gecko-dev/dom/canvas/WebGLProgram.cpp
2014-09-19 16:35:54 -07:00

244 lines
7.8 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLContext.h"
#include "WebGLShader.h"
#include "WebGLProgram.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "GLContext.h"
#include "MurmurHash3.h"
using namespace mozilla;
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
*
* \param string input/output: the string to split, becomes the string without the bracket part
* \param bracketPart output: gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
*/
static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
{
MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
if (string.IsEmpty())
return false;
char *string_start = string.BeginWriting();
char *s = string_start + string.Length() - 1;
if (*s != ']')
return false;
while (*s != '[' && s != string_start)
s--;
if (*s != '[')
return false;
bracketPart.Assign(s);
*s = 0;
string.EndWriting();
string.SetLength(s - string_start);
return true;
}
JSObject*
WebGLProgram::WrapObject(JSContext *cx) {
return dom::WebGLProgramBinding::Wrap(cx, this);
}
WebGLProgram::WebGLProgram(WebGLContext *context)
: WebGLContextBoundObject(context)
, mLinkStatus(false)
, mGeneration(0)
, mIdentifierMap(new CStringMap)
, mIdentifierReverseMap(new CStringMap)
, mUniformInfoMap(new CStringToUniformInfoMap)
, mAttribMaxNameLength(0)
{
SetIsDOMBinding();
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mContext->mPrograms.insertBack(this);
}
void
WebGLProgram::Delete() {
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
}
bool
WebGLProgram::AttachShader(WebGLShader *shader) {
if (ContainsShader(shader))
return false;
mAttachedShaders.AppendElement(shader);
mContext->MakeContextCurrent();
mContext->gl->fAttachShader(GLName(), shader->GLName());
return true;
}
bool
WebGLProgram::DetachShader(WebGLShader *shader) {
if (!mAttachedShaders.RemoveElement(shader))
return false;
mContext->MakeContextCurrent();
mContext->gl->fDetachShader(GLName(), shader->GLName());
return true;
}
bool
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType) {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
return true;
}
}
return false;
}
bool
WebGLProgram::HasBadShaderAttached() {
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
return true;
}
}
return false;
}
size_t
WebGLProgram::UpperBoundNumSamplerUniforms() {
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader *shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == LOCAL_GL_SAMPLER_2D ||
u.type == LOCAL_GL_SAMPLER_CUBE)
{
numSamplerUniforms += u.arraySize;
}
}
}
return numSamplerUniforms;
}
void
WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
MOZ_ASSERT(mIdentifierMap);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
if (mappedHadBracketPart)
mappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, mappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
mappedName->Assign(name);
}
void
WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
MOZ_ASSERT(mIdentifierReverseMap);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
reverseMappedName->Append(bracketPart);
}
return;
}
// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
return;
// not found? return name unchanged. This case happens e.g. on bad user input, or when
// we're not using identifier mapping, or if we didn't store an identifier in the map because
// e.g. its mapping is trivial (as happens for short identifiers)
reverseMappedName->Assign(name);
}
WebGLUniformInfo
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
MOZ_ASSERT(mUniformInfoMap);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// if there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// we don't check if that Get failed, as if it did, it left info with default values
return info;
}
/* static */ uint64_t
WebGLProgram::IdentifierHashFunction(const char *ident, size_t size)
{
uint64_t outhash[2];
// NB: we use the x86 function everywhere, even though it's suboptimal perf
// on x64. They return different results; not sure if that's a requirement.
MurmurHash3_x86_128(ident, size, 0, &outhash[0]);
return outhash[0];
}
/* static */ void
WebGLProgram::HashMapIdentifier(const nsACString& name, nsCString *hashedName)
{
uint64_t hash = IdentifierHashFunction(name.BeginReading(), name.Length());
hashedName->Truncate();
// This MUST MATCH angle/src/compiler/translator/HashNames.h HASHED_NAME_PREFIX
hashedName->AppendPrintf("webgl_%llx", hash);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mAttachedShaders)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)