Пример #1
0
// Prints shaders one line at the time. This ensures they don't get truncated by the adb log.
void PrintLineByLine(const char* header, const SkSL::String& text) {
    if (header) {
        SkDebugf("%s\n", header);
    }
    SkSL::String pretty = PrettyPrint(text);
    SkTArray<SkString> lines;
    SkStrSplit(pretty.c_str(), "\n", kStrict_SkStrSplitMode, &lines);
    for (int i = 0; i < lines.count(); ++i) {
        SkDebugf("%4i\t%s\n", i + 1, lines[i].c_str());
    }
}
Пример #2
0
// Given the path to a file (e.g. src/gpu/effects/GrFooFragmentProcessor.fp) and the expected
// filename prefix and suffix (e.g. "Gr" and ".fp"), returns the "base name" of the
// file (in this case, 'FooFragmentProcessor'). If no match, returns the empty string.
static SkSL::String base_name(const char* fpPath, const char* prefix, const char* suffix) {
    SkSL::String result;
    const char* end = fpPath + strlen(fpPath);
    const char* fileName = end;
    // back up until we find a slash
    while (fileName != fpPath && '/' != *(fileName - 1) && '\\' != *(fileName - 1)) {
        --fileName;
    }
    if (!strncmp(fileName, prefix, strlen(prefix)) &&
        !strncmp(end - strlen(suffix), suffix, strlen(suffix))) {
        result.append(fileName + strlen(prefix), end - fileName - strlen(prefix) - strlen(suffix));
    }
    return result;
}
Пример #3
0
bool GrCompileVkShaderModule(const GrVkGpu* gpu,
                             const char* shaderString,
                             VkShaderStageFlagBits stage,
                             VkShaderModule* shaderModule,
                             VkPipelineShaderStageCreateInfo* stageInfo,
                             const SkSL::Program::Settings& settings,
                             SkSL::Program::Inputs* outInputs) {
    std::unique_ptr<SkSL::Program> program = gpu->shaderCompiler()->convertProgram(
                                                              vk_shader_stage_to_skiasl_kind(stage),
                                                              SkSL::String(shaderString),
                                                              settings);
    if (!program) {
        SkDebugf("SkSL error:\n%s\n", gpu->shaderCompiler()->errorText().c_str());
        SkASSERT(false);
    }
    *outInputs = program->fInputs;
    SkSL::String code;
    if (!gpu->shaderCompiler()->toSPIRV(*program, &code)) {
        SkDebugf("%s\n", gpu->shaderCompiler()->errorText().c_str());
        return false;
    }

    VkShaderModuleCreateInfo moduleCreateInfo;
    memset(&moduleCreateInfo, 0, sizeof(VkShaderModuleCreateInfo));
    moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
    moduleCreateInfo.pNext = nullptr;
    moduleCreateInfo.flags = 0;
    moduleCreateInfo.codeSize = code.size();
    moduleCreateInfo.pCode = (const uint32_t*)code.c_str();

    VkResult err = GR_VK_CALL(gpu->vkInterface(), CreateShaderModule(gpu->device(),
                                                                     &moduleCreateInfo,
                                                                     nullptr,
                                                                     shaderModule));
    if (err) {
        return false;
    }

    memset(stageInfo, 0, sizeof(VkPipelineShaderStageCreateInfo));
    stageInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
    stageInfo->pNext = nullptr;
    stageInfo->flags = 0;
    stageInfo->stage = skiasl_kind_to_vk_shader_stage(program->fKind);
    stageInfo->module = *shaderModule;
    stageInfo->pName = "main";
    stageInfo->pSpecializationInfo = nullptr;

    return true;
}
Пример #4
0
bool GrGLProgramBuilder::compileAndAttachShaders(GrGLSLShaderBuilder& shader,
                                                 GrGLuint programId,
                                                 GrGLenum type,
                                                 SkTDArray<GrGLuint>* shaderIds,
                                                 const SkSL::Program::Settings& settings,
                                                 SkSL::Program::Inputs* outInputs) {
    SkSL::String glsl;
    std::unique_ptr<SkSL::Program> program = GrSkSLtoGLSL(gpu()->glContext(), type,
                                                 shader.fCompilerStrings.begin(),
                                                 shader.fCompilerStringLengths.begin(),
                                                 shader.fCompilerStrings.count(),
                                                 settings,
                                                 &glsl);
    *outInputs = program->fInputs;
    return this->compileAndAttachShaders(glsl.c_str(),
                                         glsl.size(),
                                         programId,
                                         type,
                                         shaderIds,
                                         settings,
                                         *outInputs);
}
Пример #5
0
GrGLProgram* GrGLProgramBuilder::finalize() {
    TRACE_EVENT0("skia", TRACE_FUNC);

