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/*
* Copyright (C) 2017 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "InspectorShaderProgram.h"
#include "InspectorCanvas.h"
#include <JavaScriptCore/IdentifiersFactory.h>
#include <wtf/Optional.h>
#include <wtf/Ref.h>
#include <wtf/Variant.h>
#include <wtf/text/WTFString.h>
#if ENABLE(WEBGL)
#include "GraphicsContext3D.h"
#include "WebGLProgram.h"
#include "WebGLRenderingContextBase.h"
#include "WebGLShader.h"
#endif
#if ENABLE(WEBGPU)
#include "GPUShaderModule.h"
#include "WHLSLPrepare.h"
#include "WebGPUComputePipeline.h"
#include "WebGPUPipeline.h"
#include "WebGPURenderPipeline.h"
#include "WebGPUShaderModule.h"
#endif
namespace WebCore {
using namespace Inspector;
#if ENABLE(WEBGL)
Ref<InspectorShaderProgram> InspectorShaderProgram::create(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
{
return adoptRef(*new InspectorShaderProgram(program, inspectorCanvas));
}
#endif
#if ENABLE(WEBGPU)
Ref<InspectorShaderProgram> InspectorShaderProgram::create(WebGPUPipeline& pipeline, InspectorCanvas& inspectorCanvas)
{
return adoptRef(*new InspectorShaderProgram(pipeline, inspectorCanvas));
}
#endif
#if ENABLE(WEBGL)
InspectorShaderProgram::InspectorShaderProgram(WebGLProgram& program, InspectorCanvas& inspectorCanvas)
: m_identifier("program:" + IdentifiersFactory::createIdentifier())
, m_canvas(inspectorCanvas)
, m_program(program)
{
ASSERT(is<WebGLRenderingContextBase>(m_canvas.canvasContext()));
}
#endif
#if ENABLE(WEBGPU)
InspectorShaderProgram::InspectorShaderProgram(WebGPUPipeline& pipeline, InspectorCanvas& inspectorCanvas)
: m_identifier("pipeline:" + IdentifiersFactory::createIdentifier())
, m_canvas(inspectorCanvas)
, m_program(pipeline)
{
ASSERT(m_canvas.deviceContext());
}
#endif
#if ENABLE(WEBGL)
WebGLProgram* InspectorShaderProgram::program() const
{
if (auto* programWrapper = WTF::get_if<std::reference_wrapper<WebGLProgram>>(m_program))
return &programWrapper->get();
return nullptr;
}
#endif
#if ENABLE(WEBGPU)
WebGPUPipeline* InspectorShaderProgram::pipeline() const
{
if (auto* pipelineWrapper = WTF::get_if<std::reference_wrapper<WebGPUPipeline>>(m_program))
return &pipelineWrapper->get();
return nullptr;
}
#endif
#if ENABLE(WEBGL)
static WebGLShader* shaderForType(WebGLProgram& program, Inspector::Protocol::Canvas::ShaderType shaderType)
{
switch (shaderType) {
case Inspector::Protocol::Canvas::ShaderType::Fragment:
return program.getAttachedShader(GraphicsContext3D::FRAGMENT_SHADER);
case Inspector::Protocol::Canvas::ShaderType::Vertex:
return program.getAttachedShader(GraphicsContext3D::VERTEX_SHADER);
// Compute shaders are a WebGPU concept.
