| /* |
| * Copyright (C) 2010, 2016 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" |
| |
| #if ENABLE(GRAPHICS_CONTEXT_3D) |
| |
| #include "ANGLEWebKitBridge.h" |
| #include "Logging.h" |
| #include <wtf/StdLibExtras.h> |
| |
| namespace WebCore { |
| |
| // FIXME: This is awful. Get rid of ANGLEWebKitBridge completely and call the libANGLE API directly to validate shaders. |
| |
| static void appendSymbol(const sh::ShaderVariable& variable, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, const std::string& name, const std::string& mappedName) |
| { |
| LOG(WebGL, "Map shader symbol %s -> %s\n", name.c_str(), mappedName.c_str()); |
| |
| sh::ShaderVariable variableToAppend = variable; |
| variableToAppend.name = name; |
| variableToAppend.mappedName = mappedName; |
| symbols.append(std::make_pair(symbolType, variableToAppend)); |
| |
| if (variable.isArray()) { |
| for (unsigned i = 0; i < std::max(1u, variable.arraySizes.back()); i++) { |
| std::string arrayBrackets = "[" + std::to_string(i) + "]"; |
| std::string arrayName = name + arrayBrackets; |
| std::string arrayMappedName = mappedName + arrayBrackets; |
| LOG(WebGL, "Map shader symbol %s -> %s\n", arrayName.c_str(), arrayMappedName.c_str()); |
| variableToAppend.name = arrayName; |
| variableToAppend.mappedName = arrayMappedName; |
| symbols.append(std::make_pair(symbolType, variableToAppend)); |
| } |
| } |
| } |
| |
| static void getStructInfo(const sh::ShaderVariable& field, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, const std::string& namePrefix, const std::string& mappedNamePrefix) |
| { |
| std::string name = namePrefix + '.' + field.name; |
| std::string mappedName = mappedNamePrefix + '.' + field.mappedName; |
| |
| if (field.isStruct()) { |
| for (const auto& subfield : field.fields) { |
| // ANGLE restricts the depth of structs, which prevents stack overflow errors in this recursion. |
| getStructInfo(subfield, symbolType, symbols, name, mappedName); |
| } |
| } else |
| appendSymbol(field, symbolType, symbols, name, mappedName); |
| } |
| |
| static void getSymbolInfo(const sh::ShaderVariable& variable, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols) |
| { |
| if (variable.isStruct()) { |
| if (variable.isArray()) { |
| for (unsigned i = 0; i < std::max(1u, variable.arraySizes.back()); i++) { |
| std::string arrayBrackets = "[" + std::to_string(i) + "]"; |
| std::string arrayName = variable.name + arrayBrackets; |
| std::string arrayMappedName = variable.mappedName + arrayBrackets; |
| for (const auto& field : variable.fields) |
| getStructInfo(field, symbolType, symbols, arrayName, arrayMappedName); |
| } |
| } else { |
| for (const auto& field : variable.fields) |
| getStructInfo(field, symbolType, symbols, variable.name, variable.mappedName); |
| } |
| } else |
| appendSymbol(variable, symbolType, symbols, variable.name, variable.mappedName); |
| } |
| |
| static bool getSymbolInfo(ShHandle compiler, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols) |
| { |
| switch (symbolType) { |
| case SHADER_SYMBOL_TYPE_UNIFORM: { |
| auto uniforms = sh::GetUniforms(compiler); |
| if (!uniforms) |
| return false; |
| for (const auto& uniform : *uniforms) |
| getSymbolInfo(uniform, symbolType, symbols); |
| break; |
| } |
| case SHADER_SYMBOL_TYPE_VARYING: { |
| auto varyings = sh::GetVaryings(compiler); |
| if (!varyings) |
| return false; |
| for (const auto& varying : *varyings) |
| getSymbolInfo(varying, symbolType, symbols); |
| break; |
| } |
| case SHADER_SYMBOL_TYPE_ATTRIBUTE: { |
| auto attributes = sh::GetAttributes(compiler); |
| if (!attributes) |
| return false; |
| for (const auto& attribute : *attributes) |
| getSymbolInfo(attribute, symbolType, symbols); |
| break; |
| } |
| default: |
| ASSERT_NOT_REACHED(); |
| return false; |
| } |
| return true; |
| } |
| |
| ANGLEWebKitBridge::ANGLEWebKitBridge(ShShaderOutput shaderOutput, ShShaderSpec shaderSpec) |
| : builtCompilers(false) |
| , m_fragmentCompiler(0) |
| , m_vertexCompiler(0) |
| , m_shaderOutput(shaderOutput) |
| , m_shaderSpec(shaderSpec) |
| { |
| // This is a no-op if it's already initialized. |
| sh::Initialize(); |
| } |
| |
| ANGLEWebKitBridge::~ANGLEWebKitBridge() |
| { |
| cleanupCompilers(); |
| } |
| |
| void ANGLEWebKitBridge::cleanupCompilers() |
| { |
| if (m_fragmentCompiler) |
| sh::Destruct(m_fragmentCompiler); |
| m_fragmentCompiler = nullptr; |
| if (m_vertexCompiler) |
| sh::Destruct(m_vertexCompiler); |
| m_vertexCompiler = nullptr; |
| |
| builtCompilers = false; |
| } |
| |
| void ANGLEWebKitBridge::setResources(const ShBuiltInResources& resources) |
| { |
| // Resources are (possibly) changing - cleanup compilers if we had them already |
| cleanupCompilers(); |
| |
| m_resources = resources; |
| } |
| |
| bool ANGLEWebKitBridge::compileShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, uint64_t extraCompileOptions) |
| { |
| if (!builtCompilers) { |
| m_fragmentCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, m_shaderSpec, m_shaderOutput, &m_resources); |
| m_vertexCompiler = sh::ConstructCompiler(GL_VERTEX_SHADER, m_shaderSpec, m_shaderOutput, &m_resources); |
| if (!m_fragmentCompiler || !m_vertexCompiler) { |
| cleanupCompilers(); |
| return false; |
| } |
| |
| builtCompilers = true; |
| } |
| |
| ShHandle compiler; |
| |
| if (shaderType == SHADER_TYPE_VERTEX) |
| compiler = m_vertexCompiler; |
| else |
| compiler = m_fragmentCompiler; |
| |
| const char* const shaderSourceStrings[] = { shaderSource }; |
| |
| bool validateSuccess = sh::Compile(compiler, shaderSourceStrings, 1, SH_OBJECT_CODE | SH_VARIABLES | extraCompileOptions); |
| if (!validateSuccess) { |
| const std::string& log = sh::GetInfoLog(compiler); |
| if (log.length()) |
| shaderValidationLog = log.c_str(); |
| return false; |
| } |
| |
| const std::string& objectCode = sh::GetObjectCode(compiler); |
| if (objectCode.length()) |
| translatedShaderSource = objectCode.c_str(); |
| |
| if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_ATTRIBUTE, symbols)) |
| return false; |
| if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_UNIFORM, symbols)) |
| return false; |
| if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_VARYING, symbols)) |
| return false; |
| |
| return true; |
| } |
| |
| } |
| |
| #endif // ENABLE(GRAPHICS_CONTEXT_3D) |