コード例 #1
0
ファイル: WebGLProgram.cpp プロジェクト: Danielzac/gecko-dev
static already_AddRefed<const webgl::LinkedProgramInfo>
QueryProgramInfo(WebGLProgram* prog, gl::GLContext* gl)
{
    RefPtr<webgl::LinkedProgramInfo> info(new webgl::LinkedProgramInfo(prog));

    GLuint maxAttribLenWithNull = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH,
                      (GLint*)&maxAttribLenWithNull);
    if (maxAttribLenWithNull < 1)
        maxAttribLenWithNull = 1;

    GLuint maxUniformLenWithNull = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH,
                      (GLint*)&maxUniformLenWithNull);
    if (maxUniformLenWithNull < 1)
        maxUniformLenWithNull = 1;

    GLuint maxUniformBlockLenWithNull = 0;
    if (gl->IsSupported(gl::GLFeature::uniform_buffer_object)) {
        gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH,
                          (GLint*)&maxUniformBlockLenWithNull);
        if (maxUniformBlockLenWithNull < 1)
            maxUniformBlockLenWithNull = 1;
    }

    GLuint maxTransformFeedbackVaryingLenWithNull = 0;
    if (gl->IsSupported(gl::GLFeature::transform_feedback2)) {
        gl->fGetProgramiv(prog->mGLName, LOCAL_GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH,
                          (GLint*)&maxTransformFeedbackVaryingLenWithNull);
        if (maxTransformFeedbackVaryingLenWithNull < 1)
            maxTransformFeedbackVaryingLenWithNull = 1;
    }


#ifdef DUMP_SHADERVAR_MAPPINGS
    printf_stderr("maxAttribLenWithNull: %d\n", maxAttribLenWithNull);
    printf_stderr("maxUniformLenWithNull: %d\n", maxUniformLenWithNull);
    printf_stderr("maxUniformBlockLenWithNull: %d\n", maxUniformBlockLenWithNull);
#endif

    // Attribs

    GLuint numActiveAttribs = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES,
                      (GLint*)&numActiveAttribs);

    for (GLuint i = 0; i < numActiveAttribs; i++) {
        nsAutoCString mappedName;
        mappedName.SetLength(maxAttribLenWithNull - 1);

        GLsizei lengthWithoutNull = 0;
        GLint elemCount = 0; // `size`
        GLenum elemType = 0; // `type`
        gl->fGetActiveAttrib(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
                             &elemCount, &elemType, mappedName.BeginWriting());

        mappedName.SetLength(lengthWithoutNull);

        // Collect ActiveInfos:

        // Attribs can't be arrays, so we can skip some of the mess we have in the Uniform
        // path.
        nsDependentCString userName;
        if (!prog->FindAttribUserNameByMappedName(mappedName, &userName))
            userName.Rebind(mappedName, 0);

#ifdef DUMP_SHADERVAR_MAPPINGS
        printf_stderr("[attrib %i] %s/%s\n", i, mappedName.BeginReading(),
                      userName.BeginReading());
        printf_stderr("    lengthWithoutNull: %d\n", lengthWithoutNull);
#endif

        const bool isArray = false;
        AddActiveInfo(prog->mContext, elemCount, elemType, isArray, userName, mappedName,
                      &info->activeAttribs, &info->attribMap);

        // Collect active locations:
        GLint loc = gl->fGetAttribLocation(prog->mGLName, mappedName.BeginReading());
        if (loc == -1) {
            if (mappedName != "gl_InstanceID")
                MOZ_CRASH("Active attrib has no location.");
        } else {
            info->activeAttribLocs.insert(loc);
        }
    }

    // Uniforms

    const bool needsCheckForArrays = gl->WorkAroundDriverBugs();

    GLuint numActiveUniforms = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORMS,
                      (GLint*)&numActiveUniforms);

    for (GLuint i = 0; i < numActiveUniforms; i++) {
        nsAutoCString mappedName;
        mappedName.SetLength(maxUniformLenWithNull - 1);

        GLsizei lengthWithoutNull = 0;
        GLint elemCount = 0; // `size`
        GLenum elemType = 0; // `type`
        gl->fGetActiveUniform(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
                              &elemCount, &elemType, mappedName.BeginWriting());

        mappedName.SetLength(lengthWithoutNull);

        nsAutoCString baseMappedName;
        bool isArray;
        size_t arrayIndex;
        if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
            MOZ_CRASH("Failed to parse `mappedName` received from driver.");

        // Note that for good drivers, `isArray` should already be correct.
        // However, if FindUniform succeeds, it will be validator-guaranteed correct.

        nsAutoCString baseUserName;
        if (!prog->FindUniformByMappedName(baseMappedName, &baseUserName, &isArray)) {
            baseUserName = baseMappedName;

            if (needsCheckForArrays && !isArray) {
                // By GLES 3, GetUniformLocation("foo[0]") should return -1 if `foo` is
                // not an array. Our current linux Try slaves return the location of `foo`
                // anyways, though.
                std::string mappedNameStr = baseMappedName.BeginReading();
                mappedNameStr += "[0]";