    // verify we can get a program id
    GrGLuint programID;
    GL_CALL_RET(programID, CreateProgram());
    if (0 == programID) {
        this->cleanupFragmentProcessors();
        return nullptr;
    }

    if (this->gpu()->glCaps().programBinarySupport() &&
        this->gpu()->getContext()->contextPriv().getPersistentCache()) {
        GL_CALL(ProgramParameteri(programID, GR_GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GR_GL_TRUE));
    }

    this->finalizeShaders();

    // compile shaders and bind attributes / uniforms
    const GrPrimitiveProcessor& primProc = this->primitiveProcessor();
    SkSL::Program::Settings settings;
    settings.fCaps = this->gpu()->glCaps().shaderCaps();
    settings.fFlipY = this->pipeline().proxy()->origin() != kTopLeft_GrSurfaceOrigin;
    settings.fSharpenTextures = this->gpu()->getContext()->contextPriv().sharpenMipmappedTextures();
    SkSL::Program::Inputs inputs;
    SkTDArray<GrGLuint> shadersToDelete;
    bool cached = fGpu->glCaps().programBinarySupport() && nullptr != fCached.get();
    if (cached) {
        this->bindProgramResourceLocations(programID);
        // cache hit, just hand the binary to GL
        const uint8_t* bytes = fCached->bytes();
        size_t offset = 0;
        memcpy(&inputs, bytes + offset, sizeof(inputs));
        offset += sizeof(inputs);
        int binaryFormat;
        memcpy(&binaryFormat, bytes + offset, sizeof(binaryFormat));
        offset += sizeof(binaryFormat);
        GrGLClearErr(this->gpu()->glInterface());
        GR_GL_CALL_NOERRCHECK(this->gpu()->glInterface(),
                              ProgramBinary(programID, binaryFormat, (void*) (bytes + offset),
                                            fCached->size() - offset));
        if (GR_GL_GET_ERROR(this->gpu()->glInterface()) == GR_GL_NO_ERROR) {
            if (inputs.fRTHeight) {
                this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
            }
            cached = this->checkLinkStatus(programID);
        } else {
            cached = false;
        }
    }
    if (!cached) {
        // cache miss, compile shaders
        if (fFS.fForceHighPrecision) {
            settings.fForceHighPrecision = true;
        }
        SkSL::String glsl;
        std::unique_ptr<SkSL::Program> fs = GrSkSLtoGLSL(gpu()->glContext(),
                                                         GR_GL_FRAGMENT_SHADER,
                                                         fFS.fCompilerStrings.begin(),
                                                         fFS.fCompilerStringLengths.begin(),
                                                         fFS.fCompilerStrings.count(),
                                                         settings,
                                                         &glsl);
        inputs = fs->fInputs;
        if (inputs.fRTHeight) {
            this->addRTHeightUniform(SKSL_RTHEIGHT_NAME);
        }
        if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                           GR_GL_FRAGMENT_SHADER, &shadersToDelete, settings,
                                           inputs)) {
            this->cleanupProgram(programID, shadersToDelete);
            return nullptr;
        }

        std::unique_ptr<SkSL::Program> vs = GrSkSLtoGLSL(gpu()->glContext(),
                                                         GR_GL_VERTEX_SHADER,
                                                         fVS.fCompilerStrings.begin(),
                                                         fVS.fCompilerStringLengths.begin(),
                                                         fVS.fCompilerStrings.count(),
                                                         settings,
                                                         &glsl);
        if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                           GR_GL_VERTEX_SHADER, &shadersToDelete, settings,
                                           inputs)) {
            this->cleanupProgram(programID, shadersToDelete);
            return nullptr;
        }

        // NVPR actually requires a vertex shader to compile
        bool useNvpr = primProc.isPathRendering();
        if (!useNvpr) {
            int vaCount = primProc.numAttribs();
            for (int i = 0; i < vaCount; i++) {
                GL_CALL(BindAttribLocation(programID, i, primProc.getAttrib(i).fName));
            }
        }

        if (primProc.willUseGeoShader()) {
            std::unique_ptr<SkSL::Program> gs;
            gs = GrSkSLtoGLSL(gpu()->glContext(),
                              GR_GL_GEOMETRY_SHADER,
                              fGS.fCompilerStrings.begin(),
                              fGS.fCompilerStringLengths.begin(),
                              fGS.fCompilerStrings.count(),
                              settings,
                              &glsl);
            if (!this->compileAndAttachShaders(glsl.c_str(), glsl.size(), programID,
                                               GR_GL_GEOMETRY_SHADER, &shadersToDelete, settings,
                                               inputs)) {
                this->cleanupProgram(programID, shadersToDelete);
                return nullptr;
            }

        }
        this->bindProgramResourceLocations(programID);

