| OLD | NEW |
| 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(GrGpuGL* gpu, |
| 21 GrGLuint programId, | 21 GrGLuint programId, |
| 22 GrGLenum type, | 22 GrGLenum type, |
| 23 const SkString& shaderSrc) { | 23 const SkString& shaderSrc) { |
| 24 const GrGLContext& glCtx = gpu->glContext(); |
| 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)); |
| 42 #if GR_GPU_STATS |
| 43 gpu->fGPUStats.fCompileShaderCalls++; |
| 44 #endif |
| 41 GR_GL_CALL(gli, CompileShader(shaderId)); | 45 GR_GL_CALL(gli, CompileShader(shaderId)); |
| 42 | 46 |
| 43 // Calling GetShaderiv in Chromium is quite expensive. Assume success in re
lease builds. | 47 // Calling GetShaderiv in Chromium is quite expensive. Assume success in re
lease builds. |
| 44 bool checkCompiled = !glCtx.isChromium(); | 48 bool checkCompiled = !glCtx.isChromium(); |
| 45 #ifdef SK_DEBUG | 49 #ifdef SK_DEBUG |
| 46 checkCompiled = true; | 50 checkCompiled = true; |
| 47 #endif | 51 #endif |
| 48 if (checkCompiled) { | 52 if (checkCompiled) { |
| 49 GrGLint compiled = GR_GL_INIT_ZERO; | 53 GrGLint compiled = GR_GL_INIT_ZERO; |
| 50 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled))
; | 54 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled))
; |
| (...skipping 25 matching lines...) Expand all Loading... |
| 76 } | 80 } |
| 77 | 81 |
| 78 // Attach the shader, but defer deletion until after we have linked the pro
gram. | 82 // Attach the shader, but defer deletion until after we have linked the pro
gram. |
| 79 // This works around a bug in the Android emulator's GLES2 wrapper which | 83 // 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 | 84 // will immediately delete the shader object and free its memory even thoug
h it's |
| 81 // attached to a program, which then causes glLinkProgram to fail. | 85 // attached to a program, which then causes glLinkProgram to fail. |
| 82 GR_GL_CALL(gli, AttachShader(programId, shaderId)); | 86 GR_GL_CALL(gli, AttachShader(programId, shaderId)); |
| 83 | 87 |
| 84 return shaderId; | 88 return shaderId; |
| 85 } | 89 } |
| OLD | NEW |