                GLint loc = gl->fGetUniformLocation(prog->mGLName, mappedNameStr.c_str());
                if (loc != -1)
                    isArray = true;
            }
        }

#ifdef DUMP_SHADERVAR_MAPPINGS
        printf_stderr("[uniform %i] %s/%i/%s/%s\n", i, mappedName.BeginReading(),
                      (int)isArray, baseMappedName.BeginReading(),
                      baseUserName.BeginReading());
        printf_stderr("    lengthWithoutNull: %d\n", lengthWithoutNull);
        printf_stderr("    isArray: %d\n", (int)isArray);
#endif

        AddActiveInfo(prog->mContext, elemCount, elemType, isArray, baseUserName,
                      baseMappedName, &info->activeUniforms, &info->uniformMap);
    }

    // Uniform Blocks

    if (gl->IsSupported(gl::GLFeature::uniform_buffer_object)) {
        GLuint numActiveUniformBlocks = 0;
        gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_BLOCKS,
                          (GLint*)&numActiveUniformBlocks);

        for (GLuint i = 0; i < numActiveUniformBlocks; i++) {
            nsAutoCString mappedName;
            mappedName.SetLength(maxUniformBlockLenWithNull - 1);

            GLint lengthWithoutNull;
            gl->fGetActiveUniformBlockiv(prog->mGLName, i, LOCAL_GL_UNIFORM_BLOCK_NAME_LENGTH, &lengthWithoutNull);
            gl->fGetActiveUniformBlockName(prog->mGLName, i, maxUniformBlockLenWithNull, &lengthWithoutNull, mappedName.BeginWriting());
            mappedName.SetLength(lengthWithoutNull);

            nsAutoCString baseMappedName;
            bool isArray;
            size_t arrayIndex;
            if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
                MOZ_CRASH("Failed to parse `mappedName` received from driver.");

            nsAutoCString baseUserName;
            if (!prog->FindUniformBlockByMappedName(baseMappedName, &baseUserName,
                                                    &isArray))
            {
                baseUserName = baseMappedName;

                if (needsCheckForArrays && !isArray) {
                    std::string mappedNameStr = baseMappedName.BeginReading();
                    mappedNameStr += "[0]";

                    GLuint loc = gl->fGetUniformBlockIndex(prog->mGLName,
                                                           mappedNameStr.c_str());
                    if (loc != LOCAL_GL_INVALID_INDEX)
                        isArray = true;
                }
            }

#ifdef DUMP_SHADERVAR_MAPPINGS
            printf_stderr("[uniform block %i] %s/%i/%s/%s\n", i, mappedName.BeginReading(),
                          (int)isArray, baseMappedName.BeginReading(),
                          baseUserName.BeginReading());
            printf_stderr("    lengthWithoutNull: %d\n", lengthWithoutNull);
            printf_stderr("    isArray: %d\n", (int)isArray);
#endif

            AddActiveBlockInfo(baseUserName, baseMappedName, &info->uniformBlocks);
        }
    }

    // Transform feedback varyings

    if (gl->IsSupported(gl::GLFeature::transform_feedback2)) {
        GLuint numTransformFeedbackVaryings = 0;
        gl->fGetProgramiv(prog->mGLName, LOCAL_GL_TRANSFORM_FEEDBACK_VARYINGS,
                          (GLint*)&numTransformFeedbackVaryings);

        for (GLuint i = 0; i < numTransformFeedbackVaryings; i++) {
            nsAutoCString mappedName;
            mappedName.SetLength(maxTransformFeedbackVaryingLenWithNull - 1);

            GLint lengthWithoutNull;
            GLsizei size;
            GLenum type;
            gl->fGetTransformFeedbackVarying(prog->mGLName, i, maxTransformFeedbackVaryingLenWithNull,
                                             &lengthWithoutNull, &size, &type,
                                             mappedName.BeginWriting());
            mappedName.SetLength(lengthWithoutNull);

            nsAutoCString baseMappedName;
            bool isArray;
            size_t arrayIndex;
            if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
                MOZ_CRASH("Failed to parse `mappedName` received from driver.");

            nsAutoCString baseUserName;
            if (!prog->FindVaryingByMappedName(mappedName, &baseUserName, &isArray)) {
                baseUserName = baseMappedName;

                if (needsCheckForArrays && !isArray) {
                    std::string mappedNameStr = baseMappedName.BeginReading();
                    mappedNameStr += "[0]";

                    GLuint loc = gl->fGetUniformBlockIndex(prog->mGLName,
                                                           mappedNameStr.c_str());
                    if (loc != LOCAL_GL_INVALID_INDEX)
                        isArray = true;
                }
            }

