gecko-dev/dom/canvas/WebGLShader.cpp
Jeff Gilbert 07c032ccbd Bug 1319426 - Don't keep ANGLE shader compilers around. r=lsalzman
This will also make it easier if we want to reuse compilers/validators.

Differential Revision: https://phabricator.services.mozilla.com/D35398

--HG--
extra : moz-landing-system : lando
2019-06-21 16:52:50 +00:00

323 lines
10 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* 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 "WebGLShader.h"
#include "GLSLANG/ShaderLang.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/MemoryReporting.h"
#include "nsPrintfCString.h"
#include "nsString.h"
#include "prenv.h"
#include "WebGLContext.h"
#include "WebGLObjectModel.h"
#include "WebGLShaderValidator.h"
#include "WebGLValidateStrings.h"
namespace mozilla {
static void PrintLongString(const char* const begin, const size_t len) {
// Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded
// internal size, so long strings are truncated.
const size_t chunkSize = 1000;
const UniqueBuffer buf(moz_xmalloc(chunkSize + 1)); // +1 for null-term
const auto bufBegin = (char*)buf.get();
bufBegin[chunkSize] = '\0';
auto chunkBegin = begin;
const auto end = begin + len;
while (chunkBegin + chunkSize < end) {
memcpy(bufBegin, chunkBegin, chunkSize);
printf_stderr("%s", bufBegin);
chunkBegin += chunkSize;
}
printf_stderr("%s", chunkBegin);
}
template <size_t N>
static bool SubstringStartsWith(const std::string& testStr, size_t offset,
const char (&refStr)[N]) {
for (size_t i = 0; i < N - 1; i++) {
if (testStr[offset + i] != refStr[i]) return false;
}
return true;
}
static void GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader,
bool* const out_success,
nsACString* const out_log) {
GLint compileStatus = LOCAL_GL_FALSE;
gl->fGetShaderiv(shader, LOCAL_GL_COMPILE_STATUS, &compileStatus);
// It's simpler if we always get the log.
GLint lenWithNull = 0;
gl->fGetShaderiv(shader, LOCAL_GL_INFO_LOG_LENGTH, &lenWithNull);
if (lenWithNull > 1) {
// SetLength takes the length without the null.
out_log->SetLength(lenWithNull - 1);
gl->fGetShaderInfoLog(shader, lenWithNull, nullptr,
out_log->BeginWriting());
} else {
out_log->SetLength(0);
}
*out_success = (compileStatus == LOCAL_GL_TRUE);
}
////////////////////////////////////////////////////////////////////////////////
WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type)
: WebGLRefCountedObject(webgl),
mGLName(webgl->gl->fCreateShader(type)),
mType(type) {
mCompileResults = std::make_unique<webgl::ShaderValidatorResults>();
mContext->mShaders.insertBack(this);
}
WebGLShader::~WebGLShader() { DeleteOnce(); }
void WebGLShader::ShaderSource(const nsAString& source) {
nsString sourceWithoutComments;
if (!TruncateComments(source, &sourceWithoutComments)) {
mContext->ErrorOutOfMemory("Failed to alloc for empting comment contents.");
return;
}
if (!ValidateGLSLPreprocString(mContext, sourceWithoutComments)) return;
// We checked that the source stripped of comments is in the
// 7-bit ASCII range, so we can skip the NS_IsAscii() check.
const NS_LossyConvertUTF16toASCII cleanSource(sourceWithoutComments);
mSource = source;
mCleanSource = cleanSource;
}
void WebGLShader::CompileShader() {
mCompilationSuccessful = false;
gl::GLContext* gl = mContext->gl;
static const bool kDumpShaders = PR_GetEnv("MOZ_WEBGL_DUMP_SHADERS");
if (MOZ_UNLIKELY(kDumpShaders)) {
printf_stderr("==== begin MOZ_WEBGL_DUMP_SHADERS ====\n");
PrintLongString(mCleanSource.BeginReading(), mCleanSource.Length());
}
{
const auto validator = mContext->CreateShaderValidator(mType);
MOZ_ASSERT(validator);
mCompileResults =
validator->ValidateAndTranslate(mCleanSource.BeginReading());
}
mCompilationLog = mCompileResults->mInfoLog.c_str();
const auto& success = mCompileResults->mValid;
if (MOZ_UNLIKELY(kDumpShaders)) {
printf_stderr("\n==== \\/ \\/ \\/ ====\n");
if (success) {
const auto& translated = mCompileResults->mObjectCode;
PrintLongString(translated.data(), translated.length());
} else {
printf_stderr("Validation failed:\n%s",
mCompileResults->mInfoLog.c_str());
}
printf_stderr("\n==== end ====\n");
}
if (!success) return;
const std::array<const char*, 1> parts = {
mCompileResults->mObjectCode.c_str()};
gl->fShaderSource(mGLName, parts.size(), parts.data(), nullptr);
gl->fCompileShader(mGLName);
GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful,
&mCompilationLog);
}
void WebGLShader::GetShaderInfoLog(nsAString* const out) const {
CopyASCIItoUTF16(mCompilationLog, *out);
}
JS::Value WebGLShader::GetShaderParameter(GLenum pname) const {
switch (pname) {
case LOCAL_GL_SHADER_TYPE:
return JS::NumberValue(mType);
