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

Issue 894013002: patch from issue 886233004 at patchset 40001 (http://crrev.com/886233004#ps40001) (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: rebase Created 5 years, 10 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 "../GrGLGpu.h" 9 #include "../GrGLGpu.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 GrGpu::Stats* stats) {
25 const GrGLInterface* gli = glCtx.interface(); 25 const GrGLInterface* gli = glCtx.interface();
26 26
27 GrGLuint shaderId; 27 GrGLuint shaderId;
28 GR_GL_CALL_RET(gli, shaderId, CreateShader(type)); 28 GR_GL_CALL_RET(gli, shaderId, CreateShader(type));
29 if (0 == shaderId) { 29 if (0 == shaderId) {
30 return 0; 30 return 0;
31 } 31 }
32 32
33 #ifdef SK_DEBUG 33 #ifdef SK_DEBUG
34 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false) ; 34 SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false) ;
35 const GrGLchar* sourceStr = prettySource.c_str(); 35 const GrGLchar* sourceStr = prettySource.c_str();
36 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size()); 36 GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
37 #else 37 #else
38 GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size()); 38 GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
39 const GrGLchar* sourceStr = shaderSrc.c_str(); 39 const GrGLchar* sourceStr = shaderSrc.c_str();
40 #endif 40 #endif
41 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength)); 41 GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
42 gpuStats->incShaderCompilations(); 42 stats->incShaderCompilations();
43 GR_GL_CALL(gli, CompileShader(shaderId)); 43 GR_GL_CALL(gli, CompileShader(shaderId));
44 44
45 // Calling GetShaderiv in Chromium is quite expensive. Assume success in rel ease builds. 45 // Calling GetShaderiv in Chromium is quite expensive. Assume success in rel ease builds.
46 bool checkCompiled = !glCtx.isChromium(); 46 bool checkCompiled = !glCtx.isChromium();
47 #ifdef SK_DEBUG 47 #ifdef SK_DEBUG
48 checkCompiled = true; 48 checkCompiled = true;
49 #endif 49 #endif
50 if (checkCompiled) { 50 if (checkCompiled) {
51 GrGLint compiled = GR_GL_INIT_ZERO; 51 GrGLint compiled = GR_GL_INIT_ZERO;
52 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled)); 52 GR_GL_CALL(gli, GetShaderiv(shaderId, GR_GL_COMPILE_STATUS, &compiled));
(...skipping 25 matching lines...) Expand all
78 } 78 }
79 79
80 // Attach the shader, but defer deletion until after we have linked the prog ram. 80 // Attach the shader, but defer deletion until after we have linked the prog ram.
81 // 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
82 // will immediately delete the shader object and free its memory even though it's 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. 83 // attached to a program, which then causes glLinkProgram to fail.
84 GR_GL_CALL(gli, AttachShader(programId, shaderId)); 84 GR_GL_CALL(gli, AttachShader(programId, shaderId));
85 85
86 return shaderId; 86 return shaderId;
87 } 87 }
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