Ejemplo n.º 1
0
bool ANGLEWebKitBridge::getUniforms(ShShaderType shaderType, Vector<ANGLEShaderSymbol> &symbols)
{
    const ShHandle compiler = (shaderType == SH_VERTEX_SHADER ? m_vertexCompiler : m_fragmentCompiler);

    int numUniforms = getValidationResultValue(compiler, SH_ACTIVE_UNIFORMS);
    if (numUniforms < 0)
        return false;
    if (!numUniforms)
        return true;

    int maxNameLength = getValidationResultValue(compiler, SH_ACTIVE_UNIFORM_MAX_LENGTH);
    if (maxNameLength <= 1)
        return false;
    OwnArrayPtr<char> nameBuffer = adoptArrayPtr(new char[maxNameLength]);

    for (int i = 0; i < numUniforms; ++i) {
        ANGLEShaderSymbol symbol;
        symbol.symbolType = SHADER_SYMBOL_TYPE_UNIFORM;
        int nameLength = -1;
        ShGetActiveUniform(compiler, i, &nameLength, &symbol.size, &symbol.dataType, nameBuffer.get(), 0);
        if (nameLength <= 0)
            return false;
        symbol.name = String::fromUTF8(nameBuffer.get(), nameLength);
        symbols.append(symbol);
    }

    return true;
}
Ejemplo n.º 2
0
bool ANGLEPlatformBridge::compileShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions)
{
    if (!builtCompilers) {
        m_fragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, m_shaderSpec, m_shaderOutput, &m_resources);
        m_vertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, m_shaderSpec, m_shaderOutput, &m_resources);
        if (!m_fragmentCompiler || !m_vertexCompiler) {
            cleanupCompilers();
            return false;
        }

        builtCompilers = true;
    }

    ShHandle compiler;

    if (shaderType == SHADER_TYPE_VERTEX)
        compiler = m_vertexCompiler;
    else
        compiler = m_fragmentCompiler;

    const char* const shaderSourceStrings[] = { shaderSource };

#if ANGLE_SH_VERSION >= 111
    bool validateSuccess = ShCompile(compiler, shaderSourceStrings, 1, SH_OBJECT_CODE | SH_VARIABLES | extraCompileOptions);
#else
    bool validateSuccess = ShCompile(compiler, shaderSourceStrings, 1, SH_OBJECT_CODE | SH_ATTRIBUTES_UNIFORMS | extraCompileOptions);
#endif
    if (!validateSuccess) {
        int logSize = getValidationResultValue(compiler, SH_INFO_LOG_LENGTH);
        if (logSize > 1) {
            OwnPtr<char[]> logBuffer = adoptArrayPtr(new char[logSize]);
            if (logBuffer) {
                ShGetInfoLog(compiler, logBuffer.get());
                shaderValidationLog = logBuffer.get();
            }
        }
        return false;
    }

    int translationLength = getValidationResultValue(compiler, SH_OBJECT_CODE_LENGTH);
    if (translationLength > 1) {
        OwnPtr<char[]> translationBuffer = adoptArrayPtr(new char[translationLength]);
        if (!translationBuffer)
            return false;
        ShGetObjectCode(compiler, translationBuffer.get());
        translatedShaderSource = translationBuffer.get();
    }

    if (!getSymbolInfo(compiler, SH_ACTIVE_ATTRIBUTES, symbols))
        return false;
    if (!getSymbolInfo(compiler, SH_ACTIVE_UNIFORMS, symbols))
        return false;

    return true;
}
Ejemplo n.º 3
0
bool ANGLEWebKitBridge::validateShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog, int extraCompileOptions)
{
    if (!builtCompilers) {
        m_fragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, m_shaderSpec, m_shaderOutput, &m_resources);
        m_vertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, m_shaderSpec, m_shaderOutput, &m_resources);
        if (!m_fragmentCompiler || !m_vertexCompiler) {
            cleanupCompilers();
            return false;
        }

        builtCompilers = true;
    }
    
    ShHandle compiler;

    if (shaderType == SHADER_TYPE_VERTEX)
        compiler = m_vertexCompiler;
    else
        compiler = m_fragmentCompiler;

    const char* const shaderSourceStrings[] = { shaderSource };

    bool validateSuccess = ShCompile(compiler, shaderSourceStrings, 1, SH_OBJECT_CODE | extraCompileOptions);
    if (!validateSuccess) {
        int logSize = getValidationResultValue(compiler, SH_INFO_LOG_LENGTH);
        if (logSize > 1) {
            OwnArrayPtr<char> logBuffer = adoptArrayPtr(new char[logSize]);
            if (logBuffer) {
                ShGetInfoLog(compiler, logBuffer.get());
                shaderValidationLog = logBuffer.get();
            }
        }
        return false;
    }