case Inspector::Protocol::Canvas::ShaderType::Compute:
return nullptr;
}
ASSERT_NOT_REACHED();
return nullptr;
}
#endif
#if ENABLE(WEBGPU)
static RefPtr<WebGPUShaderModule> shaderForType(WebGPUPipeline& pipeline, Inspector::Protocol::Canvas::ShaderType shaderType)
{
switch (shaderType) {
case Inspector::Protocol::Canvas::ShaderType::Compute:
if (is<WebGPUComputePipeline>(pipeline))
return downcast<WebGPUComputePipeline>(pipeline).computeShader();
return nullptr;
case Inspector::Protocol::Canvas::ShaderType::Fragment:
if (is<WebGPURenderPipeline>(pipeline))
return downcast<WebGPURenderPipeline>(pipeline).fragmentShader();
return nullptr;
case Inspector::Protocol::Canvas::ShaderType::Vertex:
if (is<WebGPURenderPipeline>(pipeline))
return downcast<WebGPURenderPipeline>(pipeline).vertexShader();
return nullptr;
}
ASSERT_NOT_REACHED();
return nullptr;
}
#endif
String InspectorShaderProgram::requestShaderSource(Inspector::Protocol::Canvas::ShaderType shaderType)
{
#if !ENABLE(WEBGL) && !ENABLE(WEBGPU)
UNUSED_PARAM(shaderType);
#endif
return WTF::switchOn(m_program,
#if ENABLE(WEBGL)
[&] (std::reference_wrapper<WebGLProgram> programWrapper) {
auto& program = programWrapper.get();
if (auto* shader = shaderForType(program, shaderType))
return shader->getSource();
return String();
},
#endif
#if ENABLE(WEBGPU)
[&] (std::reference_wrapper<WebGPUPipeline> pipelineWrapper) {
auto& pipeline = pipelineWrapper.get();
if (auto shader = shaderForType(pipeline, shaderType))
return shader->source();
return String();
},
#endif
[&] (Monostate) {
#if ENABLE(WEBGL) || ENABLE(WEBGPU)
ASSERT_NOT_REACHED();
#endif
return String();
}
);
}
bool InspectorShaderProgram::updateShader(Inspector::Protocol::Canvas::ShaderType shaderType, const String& source)
{
#if !ENABLE(WEBGL) && !ENABLE(WEBGPU)
UNUSED_PARAM(shaderType);
UNUSED_PARAM(source);
#endif
return WTF::switchOn(m_program,
#if ENABLE(WEBGL)
[&] (std::reference_wrapper<WebGLProgram> programWrapper) {
auto& program = programWrapper.get();
if (auto* shader = shaderForType(program, shaderType)) {
if (auto* context = m_canvas.canvasContext()) {
if (is<WebGLRenderingContextBase>(context)) {
auto& contextWebGLBase = downcast<WebGLRenderingContextBase>(*context);
contextWebGLBase.shaderSource(shader, source);
contextWebGLBase.compileShader(shader);
if (shader->isValid()) {
contextWebGLBase.linkProgramWithoutInvalidatingAttribLocations(&program);
return true;
}
}
}
}
return false;
},
#endif
#if ENABLE(WEBGPU)
[&] (std::reference_wrapper<WebGPUPipeline> pipelineWrapper) {
auto& pipeline = pipelineWrapper.get();
if (auto* device = m_canvas.deviceContext()) {
if (pipeline.cloneShaderModules(*device)) {
if (auto shader = shaderForType(pipeline, shaderType)) {
shader->update(*device, source);
if (pipeline.recompile(*device))
return true;
}
}
}
return false;
},
#endif
[&] (Monostate) {
#if ENABLE(WEBGL) || ENABLE(WEBGPU)
ASSERT_NOT_REACHED();
#endif
return false;
}
);
}
Ref<Inspector::Protocol::Canvas::ShaderProgram> InspectorShaderProgram::buildObjectForShaderProgram()
{
bool sharesVertexFragmentShader = false;
using ProgramTypeType = Optional<Inspector::Protocol::Canvas::ProgramType>;
auto programType = WTF::switchOn(m_program,
#if ENABLE(WEBGL)
[&] (std::reference_wrapper<WebGLProgram>) -> ProgramTypeType {
return Inspector::Protocol::Canvas::ProgramType::Render;
},
#endif
#if ENABLE(WEBGPU)
[&] (std::reference_wrapper<WebGPUPipeline> pipelineWrapper) -> ProgramTypeType {
auto& pipeline = pipelineWrapper.get();
if (is<WebGPUComputePipeline>(pipeline))
return Inspector::Protocol::Canvas::ProgramType::Compute;
if (is<WebGPURenderPipeline>(pipeline)) {
auto& renderPipeline = downcast<WebGPURenderPipeline>(pipeline);
if (renderPipeline.vertexShader() == renderPipeline.fragmentShader())
sharesVertexFragmentShader = true;
return Inspector::Protocol::Canvas::ProgramType::Render;
}
return WTF::nullopt;
},
#endif
[&] (Monostate) -> ProgramTypeType {
#if ENABLE(WEBGL) || ENABLE(WEBGPU)
ASSERT_NOT_REACHED();
#endif
return WTF::nullopt;
}
);
if (!programType) {
ASSERT_NOT_REACHED();
programType = Inspector::Protocol::Canvas::ProgramType::Render;
}
auto payload = Inspector::Protocol::Canvas::ShaderProgram::create()
.setProgramId(m_identifier)
.setProgramType(programType.value())
.setCanvasId(m_canvas.identifier())
.release();
if (sharesVertexFragmentShader)
payload->setSharesVertexFragmentShader(true);
return payload;
}
} // namespace WebCore