Beispiel #1
0
static bool getSymbolInfo(ShHandle compiler, ANGLEShaderSymbolType symbolType, Vector<ANGLEShaderSymbol>& symbols)
{
    switch (symbolType) {
    case SHADER_SYMBOL_TYPE_UNIFORM: {
        auto uniforms = ShGetUniforms(compiler);
        if (!uniforms)
            return false;
        for (const auto& uniform : *uniforms)
            getSymbolInfo(uniform, symbolType, symbols);
        break;
    }
    case SHADER_SYMBOL_TYPE_VARYING: {
        auto varyings = ShGetVaryings(compiler);
        if (!varyings)
            return false;
        for (const auto& varying : *varyings)
            getSymbolInfo(varying, symbolType, symbols);
        break;
    }
    case SHADER_SYMBOL_TYPE_ATTRIBUTE: {
        auto attributes = ShGetAttributes(compiler);
        if (!attributes)
            return false;
        for (const auto& attribute : *attributes)
            getSymbolInfo(attribute, symbolType, symbols);
        break;
    }
    default:
        ASSERT_NOT_REACHED();
        return false;
    }
    return true;
}
Beispiel #2
0
void ShaderD3D::parseAttributes(ShHandle compiler)
{
    const std::string &hlsl = getTranslatedSource();
    if (!hlsl.empty())
    {
        mActiveAttributes = *GetShaderVariables(ShGetAttributes(compiler));
        FilterInactiveVariables(&mActiveAttributes);
    }
}
bool
ShaderValidator::FindAttribMappedNameByUserName(const std::string& userName,
                                                const std::string** const out_mappedName) const
{
    const std::vector<sh::Attribute>& attribs = *ShGetAttributes(mHandle);
    for (auto itr = attribs.begin(); itr != attribs.end(); ++itr) {
        if (itr->name == userName) {
            *out_mappedName = &(itr->mappedName);
            return true;
        }
    }

    return false;
}
static void PrintActiveVariables(ShHandle compiler)
{
    const std::vector<sh::Uniform> *uniforms = ShGetUniforms(compiler);
    const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler);
    const std::vector<sh::Attribute> *attributes = ShGetAttributes(compiler);
    for (size_t varCategory = 0; varCategory < 3; ++varCategory)
    {
        size_t numVars = 0;
        std::string varCategoryName;
        if (varCategory == 0)
        {
            numVars = uniforms->size();
            varCategoryName = "uniform";
        }
        else if (varCategory == 1)
        {
            numVars = varyings->size();
            varCategoryName = "varying";
        }
        else
        {
            numVars = attributes->size();
            varCategoryName = "attribute";
        }
        for (size_t i = 0; i < numVars; ++i)
        {
            const sh::ShaderVariable *var;
            if (varCategory == 0)
                var = &((*uniforms)[i]);
            else if (varCategory == 1)
                var = &((*varyings)[i]);
            else
                var = &((*attributes)[i]);
            PrintVariable(varCategoryName, i, *var);
        }
        printf("\n");
    }
}
size_t
ShaderValidator::NumAttributes() const
{
  return ShGetAttributes(mHandle)->size();
}
Beispiel #6
0
void Shader::compile(Compiler *compiler)
{
    mData.mTranslatedSource.clear();
    mInfoLog.clear();
    mData.mShaderVersion = 100;
    mData.mVaryings.clear();
    mData.mUniforms.clear();
    mData.mInterfaceBlocks.clear();
    mData.mActiveAttributes.clear();
    mData.mActiveOutputVariables.clear();

    ShHandle compilerHandle = compiler->getCompilerHandle(mData.mShaderType);

    std::stringstream sourceStream;

    std::string sourcePath;
    int additionalOptions =
        mImplementation->prepareSourceAndReturnOptions(&sourceStream, &sourcePath);
    int compileOptions    = (SH_OBJECT_CODE | SH_VARIABLES | additionalOptions);

    // Some targets (eg D3D11 Feature Level 9_3 and below) do not support non-constant loop indexes
    // in fragment shaders. Shader compilation will fail. To provide a better error message we can
    // instruct the compiler to pre-validate.
    if (mRendererLimitations.shadersRequireIndexedLoopValidation)
    {
        compileOptions |= SH_VALIDATE_LOOP_INDEXING;
    }

    std::string sourceString  = sourceStream.str();
    std::vector<const char *> sourceCStrings;

    if (!sourcePath.empty())
    {
        sourceCStrings.push_back(sourcePath.c_str());
    }

    sourceCStrings.push_back(sourceString.c_str());

    bool result =
        ShCompile(compilerHandle, &sourceCStrings[0], sourceCStrings.size(), compileOptions);

    if (!result)
    {
        mInfoLog = ShGetInfoLog(compilerHandle);
        TRACE("\n%s", mInfoLog.c_str());
        mCompiled = false;
        return;
    }

    mData.mTranslatedSource = ShGetObjectCode(compilerHandle);

#ifndef NDEBUG
    // Prefix translated shader with commented out un-translated shader.
    // Useful in diagnostics tools which capture the shader source.
    std::ostringstream shaderStream;
    shaderStream << "// GLSL\n";
    shaderStream << "//\n";

    size_t curPos = 0;
    while (curPos != std::string::npos)
    {
        size_t nextLine = mData.mSource.find("\n", curPos);
        size_t len      = (nextLine == std::string::npos) ? std::string::npos : (nextLine - curPos + 1);

        shaderStream << "// " << mData.mSource.substr(curPos, len);

        curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
    }
    shaderStream << "\n\n";
    shaderStream << mData.mTranslatedSource;
    mData.mTranslatedSource = shaderStream.str();
#endif

    // Gather the shader information
    mData.mShaderVersion = ShGetShaderVersion(compilerHandle);

    mData.mVaryings        = GetShaderVariables(ShGetVaryings(compilerHandle));
    mData.mUniforms        = GetShaderVariables(ShGetUniforms(compilerHandle));
    mData.mInterfaceBlocks = GetShaderVariables(ShGetInterfaceBlocks(compilerHandle));

    if (mData.mShaderType == GL_VERTEX_SHADER)
    {
        mData.mActiveAttributes = GetActiveShaderVariables(ShGetAttributes(compilerHandle));
    }
    else
    {
        ASSERT(mData.mShaderType == GL_FRAGMENT_SHADER);

        // TODO(jmadill): Figure out why we only sort in the FS, and if we need to.
        std::sort(mData.mVaryings.begin(), mData.mVaryings.end(), CompareShaderVar);
        mData.mActiveOutputVariables =
            GetActiveShaderVariables(ShGetOutputVariables(compilerHandle));
    }

    ASSERT(!mData.mTranslatedSource.empty());

    mCompiled = mImplementation->postTranslateCompile(compiler, &mInfoLog);
}