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			190 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			190 lines
		
	
	
	
		
			5.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLShader.h"
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#include "GLSLANG/ShaderLang.h"
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#include "GLContext.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "mozilla/MemoryReporting.h"
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#include "nsPrintfCString.h"
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#include "nsString.h"
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#include "prenv.h"
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#include "WebGLContext.h"
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#include "WebGLObjectModel.h"
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#include "WebGLShaderValidator.h"
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#include "WebGLValidateStrings.h"
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namespace mozilla {
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static void PrintLongString(const char* const begin, const size_t len) {
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  // Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded
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  // internal size, so long strings are truncated.
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  const size_t chunkSize = 1000;
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  auto buf = std::vector<char>(chunkSize + 1);  // +1 for null-term
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  const auto bufBegin = buf.data();
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  auto chunkBegin = begin;
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  const auto end = begin + len;
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  while (chunkBegin + chunkSize < end) {
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    memcpy(bufBegin, chunkBegin, chunkSize);
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    printf_stderr("%s", bufBegin);
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    chunkBegin += chunkSize;
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  }
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  printf_stderr("%s", chunkBegin);
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}
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template <size_t N>
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static bool SubstringStartsWith(const std::string& testStr, size_t offset,
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                                const char (&refStr)[N]) {
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  for (size_t i = 0; i < N - 1; i++) {
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    if (testStr[offset + i] != refStr[i]) return false;
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  }
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  return true;
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}
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static void GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader,
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                                       bool* const out_success,
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                                       std::string* const out_log) {
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  GLint compileStatus = LOCAL_GL_FALSE;
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  gl->fGetShaderiv(shader, LOCAL_GL_COMPILE_STATUS, &compileStatus);
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  // It's simpler if we always get the log.
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  GLint lenWithNull = 0;
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  gl->fGetShaderiv(shader, LOCAL_GL_INFO_LOG_LENGTH, &lenWithNull);
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  if (lenWithNull < 1) {
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    lenWithNull = 1;
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  }
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  std::vector<char> buffer(lenWithNull);
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  gl->fGetShaderInfoLog(shader, buffer.size(), nullptr, buffer.data());
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  *out_log = buffer.data();
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  *out_success = (compileStatus == LOCAL_GL_TRUE);
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}
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////////////////////////////////////////////////////////////////////////////////
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WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type)
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    : WebGLContextBoundObject(webgl),
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      mGLName(webgl->gl->fCreateShader(type)),
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      mType(type) {
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  mCompileResults = std::make_unique<webgl::ShaderValidatorResults>();
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}
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WebGLShader::~WebGLShader() {
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  if (!mContext) return;
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  mContext->gl->fDeleteShader(mGLName);
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}
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void WebGLShader::ShaderSource(const std::string& u8) {
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  mSource = CrushGlslToAscii(u8);
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}
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void WebGLShader::CompileShader() {
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  mCompilationSuccessful = false;
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  gl::GLContext* gl = mContext->gl;
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  static const bool kDumpShaders = PR_GetEnv("MOZ_WEBGL_DUMP_SHADERS");
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  if (MOZ_UNLIKELY(kDumpShaders)) {
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    printf_stderr("==== begin MOZ_WEBGL_DUMP_SHADERS ====\n");
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    PrintLongString(mSource.c_str(), mSource.size());
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  }
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  {
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    const auto validator = mContext->CreateShaderValidator(mType);
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    MOZ_ASSERT(validator);
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    mCompileResults = validator->ValidateAndTranslate(mSource.c_str());
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  }
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  mCompilationLog = mCompileResults->mInfoLog.c_str();
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  const auto& success = mCompileResults->mValid;
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  if (MOZ_UNLIKELY(kDumpShaders)) {
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    printf_stderr("\n==== \\/ \\/ \\/ ====\n");
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    if (success) {
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      const auto& translated = mCompileResults->mObjectCode;
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      PrintLongString(translated.data(), translated.size());
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    } else {
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      printf_stderr("Validation failed:\n%s",
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                    mCompileResults->mInfoLog.c_str());
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    }
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    printf_stderr("\n==== end ====\n");
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  }
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  if (!success) return;
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  const std::array<const char*, 1> parts = {
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      mCompileResults->mObjectCode.c_str()};
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  gl->fShaderSource(mGLName, parts.size(), parts.data(), nullptr);
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  gl->fCompileShader(mGLName);
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  GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful,
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                             &mCompilationLog);
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}
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////////////////////////////////////////////////////////////////////////////////
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size_t WebGLShader::CalcNumSamplerUniforms() const {
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  size_t accum = 0;
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  for (const auto& cur : mCompileResults->mUniforms) {
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    const auto& type = cur.type;
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    if (type == LOCAL_GL_SAMPLER_2D || type == LOCAL_GL_SAMPLER_CUBE) {
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      accum += cur.getArraySizeProduct();
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    }
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  }
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  return accum;
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}
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size_t WebGLShader::NumAttributes() const {
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  return mCompileResults->mAttributes.size();
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}
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void WebGLShader::BindAttribLocation(GLuint prog, const std::string& userName,
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                                     GLuint index) const {
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  for (const auto& attrib : mCompileResults->mAttributes) {
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    if (attrib.name == userName) {
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      mContext->gl->fBindAttribLocation(prog, index, attrib.mappedName.c_str());
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      return;
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    }
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  }
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}
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void WebGLShader::MapTransformFeedbackVaryings(
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    const std::vector<std::string>& varyings,
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    std::vector<std::string>* out_mappedVaryings) const {
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  MOZ_ASSERT(mType == LOCAL_GL_VERTEX_SHADER);
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  MOZ_ASSERT(out_mappedVaryings);
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  out_mappedVaryings->clear();
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  out_mappedVaryings->reserve(varyings.size());
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  const auto& shaderVaryings = mCompileResults->mVaryings;
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  for (const auto& userName : varyings) {
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    const auto* mappedName = &userName;
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    for (const auto& shaderVarying : shaderVaryings) {
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      if (shaderVarying.name == userName) {
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        mappedName = &shaderVarying.mappedName;
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        break;
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      }
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    }
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    out_mappedVaryings->push_back(*mappedName);
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  }
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}
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////////////////////////////////////////////////////////////////////////////////
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// Boilerplate
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size_t WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf) const {
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  return mallocSizeOf(this) + mSource.size() + 1 +
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         mCompileResults->SizeOfIncludingThis(mallocSizeOf) +
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         mCompilationLog.size() + 1;
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}
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}  // namespace mozilla
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