bool ANGLEWebKitBridge::validateShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog)
{
    if (!builtCompilers) {
        m_fragmentCompiler = ShConstructCompiler(EShLangFragment, EShSpecWebGL, &m_resources);
        m_vertexCompiler = ShConstructCompiler(EShLangVertex, EShSpecWebGL, &m_resources);

        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, EShOptNone, EDebugOpIntermediate);

    translatedShaderSource = ShGetObjectCode(compiler);
    shaderValidationLog = ShGetInfoLog(compiler);

    return validateSuccess;
}
Exemple #2
0
void Shader::compileToHLSL(void *compiler)
{
    if (isCompiled() || !mSource)
    {
        return;
    }

    TRACE("\n%s", mSource);

    delete[] mInfoLog;
    mInfoLog = NULL;

    int result = ShCompile(compiler, &mSource, 1, EShOptNone, EDebugOpNone);
    const char *obj = ShGetObjectCode(compiler);
    const char *info = ShGetInfoLog(compiler);

    if (result)
    {
        mHlsl = new char[strlen(obj) + 1];
        strcpy(mHlsl, obj);

        TRACE("\n%s", mHlsl);
    }
    else
    {
        mInfoLog = new char[strlen(info) + 1];
        strcpy(mInfoLog, info);

        TRACE("\n%s", mInfoLog);
    }
}
void Shader::compileToHLSL(void *compiler)
{
    if (isCompiled() || !mSource)
    {
        return;
    }

    TRACE("\n%s", mSource);

    delete[] mInfoLog;
    mInfoLog = NULL;

    int result = ShCompile(compiler, &mSource, 1, SH_OBJECT_CODE);

    if (result)
    {
        int objCodeLen = 0;
        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
        mHlsl = new char[objCodeLen];
        ShGetObjectCode(compiler, mHlsl);

        TRACE("\n%s", mHlsl);
    }
    else
    {
        int infoLogLen = 0;
        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
        mInfoLog = new char[infoLogLen];
        ShGetInfoLog(compiler, mInfoLog);

        TRACE("\n%s", mInfoLog);
    }
}
Exemple #4
0
osgToy::GlslLint::Status
osgToy::GlslLint::link()
{
    // The upstream compiler front-end only has a minimal stub for the
    // linker, so it isn't very interesting from a "lint" perspective.
    // FUTURE: implement a linker for lint to verify the consistancy of
    // shaders/uniforms/attributes.

    int options = (_options == VERBOSE) ?  EDebugOpIntermediate : 0;
    _infoLog = "";

    if( _compilerList.empty() ) return ERR_LINK;

    if( !_uniformMap ) _uniformMap = ShConstructUniformMap();
    if( !_uniformMap ) return ERR_UNIFORM_MAP;

    if( !_linker ) _linker = ShConstructLinker( EShExVertexFragment, options );
    if( !_linker ) return ERR_LINKER_CTOR;

    ShSetFixedAttributeBindings( _linker, &g_BoundAttribTable );

    int success = ShLink( _linker, &_compilerList[0], _compilerList.size(),
            _uniformMap, 0, 0 );
    _infoLog = ShGetInfoLog( _linker );
    //if( !success ) return ERR_LINK;

    return SUCCESS;
}
void
ShaderValidator::GetInfoLog(nsACString* out) const
{
    MOZ_ASSERT(mHasRun);

    const std::string &log = ShGetInfoLog(mHandle);
    out->Assign(log.data(), log.length());
}
Exemple #6
0
void Shader::compileToHLSL(void *compiler)
{
    // ensure we don't pass a NULL source to the compiler
    const char *source = "\0";
    if (mSource)
    {
        source = mSource;
    }

    // ensure the compiler is loaded
    initializeCompiler();

    int compileOptions = SH_OBJECT_CODE;
    std::string sourcePath;
    if (perfActive())
    {
        sourcePath = "";
        writeFile(sourcePath.c_str(), source, strlen(source));
        compileOptions |= SH_LINE_DIRECTIVES;
    }

    int result;
    if (sourcePath.empty())
    {
        result = ShCompile(compiler, &source, 1, compileOptions);
    }
    else
    {
        const char* sourceStrings[2] =
        {
            sourcePath.c_str(),
            source
        };

        result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
    }

    if (result)
    {
        size_t objCodeLen = 0;
        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
        mHlsl = new char[objCodeLen];
        ShGetObjectCode(compiler, mHlsl);

        void *activeUniforms;
        ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
        mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
    }
    else
    {
        size_t infoLogLen = 0;
        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
        mInfoLog = new char[infoLogLen];
        ShGetInfoLog(compiler, mInfoLog);

