it->second : NULL; |
| } |
| |
| ShaderManager::ShaderManager() {} |
| |
| ShaderManager::~ShaderManager() { |
| DCHECK(shaders_.empty()); |
| } |
| |
| void ShaderManager::Destroy(bool have_context) { |
| while (!shaders_.empty()) { |
| if (have_context) { |
| Shader* shader = shaders_.begin()->second.get(); |
| if (!shader->IsDeleted()) { |
| glDeleteShader(shader->service_id()); |
| shader->MarkAsDeleted(); |
| } |
| } |
| shaders_.erase(shaders_.begin()); |
| } |
| } |
| |
| Shader* ShaderManager::CreateShader( |
| GLuint client_id, |
| GLuint service_id, |
| GLenum shader_type) { |
| std::pair<ShaderMap::iterator, bool> result = |
| shaders_.insert(std::make_pair( |
| client_id, scoped_refptr<Shader>( |
| new Shader(service_id, shader_type)))); |
| DCHECK(result.second); |
| return result.first->second.get(); |
| } |
| |
| Shader* ShaderManager::GetShader(GLuint client_id) { |
| ShaderMap::iterator it = shaders_.find(client_id); |
| return it != shaders_.end() ? it->second.get() : NULL; |
| } |
| |
| bool ShaderManager::GetClientId(GLuint service_id, GLuint* client_id) const { |
| // This doesn't need to be fast. It's only used during slow queries. |
| for (ShaderMap::const_iterator it = shaders_.begin(); |
| it != shaders_.end(); ++it) { |
| if (it->second->service_id() == service_id) { |
| *client_id = it->first; |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| bool ShaderManager::IsOwned(Shader* shader) { |
| for (ShaderMap::iterator it = shaders_.begin(); |
| it != shaders_.end(); ++it) { |
| if (it->second.get() == shader) { |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| void ShaderManager::RemoveShader(Shader* shader) { |
| DCHECK(shader); |
| DCHECK(IsOwned(shader)); |
| if (shader->IsDeleted() && !shader->InUse()) { |
| for (ShaderMap::iterator it = shaders_.begin(); |
| it != shaders_.end(); ++it) { |
| if (it->second.get() == shader) { |
| shaders_.erase(it); |
| return; |
| } |
| } |
| NOTREACHED(); |
| } |
| } |
| |
| void ShaderManager::MarkAsDeleted(Shader* shader) { |
| DCHECK(shader); |
| DCHECK(IsOwned(shader)); |
| shader->MarkAsDeleted(); |
| RemoveShader(shader); |
| } |
| |
| void ShaderManager::UseShader(Shader* shader) { |
| DCHECK(shader); |
| DCHECK(IsOwned(shader)); |
| shader->IncUseCount(); |
| } |
| |
| void ShaderManager::UnuseShader(Shader* shader) { |
| DCHECK(shader); |
| DCHECK(IsOwned(shader)); |
| shader->DecUseCount(); |
| RemoveShader(shader); |
| } |
| |
| } // namespace gles2 |
| } // namespace gpu |
| |
| |