1/*
2 * Copyright 2014 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "GrGLShaderStringBuilder.h"
9#include "../GrGpuGL.h"
10#include "gl/GrGLSLPrettyPrint.h"
11#include "SkRTConf.h"
12#include "SkTraceEvent.h"
13
14#define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X)
15#define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
16
17SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
18                "Print the source code for all shaders generated.");
19
20GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
21                                    GrGLuint programId,
22                                    GrGLenum type,
23                                    const SkString& shaderSrc,
24                                    GrContext::GPUStats* gpuStats) {
25    const GrGLInterface* gli = glCtx.interface();
26
27    GrGLuint shaderId;
28    GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
29    if (0 == shaderId) {
30        return 0;
31    }
32
33#ifdef SK_DEBUG
34    SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false);
35    const GrGLchar* sourceStr = prettySource.c_str();
36    GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
37#else
38    GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
39    const GrGLchar* sourceStr = shaderSrc.c_str();
40#endif
41    GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
42    gpuStats->incShaderCompilations();
43    GR_GL_CALL(gli, CompileShader(shaderId));
44
45    // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds.
46    bool checkCompiled = !glCtx.isChromium();
47#ifdef SK_DEBUG
48    checkCompiled = true;
49#endif
50    if (checkCompiled) {
51        GrGLint compiled = GR_GL_INIT_ZERO;
52        GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
53
54        if (!compiled) {
55            GrGLint infoLen = GR_GL_INIT_ZERO;
56            GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen));
57            SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger
58            if (infoLen > 0) {
59                // retrieve length even though we don't need it to workaround bug in Chromium cmd
60                // buffer param validation.
61                GrGLsizei length = GR_GL_INIT_ZERO;
62                GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
63                                                 &length, (char*)log.get()));
64                GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
65                GrPrintf("\n%s", log.get());
66            }
67            SkDEBUGFAIL("Shader compilation failed!");
68            GR_GL_CALL(gli, DeleteShader(shaderId));
69            return 0;
70        }
71    }
72
73    TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
74                         TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str()));
75    if (c_PrintShaders) {
76        GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
77        GrPrintf("\n");
78    }
79
80    // Attach the shader, but defer deletion until after we have linked the program.
81    // This works around a bug in the Android emulator's GLES2 wrapper which
82    // will immediately delete the shader object and free its memory even though it's
83    // attached to a program, which then causes glLinkProgram to fail.
84    GR_GL_CALL(gli, AttachShader(programId, shaderId));
85
86    return shaderId;
87}
88