        TRACE("\n%s", mInfoLog);
    }
}
Exemple #7
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;
}
 testing::AssertionResult TestShaderCompile(const char *version,
                                            const char *pragma,
                                            const char *shader)
 {
     const char *shaderStrings[] = {version, pragma, shader};
     bool success = ShCompile(mCompiler, shaderStrings, 3, 0);
     if (success)
     {
         return ::testing::AssertionSuccess() << "Compilation success";
     }
     return ::testing::AssertionFailure() << ShGetInfoLog(mCompiler);
 }
Exemple #9
0
void Shader::compileToHLSL(void *compiler)
{
    if (isCompiled() || !mSource)
    {
        return;
    }

    delete[] mInfoLog;
    mInfoLog = NULL;

    int compileOptions = SH_OBJECT_CODE;
    std::string sourcePath;
    if (perfActive())
    {
        sourcePath = getTempPath();
        writeFile(sourcePath.c_str(), mSource, strlen(mSource));
        compileOptions |= SH_LINE_DIRECTIVES;
    }

    int result;
    if (sourcePath.empty())
    {
        result = ShCompile(compiler, &mSource, 1, compileOptions);
    }
    else
    {
        const char* sourceStrings[2] =
        {
            sourcePath.c_str(),
            mSource
        };

        result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
    }

    if (result)
    {
        int objCodeLen = 0;
        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
        mHlsl = new char[objCodeLen];
        ShGetObjectCode(compiler, mHlsl);
    }
    else
    {
        int infoLogLen = 0;
        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
        mInfoLog = new char[infoLogLen];
        ShGetInfoLog(compiler, mInfoLog);

        TRACE("\n%s", mInfoLog);
    }
}
Exemple #10
0
bool ANGLEWebKitBridge::validateShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog)
{
    if (!builtCompilers) {
        m_fragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_WEBGL_SPEC, m_shaderOutput, &m_resources);
        m_vertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_WEBGL_SPEC, 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);
    if (!validateSuccess) {
        int logSize = 0;
        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &logSize);
        if (logSize > 1) {
            OwnArrayPtr<char> logBuffer = adoptArrayPtr(new char[logSize]);
            if (logBuffer) {
                ShGetInfoLog(compiler, logBuffer.get());
                shaderValidationLog = logBuffer.get();
            }
        }
        return false;
    }

    int translationLength = 0;
    ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &translationLength);
    if (translationLength > 1) {
        OwnArrayPtr<char> translationBuffer = adoptArrayPtr(new char[translationLength]);
        if (!translationBuffer)
            return false;
        ShGetObjectCode(compiler, translationBuffer.get());
        translatedShaderSource = translationBuffer.get();
    }

    return true;
}
Exemple #11
0
osgToy::GlslLint::Status
osgToy::GlslLint::compile( osg::Shader::Type type, const std::string& sourceText )
{
    int options = (_options == VERBOSE) ?  EDebugOpIntermediate : 0;
    EShLanguage lang = (type == osg::Shader::VERTEX) ? EShLangVertex : EShLangFragment;
    _infoLog = "";

    ShHandle compiler = ShConstructCompiler( lang, options );
    if( !compiler ) return ERR_COMPILER_CTOR;
    _compilerList.push_back( compiler );

    const char* text = sourceText.c_str();
    int success = ShCompile( compiler, &text, 1, EShOptNone, &g_Resources, options );
    _infoLog = ShGetInfoLog( compiler );
    if( !success ) return ERR_COMPILE;

    return SUCCESS;
}
Exemple #12
0
//
// Thread entry point, for non-linking asynchronous mode.
//
// Return 0 for failure, 1 for success.
//
unsigned int CompileShaders(void*)
{
    glslang::TWorkItem* workItem;
    while (Worklist.remove(workItem)) {
        ShHandle compiler = ShConstructCompiler(FindLanguage(workItem->name), Options);
        if (compiler == 0)
            return 0;

