Index: src/gpu/gl/builders/GrGLShaderStringBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp b/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp |
index dff8c7e684a919c2c74cb86b09daa3ad2ad48a2a..6406451014fc729f5116a9a113d1e7df92929823 100644 |
--- a/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLShaderStringBuilder.cpp |
@@ -20,66 +20,68 @@ SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false, |
GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx, |
GrGLuint programId, |
GrGLenum type, |
- const SkString& shaderSrc) { |
+ const SkString& shaderSrc, |
+ GrContext::GPUStats* gpuStats) { |
const GrGLInterface* gli = glCtx.interface(); |
- GrGLuint shaderId; |
- GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); |
- if (0 == shaderId) { |
- return 0; |
- } |
+ GrGLuint shaderId; |
+ GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); |
+ if (0 == shaderId) { |
+ return 0; |
+ } |
- #ifdef SK_DEBUG |
- SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false); |
- const GrGLchar* sourceStr = prettySource.c_str(); |
- GrGLint sourceLength = static_cast<GrGLint>(prettySource.size()); |
- #else |
- GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size()); |
- const GrGLchar* sourceStr = shaderSrc.c_str(); |
- #endif |
- GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); |
- GR_GL_CALL(gli, CompileShader(shaderId)); |
+#ifdef SK_DEBUG |
+ SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false); |
+ const GrGLchar* sourceStr = prettySource.c_str(); |
+ GrGLint sourceLength = static_cast<GrGLint>(prettySource.size()); |
+#else |
+ GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size()); |
+ const GrGLchar* sourceStr = shaderSrc.c_str(); |
+#endif |
+ GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); |
+ gpuStats->incShaderCompilations(); |
+ GR_GL_CALL(gli, CompileShader(shaderId)); |
- // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds. |
- bool checkCompiled = !glCtx.isChromium(); |
- #ifdef SK_DEBUG |
- checkCompiled = true; |
- #endif |
- if (checkCompiled) { |
- GrGLint compiled = GR_GL_INIT_ZERO; |
- GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); |
+ // Calling GetShaderiv in Chromium is quite expensive. Assume success in release builds. |
+ bool checkCompiled = !glCtx.isChromium(); |
+#ifdef SK_DEBUG |
+ checkCompiled = true; |
+#endif |
+ if (checkCompiled) { |
+ GrGLint compiled = GR_GL_INIT_ZERO; |
+ GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); |
- if (!compiled) { |
- GrGLint infoLen = GR_GL_INIT_ZERO; |
- GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
- SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
- if (infoLen > 0) { |
- // retrieve length even though we don't need it to workaround bug in Chromium cmd |
- // buffer param validation. |
- GrGLsizei length = GR_GL_INIT_ZERO; |
- GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, |
- &length, (char*)log.get())); |
- GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); |
- GrPrintf("\n%s", log.get()); |
- } |
- SkDEBUGFAIL("Shader compilation failed!"); |
- GR_GL_CALL(gli, DeleteShader(shaderId)); |
- return 0; |
- } |
- } |
+ if (!compiled) { |
+ GrGLint infoLen = GR_GL_INIT_ZERO; |
+ GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_INFO_LOG_LENGTH, &infoLen)); |
+ SkAutoMalloc log(sizeof(char)*(infoLen+1)); // outside if for debugger |
+ if (infoLen > 0) { |
+ // retrieve length even though we don't need it to workaround bug in Chromium cmd |
+ // buffer param validation. |
+ GrGLsizei length = GR_GL_INIT_ZERO; |
+ GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, |
+ &length, (char*)log.get())); |
+ GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); |
+ GrPrintf("\n%s", log.get()); |
+ } |
+ SkDEBUGFAIL("Shader compilation failed!"); |
+ GR_GL_CALL(gli, DeleteShader(shaderId)); |
+ return 0; |
+ } |
+ } |
- TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader", |
- TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str())); |
- if (c_PrintShaders) { |
- GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); |
- GrPrintf("\n"); |
- } |
+ TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader", |
+ TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str())); |
+ if (c_PrintShaders) { |
+ GrPrintf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str()); |
+ GrPrintf("\n"); |
+ } |
- // Attach the shader, but defer deletion until after we have linked the program. |
- // This works around a bug in the Android emulator's GLES2 wrapper which |
- // will immediately delete the shader object and free its memory even though it's |
- // attached to a program, which then causes glLinkProgram to fail. |
- GR_GL_CALL(gli, AttachShader(programId, shaderId)); |
+ // Attach the shader, but defer deletion until after we have linked the program. |
+ // This works around a bug in the Android emulator's GLES2 wrapper which |
+ // will immediately delete the shader object and free its memory even though it's |
+ // attached to a program, which then causes glLinkProgram to fail. |
+ GR_GL_CALL(gli, AttachShader(programId, shaderId)); |
- return shaderId; |
+ return shaderId; |
} |