        GL_CALL(LinkProgram(programID));
    }
    // Calling GetProgramiv is expensive in Chromium. Assume success in release builds.
    bool checkLinked = kChromium_GrGLDriver != fGpu->ctxInfo().driver();
#ifdef SK_DEBUG
    checkLinked = true;
#endif
    if (checkLinked) {
        if (!this->checkLinkStatus(programID)) {
            SkDebugf("VS:\n");
            GrGLPrintShader(fGpu->glContext(), GR_GL_VERTEX_SHADER, fVS.fCompilerStrings.begin(),
                            fVS.fCompilerStringLengths.begin(), fVS.fCompilerStrings.count(),
                            settings);
            if (primProc.willUseGeoShader()) {
                SkDebugf("\nGS:\n");
                GrGLPrintShader(fGpu->glContext(), GR_GL_GEOMETRY_SHADER,
                                fGS.fCompilerStrings.begin(), fGS.fCompilerStringLengths.begin(),
                                fGS.fCompilerStrings.count(), settings);
            }
            SkDebugf("\nFS:\n");
            GrGLPrintShader(fGpu->glContext(), GR_GL_FRAGMENT_SHADER, fFS.fCompilerStrings.begin(),
                            fFS.fCompilerStringLengths.begin(), fFS.fCompilerStrings.count(),
                            settings);
            SkDEBUGFAIL("");
            return nullptr;
        }
    }
    this->resolveProgramResourceLocations(programID);

    this->cleanupShaders(shadersToDelete);
    if (!cached && this->gpu()->getContext()->contextPriv().getPersistentCache() &&
        fGpu->glCaps().programBinarySupport()) {
        GrGLsizei length = 0;
        GL_CALL(GetProgramiv(programID, GL_PROGRAM_BINARY_LENGTH, &length));
        if (length > 0) {
            // store shader in cache
            sk_sp<SkData> key = SkData::MakeWithoutCopy(desc()->asKey(), desc()->keyLength());
            GrGLenum binaryFormat;
            std::unique_ptr<char[]> binary(new char[length]);
            GL_CALL(GetProgramBinary(programID, length, &length, &binaryFormat, binary.get()));
            size_t dataLength = sizeof(inputs) + sizeof(binaryFormat) + length;
            std::unique_ptr<uint8_t[]> data(new uint8_t[dataLength]);
            size_t offset = 0;
            memcpy(data.get() + offset, &inputs, sizeof(inputs));
            offset += sizeof(inputs);
            memcpy(data.get() + offset, &binaryFormat, sizeof(binaryFormat));
            offset += sizeof(binaryFormat);
            memcpy(data.get() + offset, binary.get(), length);
            this->gpu()->getContext()->contextPriv().getPersistentCache()->store(
                                            *key, *SkData::MakeWithoutCopy(data.get(), dataLength));
        }
    }
    return this->createProgram(programID);
}
Пример #6
0
    SkSL::String prettify(const SkSL::String& string) {
        fTabs = 0;
        fFreshline = true;

        // If a string breaks while in the middle 'parse until' we need to continue parsing on the
        // next string
        fInParseUntilNewline = false;
        fInParseUntil = false;

        int parensDepth = 0;

        // setup pretty state
        fIndex = 0;
        fLength = string.length();
        fInput = string.c_str();

        while (fLength > fIndex) {
            /* the heart and soul of our prettification algorithm.  The rules should hopefully
             * be self explanatory.  For '#' and '//' tokens we parse until we reach a newline.
             *
             * For long style comments like this one, we search for the ending token.  We also
             * preserve whitespace in these comments WITH THE CAVEAT that we do the newlines
             * ourselves.  This allows us to remain in control of line numbers, and matching
             * tabs Existing tabs in the input string are copied over too, but this will look
             *  funny
             *
             * '{' and '}' are handled in basically the same way.  We add a newline if we aren't
             * on a fresh line, dirty the line, then add a second newline, ie braces are always
             * on their own lines indented properly.  The one funkiness here is structs print
             * with the semicolon on its own line.  Its not a problem for a glsl compiler though
             *
             * '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala
             * in for loops.
             *
             * ';' means add a new line
             *
             * '\t' and '\n' are ignored in general parsing for backwards compatability with
             * existing shader code and we also have a special case for handling whitespace
             * at the beginning of fresh lines.
             *
             * Otherwise just add the new character to the pretty string, indenting if
             * necessary.
             */
            if (fInParseUntilNewline) {
                this->parseUntilNewline();
            } else if (fInParseUntil) {
                this->parseUntil(fInParseUntilToken);
            } else if (this->hasToken("#") || this->hasToken("//")) {
                this->parseUntilNewline();
            } else if (this->hasToken("/*")) {
                this->parseUntil("*/");
            } else if ('{' == fInput[fIndex]) {
                this->newline();
                this->appendChar('{');
                fTabs++;
                this->newline();
            } else if ('}' == fInput[fIndex]) {
                fTabs--;
                this->newline();
                this->appendChar('}');
                this->newline();
            } else if (this->hasToken(")")) {
                parensDepth--;
            } else if (this->hasToken("(")) {
                parensDepth++;
            } else if (!parensDepth && this->hasToken(";")) {
                this->newline();
            } else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] ||
                        (fFreshline && ' ' == fInput[fIndex])) {
                fIndex++;
            } else {
                this->appendChar(fInput[fIndex]);
            }
        }

        return fPretty;
    }