        CompileFile(workItem->name.c_str(), compiler);

        if (! (Options & EOptionSuppressInfolog))
            workItem->results = ShGetInfoLog(compiler);

        ShDestruct(compiler);
    }

    return 0;
}
Exemple #13
0
bool ANGLEWebKitBridge::compileShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<ANGLEShaderSymbol>& symbols, int extraCompileOptions)
{
    if (!builtCompilers) {
        m_fragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, m_shaderSpec, m_shaderOutput, &m_resources);
        m_vertexCompiler = ShConstructCompiler(GL_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 | SH_VARIABLES | extraCompileOptions);
    if (!validateSuccess) {
        const std::string& log = ShGetInfoLog(compiler);
        if (log.length())
            shaderValidationLog = log.c_str();
        return false;
    }

    const std::string& objectCode = ShGetObjectCode(compiler);
    if (objectCode.length())
        translatedShaderSource = objectCode.c_str();
    
    if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_ATTRIBUTE, symbols))
        return false;
    if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_UNIFORM, symbols))
        return false;
    if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_VARYING, symbols))
        return false;

    return true;
}
Exemple #14
0
void Shader::compileToHLSL(void *compiler)
{
    if (isCompiled() || !mSource)
    {
        return;
    }

    TRACE("\n%s", mSource);

    delete[] mInfoLog;
    mInfoLog = NULL;

    TBuiltInResource resources;

    resources.maxVertexAttribs = MAX_VERTEX_ATTRIBS;
    resources.maxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS;
    resources.maxVaryingVectors = MAX_VARYING_VECTORS;
    resources.maxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
    resources.maxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
    resources.maxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
    resources.maxFragmentUniformVectors = MAX_FRAGMENT_UNIFORM_VECTORS;
    resources.maxDrawBuffers = MAX_DRAW_BUFFERS;

    int result = ShCompile(compiler, &mSource, 1, EShOptNone, &resources, EDebugOpObjectCode);
    const char *obj = ShGetObjectCode(compiler);
    const char *info = ShGetInfoLog(compiler);

    if (result)
    {
        mHlsl = new char[strlen(obj) + 1];
        strcpy(mHlsl, obj);

        TRACE("\n%s", mHlsl);
    }
    else
    {
        mInfoLog = new char[strlen(info) + 1];
        strcpy(mInfoLog, info);

        TRACE("\n%s", mInfoLog);
    }
}
    // Compiles a shader and if there's an error checks for a specific
    // substring in the error log. This way we know the error is specific
    // to the issue we are testing.
    bool CheckShaderCompilation(ShHandle compiler,
                                const char *source,
                                int compileOptions,
                                const char *expected_error)
    {
        bool success = ShCompile(compiler, &source, 1, compileOptions) != 0;
        if (success)
        {
            success = !expected_error;
        }
        else
        {
            std::string log = ShGetInfoLog(compiler);
            if (expected_error)
                success = log.find(expected_error) != std::string::npos;

            EXPECT_TRUE(success) << log << "\n----shader----\n" << source;
        }
        return success;
    }
int main(int argc, char* argv[])
{
    TFailCode failCode = ESuccess;

    int compileOptions = 0;
    int numCompiles = 0;
    ShHandle vertexCompiler = 0;
    ShHandle fragmentCompiler = 0;
    char* buffer = 0;
    int bufferLen = 0;
    int numAttribs = 0, numUniforms = 0;
    ShShaderSpec spec = SH_GLES2_SPEC;
    ShShaderOutput output = SH_ESSL_OUTPUT;

    ShInitialize();

    ShBuiltInResources resources;
    GenerateResources(&resources);

