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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #include "gpu/command_buffer/service/shader_manager.h" | 5 #include "gpu/command_buffer/service/shader_manager.h" |
6 | 6 |
7 #include <utility> | 7 #include <utility> |
8 | 8 |
9 #include "base/logging.h" | 9 #include "base/logging.h" |
10 #include "base/strings/string_util.h" | 10 #include "base/strings/string_util.h" |
11 | 11 |
12 namespace gpu { | 12 namespace gpu { |
13 namespace gles2 { | 13 namespace gles2 { |
14 | 14 |
15 namespace { | 15 namespace { |
16 | 16 |
17 // Given a variable name | a[0].b.c[0] |, return |a|. | 17 // Given a variable name | a[0].b.c[0] |, return |a|. |
18 std::string GetTopVariableName(const std::string& fullname) { | 18 std::string GetTopVariableName(const std::string& fullname) { |
19 size_t pos = fullname.find_first_of("[."); | 19 size_t pos = fullname.find_first_of("[."); |
20 if (pos == std::string::npos) | 20 if (pos == std::string::npos) |
21 return fullname; | 21 return fullname; |
22 return fullname.substr(0, pos); | 22 return fullname.substr(0, pos); |
23 } | 23 } |
24 | 24 |
25 } // namespace anonymous | 25 } // namespace anonymous |
26 | 26 |
27 Shader::Shader(GLuint service_id, GLenum shader_type) | 27 Shader::Shader(GLuint service_id, GLenum shader_type) |
28 : use_count_(0), | 28 : use_count_(0), |
29 shader_state_(kShaderStateWaiting), | |
29 service_id_(service_id), | 30 service_id_(service_id), |
30 shader_type_(shader_type), | 31 shader_type_(shader_type), |
31 valid_(false) { | 32 valid_(false) { |
32 } | 33 } |
33 | 34 |
34 Shader::~Shader() { | 35 Shader::~Shader() { |
35 } | 36 } |
36 | 37 |
38 void Shader::RequestCompile() { | |
39 shader_state_ = kShaderStateCompileRequested; | |
40 last_compiled_source_ = source_; | |
41 } | |
42 | |
37 void Shader::DoCompile(ShaderTranslatorInterface* translator, | 43 void Shader::DoCompile(ShaderTranslatorInterface* translator, |
38 TranslatedShaderSourceType type) { | 44 TranslatedShaderSourceType type) { |
45 // We require that RequestCompile() must be called before DoCompile(), | |
46 // so we can return early if the shader state is not what we expect. | |
47 if (shader_state_ != kShaderStateCompileRequested) { | |
48 return; | |
Ken Russell (switch to Gerrit)
2015/02/04 22:59:59
The lack of error checking in this new code path s
David Yen
2015/02/05 00:09:02
That functionality will still work, it is handled
| |
49 } | |
50 | |
51 // Signify the shader has been compiled, whether or not it is valid | |
52 // is dependent on the |valid_| member variable. | |
53 shader_state_ = kShaderStateCompiled; | |
54 | |
39 // Translate GL ES 2.0 shader to Desktop GL shader and pass that to | 55 // Translate GL ES 2.0 shader to Desktop GL shader and pass that to |
40 // glShaderSource and then glCompileShader. | 56 // glShaderSource and then glCompileShader. |
41 const char* source_for_driver = source_.c_str(); | 57 const char* source_for_driver = last_compiled_source_.c_str(); |
42 if (translator) { | 58 if (translator) { |
43 valid_ = translator->Translate(source_, | 59 valid_ = translator->Translate(last_compiled_source_, |
44 &log_info_, | 60 &log_info_, |
45 &translated_source_, | 61 &translated_source_, |
46 &attrib_map_, | 62 &attrib_map_, |
47 &uniform_map_, | 63 &uniform_map_, |
48 &varying_map_, | 64 &varying_map_, |
49 &name_map_); | 65 &name_map_); |
50 if (!valid_) { | 66 if (!valid_) { |
51 return; | 67 return; |
52 } | 68 } |
53 signature_source_ = source_; | |
54 source_for_driver = translated_source_.c_str(); | 69 source_for_driver = translated_source_.c_str(); |
55 } | 70 } |
56 | 71 |
57 glShaderSource(service_id_, 1, &source_for_driver, NULL); | 72 glShaderSource(service_id_, 1, &source_for_driver, NULL); |
58 glCompileShader(service_id_); | 73 glCompileShader(service_id_); |
59 if (type == kANGLE) { | 74 if (type == kANGLE) { |
60 GLint max_len = 0; | 75 GLint max_len = 0; |
61 glGetShaderiv(service_id_, | 76 glGetShaderiv(service_id_, |
62 GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, | 77 GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, |
63 &max_len); | 78 &max_len); |
(...skipping 17 matching lines...) Expand all Loading... | |
81 scoped_ptr<char[]> buffer(new char[max_len]); | 96 scoped_ptr<char[]> buffer(new char[max_len]); |
82 GLint len = 0; | 97 GLint len = 0; |
83 glGetShaderInfoLog(service_id_, max_len, &len, buffer.get()); | 98 glGetShaderInfoLog(service_id_, max_len, &len, buffer.get()); |
84 DCHECK(max_len == 0 || len < max_len); | 99 DCHECK(max_len == 0 || len < max_len); |
85 DCHECK(len == 0 || buffer[len] == '\0'); | 100 DCHECK(len == 0 || buffer[len] == '\0'); |
86 valid_ = false; | 101 valid_ = false; |
87 log_info_ = std::string(buffer.get(), len); | 102 log_info_ = std::string(buffer.get(), len); |
88 LOG_IF(ERROR, translator) | 103 LOG_IF(ERROR, translator) |
89 << "Shader translator allowed/produced an invalid shader " | 104 << "Shader translator allowed/produced an invalid shader " |
90 << "unless the driver is buggy:" | 105 << "unless the driver is buggy:" |
91 << "\n--original-shader--\n" << source_ | 106 << "\n--original-shader--\n" << last_compiled_source_ |
92 << "\n--translated-shader--\n" << source_for_driver | 107 << "\n--translated-shader--\n" << source_for_driver |
93 << "\n--info-log--\n" << log_info_; | 108 << "\n--info-log--\n" << log_info_; |
94 } | 109 } |
95 } | 110 } |
96 | 111 |
97 void Shader::IncUseCount() { | 112 void Shader::IncUseCount() { |
98 ++use_count_; | 113 ++use_count_; |
99 } | 114 } |
100 | 115 |
101 void Shader::DecUseCount() { | 116 void Shader::DecUseCount() { |
(...skipping 132 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... | |
234 DCHECK(shader); | 249 DCHECK(shader); |
235 DCHECK(IsOwned(shader)); | 250 DCHECK(IsOwned(shader)); |
236 shader->DecUseCount(); | 251 shader->DecUseCount(); |
237 RemoveShader(shader); | 252 RemoveShader(shader); |
238 } | 253 } |
239 | 254 |
240 } // namespace gles2 | 255 } // namespace gles2 |
241 } // namespace gpu | 256 } // namespace gpu |
242 | 257 |
243 | 258 |
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