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Side by Side Diff: src/gpu/gl/builders/GrGLShaderStringBuilder.cpp

Issue 553583008: Add counting of some GL calls (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Update for merge conflict Created 6 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrGLShaderStringBuilder.h" 8 #include "GrGLShaderStringBuilder.h"
9 #include "../GrGpuGL.h" 9 #include "../GrGpuGL.h"
10 #include "gl/GrGLSLPrettyPrint.h" 10 #include "gl/GrGLSLPrettyPrint.h"
11 #include "SkRTConf.h" 11 #include "SkRTConf.h"
12 #include "SkTraceEvent.h" 12 #include "SkTraceEvent.h"
13 13
14 #define GL_CALL(X) GR_GL_CALL(gpu->glInterface(), X) 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) 15 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(gpu->glInterface(), R, X)
16 16
17 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false, 17 SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
18 "Print the source code for all shaders generated."); 18 "Print the source code for all shaders generated.");
19 19
20 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx, 20 GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
21 GrGLuint programId, 21 GrGLuint programId,
22 GrGLenum type, 22 GrGLenum type,
23 const SkString& shaderSrc) { 23 const SkString& shaderSrc,
24 GrContext::GPUStats* gpuStats) {
24 const GrGLInterface* gli = glCtx.interface(); 25 const GrGLInterface* gli = glCtx.interface();
25 26
26 GrGLuint shaderId; 27 GrGLuint shaderId;
27 GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); 28 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
28 if (0 == shaderId) { 29 if (0 == shaderId) {
29 return 0; 30 return 0;
30 } 31 }
31 32
32 #ifdef SK_DEBUG 33 #ifdef SK_DEBUG
33 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false ); 34 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false) ;
34 const GrGLchar* sourceStr = prettySource.c_str(); 35 const GrGLchar* sourceStr = prettySource.c_str();
35 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size()); 36 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
36 #else 37 #else
37 GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size()); 38 GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
38 const GrGLchar* sourceStr = shaderSrc.c_str(); 39 const GrGLchar* sourceStr = shaderSrc.c_str();
39 #endif 40 #endif
40 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); 41 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
41 GR_GL_CALL(gli, CompileShader(shaderId)); 42 gpuStats->incShaderCompilations();
43 GR_GL_CALL(gli, CompileShader(shaderId));
42 44
43 // Calling GetShaderiv in Chromium is quite expensive. Assume success in re lease builds. 45 // Calling GetShaderiv in Chromium is quite expensive. Assume success in rel ease builds.
44 bool checkCompiled = !glCtx.isChromium(); 46 bool checkCompiled = !glCtx.isChromium();
45 #ifdef SK_DEBUG 47 #ifdef SK_DEBUG
46 checkCompiled = true; 48 checkCompiled = true;
47 #endif 49 #endif
48 if (checkCompiled) { 50 if (checkCompiled) {
49 GrGLint compiled = GR_GL_INIT_ZERO; 51 GrGLint compiled = GR_GL_INIT_ZERO;
50 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)) ; 52 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
51 53
52 if (!compiled) { 54 if (!compiled) {
53 GrGLint infoLen = GR_GL_INIT_ZERO; 55 GrGLint infoLen = GR_GL_INIT_ZERO;
54 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoL en)); 56 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLe n));
55 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debug ger 57 SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugg er
56 if (infoLen > 0) { 58 if (infoLen > 0) {
57 // retrieve length even though we don't need it to workaround b ug in Chromium cmd 59 // retrieve length even though we don't need it to workaround bu g in Chromium cmd
58 // buffer param validation. 60 // buffer param validation.
59 GrGLsizei length = GR_GL_INIT_ZERO; 61 GrGLsizei length = GR_GL_INIT_ZERO;
60 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, 62 GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
61 &length, (char*)log.get())); 63 &length, (char*)log.get()));
62 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_ str()); 64 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_s tr());
63 GrPrintf("\n%s", log.get()); 65 GrPrintf("\n%s", log.get());
64 } 66 }
65 SkDEBUGFAIL("Shader compilation failed!"); 67 SkDEBUGFAIL("Shader compilation failed!");
66 GR_GL_CALL(gli, DeleteShader(shaderId)); 68 GR_GL_CALL(gli, DeleteShader(shaderId));
67 return 0; 69 return 0;
68 } 70 }
69 } 71 }
70 72
71 TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLSh ader", 73 TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLSha der",
72 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(sha derSrc.c_str())); 74 TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shad erSrc.c_str()));
73 if (c_PrintShaders) { 75 if (c_PrintShaders) {
74 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); 76 GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
75 GrPrintf("\n"); 77 GrPrintf("\n");
76 } 78 }
77 79
78 // Attach the shader, but defer deletion until after we have linked the pro gram. 80 // Attach the shader, but defer deletion until after we have linked the prog ram.
79 // This works around a bug in the Android emulator's GLES2 wrapper which 81 // This works around a bug in the Android emulator's GLES2 wrapper which
80 // will immediately delete the shader object and free its memory even thoug h it's 82 // will immediately delete the shader object and free its memory even though it's
81 // attached to a program, which then causes glLinkProgram to fail. 83 // attached to a program, which then causes glLinkProgram to fail.
82 GR_GL_CALL(gli, AttachShader(programId, shaderId)); 84 GR_GL_CALL(gli, AttachShader(programId, shaderId));
83 85
84 return shaderId; 86 return shaderId;
85 } 87 }
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