    argc--;
    argv++;
    for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++) {
        if (argv[0][0] == '-') {
            switch (argv[0][1]) {
            case 'i':
                compileOptions |= SH_INTERMEDIATE_TREE;
                break;
            case 'm':
                compileOptions |= SH_MAP_LONG_VARIABLE_NAMES;
                break;
            case 'o':
                compileOptions |= SH_OBJECT_CODE;
                break;
            case 'u':
                compileOptions |= SH_ATTRIBUTES_UNIFORMS;
                break;
            case 'l':
                compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX;
                break;
            case 'e':
                compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS;
                break;
            case 'd':
                compileOptions |= SH_DEPENDENCY_GRAPH;
                break;
            case 't':
                compileOptions |= SH_TIMING_RESTRICTIONS;
                break;
            case 's':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                    case 'e':
                        spec = SH_GLES2_SPEC;
                        break;
                    case 'w':
                        spec = SH_WEBGL_SPEC;
                        break;
                    case 'c':
                        spec = SH_CSS_SHADERS_SPEC;
                        break;
                    default:
                        failCode = EFailUsage;
                    }
                } else {
                    failCode = EFailUsage;
                }
                break;
            case 'b':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                    case 'e':
                        output = SH_ESSL_OUTPUT;
                        break;
                    case 'g':
                        output = SH_GLSL_OUTPUT;
                        break;
                    case 'h':
                        output = SH_HLSL_OUTPUT;
                        break;
                    default:
                        failCode = EFailUsage;
                    }
                } else {
                    failCode = EFailUsage;
                }
                break;
            case 'x':
                if (argv[0][2] == '=') {
                    switch (argv[0][3]) {
                    case 'i':
                        resources.OES_EGL_image_external = 1;
                        break;
                    case 'd':
                        resources.OES_standard_derivatives = 1;
                        break;
                    case 'r':
                        resources.ARB_texture_rectangle = 1;
                        break;
                    default:
                        failCode = EFailUsage;
                    }
                } else {
                    failCode = EFailUsage;
                }
                break;
            default:
                failCode = EFailUsage;
            }
        } else {
            ShHandle compiler = 0;
            switch (FindShaderType(argv[0])) {
            case SH_VERTEX_SHADER:
                if (vertexCompiler == 0)
                    vertexCompiler = ShConstructCompiler(
                                         SH_VERTEX_SHADER, spec, output, &resources);
                compiler = vertexCompiler;
                break;
            case SH_FRAGMENT_SHADER:
                if (fragmentCompiler == 0)
                    fragmentCompiler = ShConstructCompiler(
                                           SH_FRAGMENT_SHADER, spec, output, &resources);
                compiler = fragmentCompiler;
                break;
            default:
                break;
            }
            if (compiler) {
                bool compiled = CompileFile(argv[0], compiler, compileOptions);

                LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
                ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &bufferLen);
                buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
                ShGetInfoLog(compiler, buffer);
                puts(buffer);
                LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
                printf("\n\n");

                if (compiled && (compileOptions & SH_OBJECT_CODE)) {
                    LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
                    ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &bufferLen);
                    buffer = (char*) realloc(buffer, bufferLen * sizeof(char));
                    ShGetObjectCode(compiler, buffer);
                    puts(buffer);
                    LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
                    printf("\n\n");
                }
                if (compiled && (compileOptions & SH_ATTRIBUTES_UNIFORMS)) {
                    LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
                    PrintActiveVariables(compiler, SH_ACTIVE_ATTRIBUTES, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
                    LogMsg("END", "COMPILER", numCompiles, "ACTIVE ATTRIBS");
                    printf("\n\n");

                    LogMsg("BEGIN", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
                    PrintActiveVariables(compiler, SH_ACTIVE_UNIFORMS, (compileOptions & SH_MAP_LONG_VARIABLE_NAMES) != 0);
                    LogMsg("END", "COMPILER", numCompiles, "ACTIVE UNIFORMS");
                    printf("\n\n");
                }
                if (!compiled)
                    failCode = EFailCompile;
                ++numCompiles;
            } else {
                failCode = EFailCompilerCreate;
            }
        }
    }

    if ((vertexCompiler == 0) && (fragmentCompiler == 0))
        failCode = EFailUsage;
    if (failCode == EFailUsage)
        usage();

    if (vertexCompiler)
        ShDestruct(vertexCompiler);
    if (fragmentCompiler)
        ShDestruct(fragmentCompiler);
    if (buffer)
        free(buffer);
    ShFinalize();

    return failCode;
}
Exemple #17
0
void ShaderD3D::compileToHLSL(ShHandle compiler, const std::string &source)
{
    int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);

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

    std::string sourcePath;

#if !defined (ANGLE_ENABLE_WINDOWS_STORE)
    if (gl::DebugAnnotationsActive())
    {
        sourcePath = getTempPath();
        writeFile(sourcePath.c_str(), source.c_str(), source.length());
        compileOptions |= SH_LINE_DIRECTIVES;
    }
#endif

    int result;
    if (sourcePath.empty())
    {
        const char* sourceStrings[] =
        {
            source.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
    }
    else
    {
        const char* sourceStrings[] =
        {
            sourcePath.c_str(),
            source.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
    }

    mShaderVersion = ShGetShaderVersion(compiler);

    if (result)
    {
        mTranslatedSource = ShGetObjectCode(compiler);

