gtk/gsk/gl/gskglshaderbuilder.c
xndcn 34ffdc6e3f gl: Fix implicit leaking of shader object
According to OpenGL spec, a shader object will only be flagged
for deletion unless it has been detached; when a program object
is deleted, those shader objects attached to it will be detached
but not deleted unless they have already been flagged for deletion.

So we shall detach a shader object before it is deleted, and delete
it before the program object is deleted best.
2020-12-29 23:50:45 +08:00

268 lines
7.5 KiB
C

#include "config.h"
#include "gskglshaderbuilderprivate.h"
#include "gskdebugprivate.h"
#include <gdk/gdk.h>
#include <epoxy/gl.h>
void
gsk_gl_shader_builder_init (GskGLShaderBuilder *self,
const char *common_preamble_resource_path,
const char *vs_preamble_resource_path,
const char *fs_preamble_resource_path)
{
memset (self, 0, sizeof (*self));
self->preamble = g_resources_lookup_data (common_preamble_resource_path, 0, NULL);
self->vs_preamble = g_resources_lookup_data (vs_preamble_resource_path, 0, NULL);
self->fs_preamble = g_resources_lookup_data (fs_preamble_resource_path, 0, NULL);
g_assert (self->preamble);
g_assert (self->vs_preamble);
g_assert (self->fs_preamble);
}
void
gsk_gl_shader_builder_finish (GskGLShaderBuilder *self)
{
g_bytes_unref (self->preamble);
g_bytes_unref (self->vs_preamble);
g_bytes_unref (self->fs_preamble);
}
void
gsk_gl_shader_builder_set_glsl_version (GskGLShaderBuilder *self,
int version)
{
self->version = version;
}
static void
prepend_line_numbers (char *code,
GString *s)
{
char *p;
int line;
p = code;
line = 1;
while (*p)
{
char *end = strchr (p, '\n');
if (end)
end = end + 1; /* Include newline */
else
end = p + strlen (p);
g_string_append_printf (s, "%3d| ", line++);
g_string_append_len (s, p, end - p);
p = end;
}
}
static gboolean
check_shader_error (int shader_id,
GError **error)
{
int status;
int log_len;
char *buffer;
int code_len;
char *code;
GString *s;
glGetShaderiv (shader_id, GL_COMPILE_STATUS, &status);
if (G_LIKELY (status == GL_TRUE))
return TRUE;
glGetShaderiv (shader_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetShaderInfoLog (shader_id, log_len, NULL, buffer);
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
code = g_malloc0 (code_len + 1);
glGetShaderSource (shader_id, code_len, NULL, code);
s = g_string_new ("");
prepend_line_numbers (code, s);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_COMPILATION_FAILED,
"Compilation failure in shader.\nSource Code: %s\n\nError Message:\n%s\n\n",
s->str,
buffer);
g_string_free (s, TRUE);
g_free (buffer);
g_free (code);
return FALSE;
}
static void
print_shader_info (const char *prefix,
int shader_id,
const char *resource_path)
{
if (GSK_DEBUG_CHECK(SHADERS))
{
int code_len;
char *code;
GString *s;
glGetShaderiv (shader_id, GL_SHADER_SOURCE_LENGTH, &code_len);
code = g_malloc0 (code_len + 1);
glGetShaderSource (shader_id, code_len, NULL, code);
s = g_string_new ("");
prepend_line_numbers (code, s);
g_message ("%s %d, %s:\n%s", prefix, shader_id, resource_path, s->str);
g_string_free (s, TRUE);
g_free (code);
}
}
int
gsk_gl_shader_builder_create_program (GskGLShaderBuilder *self,
const char *resource_path,
const char *extra_fragment_snippet,
gsize extra_fragment_length,
GError **error)
{
GBytes *source_bytes = g_resources_lookup_data (resource_path, 0, NULL);
char version_buffer[64];
const char *source;
const char *vertex_shader_start;
const char *fragment_shader_start;
int vertex_id;
int fragment_id;
int program_id = -1;
int status;
g_assert (source_bytes);
source = g_bytes_get_data (source_bytes, NULL);
vertex_shader_start = strstr (source, "VERTEX_SHADER");
fragment_shader_start = strstr (source, "FRAGMENT_SHADER");
g_assert (vertex_shader_start);
g_assert (fragment_shader_start);
/* They both start at the next newline */
vertex_shader_start = strstr (vertex_shader_start, "\n");
fragment_shader_start = strstr (fragment_shader_start, "\n");
g_snprintf (version_buffer, sizeof (version_buffer),
"#version %d\n", self->version);
vertex_id = glCreateShader (GL_VERTEX_SHADER);
glShaderSource (vertex_id, 8,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->vs_preamble, NULL),
vertex_shader_start
},
(int[]) {
-1,
-1,
-1,
-1,
-1,
-1,
-1,
fragment_shader_start - vertex_shader_start
});
glCompileShader (vertex_id);
if (!check_shader_error (vertex_id, error))
{
glDeleteShader (vertex_id);
goto out;
}
print_shader_info ("Vertex shader", vertex_id, resource_path);
fragment_id = glCreateShader (GL_FRAGMENT_SHADER);
glShaderSource (fragment_id, 9,
(const char *[]) {
version_buffer,
self->debugging ? "#define GSK_DEBUG 1\n" : "",
self->legacy ? "#define GSK_LEGACY 1\n" : "",
self->gl3 ? "#define GSK_GL3 1\n" : "",
self->gles ? "#define GSK_GLES 1\n" : "",
g_bytes_get_data (self->preamble, NULL),
g_bytes_get_data (self->fs_preamble, NULL),
fragment_shader_start,
extra_fragment_snippet ? extra_fragment_snippet : ""
},
(int[]) {
-1,
-1,
-1,
-1,
-1,
-1,
-1,
-1,
extra_fragment_length,
});
glCompileShader (fragment_id);
if (!check_shader_error (fragment_id, error))
{
glDeleteShader (fragment_id);
goto out;
}
print_shader_info ("Fragment shader", vertex_id, resource_path);
program_id = glCreateProgram ();
glAttachShader (program_id, vertex_id);
glAttachShader (program_id, fragment_id);
glBindAttribLocation (program_id, 0, "aPosition");
glBindAttribLocation (program_id, 1, "vUv");
glLinkProgram (program_id);
glDetachShader (program_id, vertex_id);
glDetachShader (program_id, fragment_id);
glGetProgramiv (program_id, GL_LINK_STATUS, &status);
if (status == GL_FALSE)
{
char *buffer = NULL;
int log_len = 0;
glGetProgramiv (program_id, GL_INFO_LOG_LENGTH, &log_len);
buffer = g_malloc0 (log_len + 1);
glGetProgramInfoLog (program_id, log_len, NULL, buffer);
g_warning ("Linking failure in shader:\n%s", buffer);
g_set_error (error, GDK_GL_ERROR, GDK_GL_ERROR_LINK_FAILED,
"Linking failure in shader: %s", buffer);
g_free (buffer);
glDeleteProgram (program_id);
program_id = -1;
}
glDeleteShader (vertex_id);
glDeleteShader (fragment_id);
out:
g_bytes_unref (source_bytes);
return program_id;
}