    int translationLength = getValidationResultValue(compiler, SH_OBJECT_CODE_LENGTH);
    if (translationLength > 1) {
        OwnArrayPtr<char> translationBuffer = adoptArrayPtr(new char[translationLength]);
        if (!translationBuffer)
            return false;
        ShGetObjectCode(compiler, translationBuffer.get());
        translatedShaderSource = translationBuffer.get();
    }

    return true;
}
Ejemplo n.º 4
0
static bool getSymbolInfo(ShHandle compiler, ShShaderInfo symbolType, Vector<ANGLEShaderSymbol>& symbols)
{
    ShShaderInfo symbolMaxNameLengthType;

    switch (symbolType) {
    case SH_ACTIVE_ATTRIBUTES:
        symbolMaxNameLengthType = SH_ACTIVE_ATTRIBUTE_MAX_LENGTH;
        break;
    case SH_ACTIVE_UNIFORMS:
        symbolMaxNameLengthType = SH_ACTIVE_UNIFORM_MAX_LENGTH;
        break;
    default:
        ASSERT_NOT_REACHED();
        return false;
    }

    ANGLEGetInfoType numSymbols = getValidationResultValue(compiler, symbolType);

    ANGLEGetInfoType maxNameLength = getValidationResultValue(compiler, symbolMaxNameLengthType);
    if (maxNameLength <= 1)
        return false;

    ANGLEGetInfoType maxMappedNameLength = getValidationResultValue(compiler, SH_MAPPED_NAME_MAX_LENGTH);
    if (maxMappedNameLength <= 1)
        return false;

    // The maximum allowed symbol name length is 256 characters.
    Vector<char, 256> nameBuffer(maxNameLength);
    Vector<char, 256> mappedNameBuffer(maxMappedNameLength);

    for (ANGLEGetInfoType i = 0; i < numSymbols; ++i) {
        ANGLEShaderSymbol symbol;
        ANGLEGetInfoType nameLength = 0;
        switch (symbolType) {
        case SH_ACTIVE_ATTRIBUTES:
            symbol.symbolType = SHADER_SYMBOL_TYPE_ATTRIBUTE;
#if ANGLE_SH_VERSION >= 112
            ShGetVariableInfo(compiler, symbolType, i, &nameLength, &symbol.size, &symbol.dataType, &symbol.precision, &symbol.staticUse, nameBuffer.data(), mappedNameBuffer.data());
#else
            ShGetVariableInfo(compiler, symbolType, i, &nameLength, &symbol.size, &symbol.dataType, &symbol.precision, nameBuffer.data(), mappedNameBuffer.data());
#endif
            break;
        case SH_ACTIVE_UNIFORMS:
            symbol.symbolType = SHADER_SYMBOL_TYPE_UNIFORM;
#if ANGLE_SH_VERSION >= 112
            ShGetVariableInfo(compiler, symbolType, i, &nameLength, &symbol.size, &symbol.dataType, &symbol.precision, &symbol.staticUse, nameBuffer.data(), mappedNameBuffer.data());
#else
            ShGetVariableInfo(compiler, symbolType, i, &nameLength, &symbol.size, &symbol.dataType, &symbol.precision, nameBuffer.data(), mappedNameBuffer.data());
#endif
            break;
        default:
            ASSERT_NOT_REACHED();
            return false;
        }
        if (!nameLength)
            return false;

        // The ShGetActive* calls above are guaranteed to produce null-terminated strings for
        // nameBuffer and mappedNameBuffer. Also, the character set for symbol names
        // is a subset of Latin-1 as specified by the OpenGL ES Shading Language, Section 3.1 and
        // WebGL, Section "Characters Outside the GLSL Source Character Set".

        String name = String(nameBuffer.data());
        String mappedName = String(mappedNameBuffer.data());

        // ANGLE returns array names in the format "array[0]".
        // The only way to know if a symbol is an array is to check if it ends with "[0]".
        // We can't check the size because regular symbols and arrays of length 1 both have a size of 1.
        symbol.isArray = name.endsWith("[0]") && mappedName.endsWith("[0]");
        if (symbol.isArray) {
            // Add a symbol for the array name without the "[0]" suffix.
            name.truncate(name.length() - 3);
            mappedName.truncate(mappedName.length() - 3);
        }

        symbol.name = name;
        symbol.mappedName = mappedName;
        symbols.append(symbol);

        if (symbol.isArray) {
            // Add symbols for each array element.
            symbol.isArray = false;
            for (int i = 0; i < symbol.size; i++) {
                String arrayBrackets = "[" + String::number(i) + "]";
                symbol.name = name + arrayBrackets;
                symbol.mappedName = mappedName + arrayBrackets;
                symbols.append(symbol);
            }
        }
    }
    return true;
}