#ifdef _DEBUG
        // Prefix hlsl shader with commented out glsl shader
        // Useful in diagnostics tools like pix which capture the hlsl shaders
        std::ostringstream hlslStream;
        hlslStream << "// GLSL\n";
        hlslStream << "//\n";

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

            hlslStream << "// " << source.substr(curPos, len);

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

        mUniforms = *GetShaderVariables(ShGetUniforms(compiler));

        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            const sh::Uniform &uniform = mUniforms[uniformIndex];

            if (uniform.staticUse && !uniform.isBuiltIn())
            {
                unsigned int index = static_cast<unsigned int>(-1);
                bool getUniformRegisterResult = ShGetUniformRegister(compiler, uniform.name, &index);
                UNUSED_ASSERTION_VARIABLE(getUniformRegisterResult);
                ASSERT(getUniformRegisterResult);

                mUniformRegisterMap[uniform.name] = index;
            }
        }

        mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));

        for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
        {
            const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];

            if (interfaceBlock.staticUse)
            {
                unsigned int index = static_cast<unsigned int>(-1);
                bool blockRegisterResult = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name, &index);
                UNUSED_ASSERTION_VARIABLE(blockRegisterResult);
                ASSERT(blockRegisterResult);

                mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
            }
        }
    }
    else
    {
        mInfoLog = ShGetInfoLog(compiler);

        TRACE("\n%s", mInfoLog.c_str());
    }
}
Exemple #18
0
void ShaderD3D::compileToHLSL(void *compiler, const std::string &source)
{
    // ensure the compiler is loaded
    initializeCompiler();

    int compileOptions = (SH_OBJECT_CODE | SH_VARIABLES);
    std::string sourcePath;

#if !defined (ANGLE_ENABLE_WINDOWS_STORE)
    if (gl::perfActive())
    {
        sourcePath = getTempPath();
        writeFile(sourcePath.c_str(), source.c_str(), source.length());
        compileOptions |= SH_LINE_DIRECTIVES;
    }
#endif

    int result;
    if (sourcePath.empty())
    {
        const char* sourceStrings[] =
        {
            source.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
    }
    else
    {
        const char* sourceStrings[] =
        {
            sourcePath.c_str(),
            source.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
    }

    mShaderVersion = ShGetShaderVersion(compiler);

    if (mShaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
    {
        mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
        TRACE("\n%s", mInfoLog.c_str());
    }
    else if (result)
    {
        mHlsl = ShGetObjectCode(compiler);

#ifdef _DEBUG
        // Prefix hlsl shader with commented out glsl shader
        // Useful in diagnostics tools like pix which capture the hlsl shaders
        std::ostringstream hlslStream;
        hlslStream << "// GLSL\n";
        hlslStream << "//\n";

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

            hlslStream << "// " << source.substr(curPos, len);

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

        mUniforms = *GetShaderVariables(ShGetUniforms(compiler));

        for (size_t uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
        {
            const sh::Uniform &uniform = mUniforms[uniformIndex];

            if (uniform.staticUse)
            {
                unsigned int index = -1;
                bool result = ShGetUniformRegister(compiler, uniform.name, &index);
                UNUSED_ASSERTION_VARIABLE(result);
                ASSERT(result);

                mUniformRegisterMap[uniform.name] = index;
            }
        }

        mInterfaceBlocks = *GetShaderVariables(ShGetInterfaceBlocks(compiler));

        for (size_t blockIndex = 0; blockIndex < mInterfaceBlocks.size(); blockIndex++)
        {
            const sh::InterfaceBlock &interfaceBlock = mInterfaceBlocks[blockIndex];

            if (interfaceBlock.staticUse)
            {
                unsigned int index = -1;
                bool result = ShGetInterfaceBlockRegister(compiler, interfaceBlock.name, &index);
                UNUSED_ASSERTION_VARIABLE(result);
                ASSERT(result);

                mInterfaceBlockRegisterMap[interfaceBlock.name] = index;
            }
        }
    }
    else
    {
        mInfoLog = ShGetInfoLog(compiler);