case LOCAL_GL_DELETE_STATUS:
return JS::BooleanValue(IsDeleteRequested());
case LOCAL_GL_COMPILE_STATUS:
return JS::BooleanValue(mCompilationSuccessful);
default:
mContext->ErrorInvalidEnumInfo("getShaderParameter: `pname`", pname);
return JS::NullValue();
}
}
void WebGLShader::GetShaderSource(nsAString* out) const {
out->SetIsVoid(false);
*out = mSource;
}
void WebGLShader::GetShaderTranslatedSource(nsAString* out) const {
out->SetIsVoid(false);
const auto& wrapper =
nsDependentCString(mCompileResults->mObjectCode.c_str());
CopyASCIItoUTF16(wrapper, *out);
}
////////////////////////////////////////////////////////////////////////////////
size_t WebGLShader::CalcNumSamplerUniforms() const {
size_t accum = 0;
for (const auto& cur : mCompileResults->mUniforms) {
const auto& type = cur.type;
if (type == LOCAL_GL_SAMPLER_2D || type == LOCAL_GL_SAMPLER_CUBE) {
accum += cur.getArraySizeProduct();
}
}
return accum;
}
size_t WebGLShader::NumAttributes() const {
return mCompileResults->mAttributes.size();
}
void WebGLShader::BindAttribLocation(GLuint prog, const std::string& userName,
GLuint index) const {
for (const auto& attrib : mCompileResults->mAttributes) {
if (attrib.name == userName) {
mContext->gl->fBindAttribLocation(prog, index, attrib.mappedName.c_str());
return;
}
}
}
bool WebGLShader::FindAttribUserNameByMappedName(
const nsACString& mappedName, nsCString* const out_userName) const {
const std::string mappedNameStr(mappedName.BeginReading());
for (const auto& cur : mCompileResults->mAttributes) {
if (cur.mappedName == mappedNameStr) {
*out_userName = cur.name.c_str();
return true;
}
}
return false;
}
bool WebGLShader::FindVaryingByMappedName(const nsACString& mappedName,
nsCString* const out_userName,
bool* const out_isArray) const {
const std::string mappedNameStr(mappedName.BeginReading());
for (const auto& cur : mCompileResults->mVaryings) {
const sh::ShaderVariable* found;
std::string userName;
if (!cur.findInfoByMappedName(mappedNameStr, &found, &userName)) continue;
*out_userName = userName.c_str();
*out_isArray = found->isArray();
return true;
}
return false;
}
bool WebGLShader::FindUniformByMappedName(const nsACString& mappedName,
nsCString* const out_userName,
bool* const out_isArray) const {
const std::string mappedNameStr(mappedName.BeginReading(),
mappedName.Length());
std::string userNameStr;
if (!mCompileResults->FindUniformByMappedName(mappedNameStr, &userNameStr,
out_isArray))
return false;
*out_userName = userNameStr.c_str();
return true;
}
bool WebGLShader::UnmapUniformBlockName(
const nsACString& baseMappedName, nsCString* const out_baseUserName) const {
for (const auto& interface : mCompileResults->mInterfaceBlocks) {
const nsDependentCString interfaceMappedName(interface.mappedName.data(),
interface.mappedName.size());
if (baseMappedName == interfaceMappedName) {
*out_baseUserName = interface.name.data();
return true;
}
}
return false;
}
void WebGLShader::MapTransformFeedbackVaryings(
const std::vector<nsString>& varyings,
std::vector<std::string>* out_mappedVaryings) const {
MOZ_ASSERT(mType == LOCAL_GL_VERTEX_SHADER);
MOZ_ASSERT(out_mappedVaryings);
out_mappedVaryings->clear();
out_mappedVaryings->reserve(varyings.size());
const auto& shaderVaryings = mCompileResults->mVaryings;
for (const auto& wideUserName : varyings) {
const NS_LossyConvertUTF16toASCII mozUserName(
wideUserName); // Don't validate here.
const std::string userName(mozUserName.BeginReading(),
mozUserName.Length());
const auto* mappedName = &userName;
for (const auto& shaderVarying : shaderVaryings) {
if (shaderVarying.name == userName) {
mappedName = &shaderVarying.mappedName;
break;
}
}
out_mappedVaryings->push_back(*mappedName);
}
}
////////////////////////////////////////////////////////////////////////////////
// Boilerplate
JSObject* WebGLShader::WrapObject(JSContext* js,
JS::Handle<JSObject*> givenProto) {
return dom::WebGLShader_Binding::Wrap(js, this, givenProto);
}
size_t WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf) const {
return mallocSizeOf(this) +
mSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
mCleanSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
mCompileResults->SizeOfIncludingThis(mallocSizeOf) +
mCompilationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf);
}
void WebGLShader::Delete() {
gl::GLContext* gl = mContext->GL();
gl->fDeleteShader(mGLName);
LinkedListElement<WebGLShader>::removeFrom(mContext->mShaders);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLShader)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLShader, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLShader, Release)
} // namespace mozilla