            AddActiveInfo(prog->mContext, size, type, isArray, baseUserName, mappedName,
                          &info->transformFeedbackVaryings,
                          &info->transformFeedbackVaryingsMap);
        }
    }

    return info.forget();
}
コード例 #2
0
ファイル: WebGLProgram.cpp プロジェクト: Mardak/tiles-dev
static TemporaryRef<const webgl::LinkedProgramInfo>
QueryProgramInfo(WebGLProgram* prog, gl::GLContext* gl)
{
    RefPtr<webgl::LinkedProgramInfo> info(new webgl::LinkedProgramInfo(prog));

    GLuint maxAttribLenWithNull = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH,
                      (GLint*)&maxAttribLenWithNull);
    if (maxAttribLenWithNull < 1)
        maxAttribLenWithNull = 1;

    GLuint maxUniformLenWithNull = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH,
                      (GLint*)&maxUniformLenWithNull);
    if (maxUniformLenWithNull < 1)
        maxUniformLenWithNull = 1;

#ifdef DUMP_SHADERVAR_MAPPINGS
    printf_stderr("maxAttribLenWithNull: %d\n", maxAttribLenWithNull);
    printf_stderr("maxUniformLenWithNull: %d\n", maxUniformLenWithNull);
#endif

    // Attribs

    GLuint numActiveAttribs = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES,
                      (GLint*)&numActiveAttribs);

    for (GLuint i = 0; i < numActiveAttribs; i++) {
        nsAutoCString mappedName;
        mappedName.SetLength(maxAttribLenWithNull - 1);

        GLsizei lengthWithoutNull = 0;
        GLint elemCount = 0; // `size`
        GLenum elemType = 0; // `type`
        gl->fGetActiveAttrib(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
                             &elemCount, &elemType, mappedName.BeginWriting());

        mappedName.SetLength(lengthWithoutNull);

        // Collect ActiveInfos:

        // Attribs can't be arrays, so we can skip some of the mess we have in the Uniform
        // path.
        nsDependentCString userName;
        if (!prog->FindAttribUserNameByMappedName(mappedName, &userName))
            userName.Rebind(mappedName, 0);

#ifdef DUMP_SHADERVAR_MAPPINGS
        printf_stderr("[attrib %i] %s/%s\n", i, mappedName.BeginReading(),
                      userName.BeginReading());
        printf_stderr("    lengthWithoutNull: %d\n", lengthWithoutNull);
#endif

        const bool isArray = false;
        AddActiveInfo(prog->Context(), elemCount, elemType, isArray, userName, mappedName,
                      &info->activeAttribs, &info->attribMap);

        // Collect active locations:
        GLint loc = gl->fGetAttribLocation(prog->mGLName, mappedName.BeginReading());
        if (loc == -1)
            MOZ_CRASH("Active attrib has no location.");

        info->activeAttribLocs.insert(loc);
    }

    // Uniforms

    const bool needsCheckForArrays = true;

    GLuint numActiveUniforms = 0;
    gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORMS,
                      (GLint*)&numActiveUniforms);

    for (GLuint i = 0; i < numActiveUniforms; i++) {
        nsAutoCString mappedName;
        mappedName.SetLength(maxUniformLenWithNull - 1);

        GLsizei lengthWithoutNull = 0;
        GLint elemCount = 0; // `size`
        GLenum elemType = 0; // `type`
        gl->fGetActiveUniform(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
                              &elemCount, &elemType, mappedName.BeginWriting());

        mappedName.SetLength(lengthWithoutNull);

        nsAutoCString baseMappedName;
        bool isArray;
        size_t arrayIndex;
        if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
            MOZ_CRASH("Failed to parse `mappedName` received from driver.");

        // Note that for good drivers, `isArray` should already be correct.
        // However, if FindUniform succeeds, it will be validator-guaranteed correct.

        nsAutoCString baseUserName;
        if (!prog->FindUniformByMappedName(baseMappedName, &baseUserName, &isArray)) {
            baseUserName = baseMappedName;

            if (needsCheckForArrays && !isArray) {
                // By GLES 3, GetUniformLocation("foo[0]") should return -1 if `foo` is
                // not an array. Our current linux Try slaves return the location of `foo`
                // anyways, though.
                std::string mappedName = baseMappedName.BeginReading();
                mappedName += "[0]";

                GLint loc = gl->fGetUniformLocation(prog->mGLName, mappedName.c_str());
                if (loc != -1)
                    isArray = true;
            }
        }

#ifdef DUMP_SHADERVAR_MAPPINGS
        printf_stderr("[uniform %i] %s/%i/%s/%s\n", i, mappedName.BeginReading(),
                      (int)isArray, baseMappedName.BeginReading(),
                      baseUserName.BeginReading());
        printf_stderr("    lengthWithoutNull: %d\n", lengthWithoutNull);
        printf_stderr("    isArray: %d\n", (int)isArray);
#endif

        AddActiveInfo(prog->Context(), elemCount, elemType, isArray, baseUserName,
                      baseMappedName, &info->activeUniforms, &info->uniformMap);
    }

    return info.forget();
}