        TRACE("\n%s", mInfoLog.c_str());
    }
}
 void TestShaderExtension(const char **shaderStrings, int stringCount, bool expectation)
 {
     bool success = ShCompile(mCompiler, shaderStrings, stringCount, 0);
     const std::string& compileLog = ShGetInfoLog(mCompiler);
     EXPECT_EQ(expectation, success) << compileLog;
 }
Exemple #20
0
void Shader::compileToHLSL(void *compiler)
{
    // ensure the compiler is loaded
    initializeCompiler();

    int compileOptions = SH_OBJECT_CODE;
    std::string sourcePath;
    if (perfActive())
    {
        sourcePath = getTempPath();
        writeFile(sourcePath.c_str(), mSource.c_str(), mSource.length());
        compileOptions |= SH_LINE_DIRECTIVES;
    }

    int result;
    if (sourcePath.empty())
    {
        const char* sourceStrings[] =
        {
            mSource.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions);
    }
    else
    {
        const char* sourceStrings[] =
        {
            sourcePath.c_str(),
            mSource.c_str(),
        };

        result = ShCompile(compiler, sourceStrings, ArraySize(sourceStrings), compileOptions | SH_SOURCE_PATH);
    }

    size_t shaderVersion = 100;
    ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);

    mShaderVersion = static_cast<int>(shaderVersion);

    if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
    {
        mInfoLog = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
        TRACE("\n%s", mInfoLog.c_str());
    }
    else if (result)
    {
        size_t objCodeLen = 0;
        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);

        char* outputHLSL = new char[objCodeLen];
        ShGetObjectCode(compiler, outputHLSL);

#ifdef _DEBUG
        std::ostringstream hlslStream;
        hlslStream << "// GLSL\n";
        hlslStream << "//\n";

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

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

            curPos = (nextLine == std::string::npos) ? std::string::npos : (nextLine + 1);
        }
        hlslStream << "\n\n";
        hlslStream << outputHLSL;
        mHlsl = hlslStream.str();
#else
        mHlsl = outputHLSL;
#endif

        delete[] outputHLSL;

        void *activeUniforms;
        ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
        mActiveUniforms = *(std::vector<Uniform>*)activeUniforms;

        void *activeInterfaceBlocks;
        ShGetInfoPointer(compiler, SH_ACTIVE_INTERFACE_BLOCKS_ARRAY, &activeInterfaceBlocks);
        mActiveInterfaceBlocks = *(std::vector<InterfaceBlock>*)activeInterfaceBlocks;
    }
    else
    {
        size_t infoLogLen = 0;
        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);

        char* infoLog = new char[infoLogLen];
        ShGetInfoLog(compiler, infoLog);
        mInfoLog = infoLog;

        TRACE("\n%s", mInfoLog.c_str());
    }
}
int main(int argc, char *argv[])
{
    TFailCode failCode = ESuccess;

    int compileOptions = 0;
    int numCompiles = 0;
    ShHandle vertexCompiler = 0;
    ShHandle fragmentCompiler = 0;
    ShShaderSpec spec = SH_GLES2_SPEC;
    ShShaderOutput output = SH_ESSL_OUTPUT;

    ShInitialize();

    ShBuiltInResources resources;
    GenerateResources(&resources);

    argc--;
    argv++;
    for (; (argc >= 1) && (failCode == ESuccess); argc--, argv++)
    {
        if (argv[0][0] == '-')
        {
            switch (argv[0][1])
            {
              case 'i': compileOptions |= SH_INTERMEDIATE_TREE; break;
              case 'o': compileOptions |= SH_OBJECT_CODE; break;
              case 'u': compileOptions |= SH_VARIABLES; break;
              case 'l': compileOptions |= SH_UNROLL_FOR_LOOP_WITH_INTEGER_INDEX; break;
              case 'e': compileOptions |= SH_EMULATE_BUILT_IN_FUNCTIONS; break;
              case 'd': compileOptions |= SH_DEPENDENCY_GRAPH; break;
              case 't': compileOptions |= SH_TIMING_RESTRICTIONS; break;
              case 'p': resources.WEBGL_debug_shader_precision = 1; break;
              case 's':
                if (argv[0][2] == '=')
                {
                    switch (argv[0][3])
                    {
                      case 'e':
                        if (argv[0][4] == '3')
                        {
                            spec = SH_GLES3_SPEC;
                        }
                        else
                        {
                            spec = SH_GLES2_SPEC;
                        }
                        break;
                      case 'w':
                        if (argv[0][4] == '2')
                        {
                            spec = SH_WEBGL2_SPEC;
                        }
                        else
                        {
                            spec = SH_WEBGL_SPEC;
                        }
                        break;
                      case 'c': spec = SH_CSS_SHADERS_SPEC; break;
                      default: failCode = EFailUsage;
                    }
                }
                else
                {
                    failCode = EFailUsage;
                }
                break;
              case 'b':
                if (argv[0][2] == '=')
                {
                    switch (argv[0][3])
                    {
                      case 'e': output = SH_ESSL_OUTPUT; break;
                      case 'g': output = SH_GLSL_OUTPUT; break;
                      case 'h':
                        if (argv[0][4] == '1' && argv[0][5] == '1')
                        {
                            output = SH_HLSL11_OUTPUT;
                        }
                        else
                        {
                            output = SH_HLSL9_OUTPUT;
                        }
                        break;
                      default: failCode = EFailUsage;
                    }
                }
                else
                {
                    failCode = EFailUsage;
                }
                break;
              case 'x':
                if (argv[0][2] == '=')
                {
                    switch (argv[0][3])
                    {
                      case 'i': resources.OES_EGL_image_external = 1; break;
                      case 'd': resources.OES_standard_derivatives = 1; break;
                      case 'r': resources.ARB_texture_rectangle = 1; break;
                      case 'l': resources.EXT_shader_texture_lod = 1; break;
                      case 'f': resources.EXT_shader_framebuffer_fetch = 1; break;
                      case 'n': resources.NV_shader_framebuffer_fetch = 1; break;
                      case 'a': resources.ARM_shader_framebuffer_fetch = 1; break;
                      default: failCode = EFailUsage;
                    }
                }
                else
                {
                    failCode = EFailUsage;
                }
                break;
              default: failCode = EFailUsage;
            }
        }
        else
        {
            ShHandle compiler = 0;
            switch (FindShaderType(argv[0]))
            {
              case GL_VERTEX_SHADER:
                if (vertexCompiler == 0)
                {
                    vertexCompiler = ShConstructCompiler(
                        GL_VERTEX_SHADER, spec, output, &resources);
                }
                compiler = vertexCompiler;
                break;
              case GL_FRAGMENT_SHADER:
                if (fragmentCompiler == 0)
                {
                    fragmentCompiler = ShConstructCompiler(
                        GL_FRAGMENT_SHADER, spec, output, &resources);
                }
                compiler = fragmentCompiler;
                break;
              default: break;
            }
            if (compiler)
            {
                bool compiled = CompileFile(argv[0], compiler, compileOptions);

                LogMsg("BEGIN", "COMPILER", numCompiles, "INFO LOG");
                std::string log = ShGetInfoLog(compiler);
                puts(log.c_str());
                LogMsg("END", "COMPILER", numCompiles, "INFO LOG");
                printf("\n\n");

                if (compiled && (compileOptions & SH_OBJECT_CODE))
                {
                    LogMsg("BEGIN", "COMPILER", numCompiles, "OBJ CODE");
                    std::string code = ShGetObjectCode(compiler);
                    puts(code.c_str());
                    LogMsg("END", "COMPILER", numCompiles, "OBJ CODE");
                    printf("\n\n");
                }
                if (compiled && (compileOptions & SH_VARIABLES))
                {
                    LogMsg("BEGIN", "COMPILER", numCompiles, "VARIABLES");
                    PrintActiveVariables(compiler);
                    LogMsg("END", "COMPILER", numCompiles, "VARIABLES");
                    printf("\n\n");
                }
                if (!compiled)
                  failCode = EFailCompile;
                ++numCompiles;
            }
            else
            {
                failCode = EFailCompilerCreate;
            }
        }
    }

    if ((vertexCompiler == 0) && (fragmentCompiler == 0))
        failCode = EFailUsage;
    if (failCode == EFailUsage)
        usage();

    if (vertexCompiler)
        ShDestruct(vertexCompiler);
    if (fragmentCompiler)
        ShDestruct(fragmentCompiler);
    ShFinalize();

    return failCode;
}
Exemple #22
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);
}