Multi-string shaders

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/1c3c2d83364ee228e0751df0e1b9c161c0ba8c1e

Review URL: https://codereview.chromium.org/929503002
This commit is contained in:
joshualitt 2015-02-13 17:18:27 -08:00 committed by Commit bot
parent b8a82f2bce
commit 43466a1ade
14 changed files with 280 additions and 179 deletions

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@ -10,7 +10,10 @@
#include "SkString.h"
namespace GrGLSLPrettyPrint {
SkString PrettyPrintGLSL(const SkString& input, bool countlines);
SkString PrettyPrintGLSL(const char** strings,
int* lengths,
int count,
bool countlines);
};
#endif /* GRGLPRETTYPRINTSL_H_ */

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@ -6,7 +6,6 @@
*/
#include "GrGLFragmentShaderBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "GrGLProgramBuilder.h"
#include "../GrGLGpu.h"
@ -210,33 +209,19 @@ const char* GrGLFragmentShaderBuilder::getSecondaryColorOutputName() const {
}
bool GrGLFragmentShaderBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const {
SkTDArray<GrGLuint>* shaderIds) {
GrGLGpu* gpu = fProgramBuilder->gpu();
SkString fragShaderSrc(GrGetGLSLVersionDecl(gpu->ctxInfo()));
fragShaderSrc.append(fExtensions);
this->versionDecl() = GrGetGLSLVersionDecl(gpu->ctxInfo());
append_default_precision_qualifier(kDefault_GrSLPrecision,
gpu->glStandard(),
&fragShaderSrc);
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility, &fragShaderSrc);
this->appendDecls(fInputs, &fragShaderSrc);
&this->precisionQualifier());
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kFragment_Visibility,
&this->uniforms());
this->appendDecls(fInputs, &this->inputs());
// We shouldn't have declared outputs on 1.10
SkASSERT(k110_GrGLSLGeneration != gpu->glslGeneration() || fOutputs.empty());
this->appendDecls(fOutputs, &fragShaderSrc);
fragShaderSrc.append(fFunctions);
fragShaderSrc.append("void main() {\n");
fragShaderSrc.append(fCode);
fragShaderSrc.append("}\n");
GrGLuint fragShaderId = GrGLCompileAndAttachShader(gpu->glContext(), programId,
GR_GL_FRAGMENT_SHADER, fragShaderSrc,
gpu->stats());
if (!fragShaderId) {
return false;
}
*shaderIds->append() = fragShaderId;
return true;
this->appendDecls(fOutputs, &this->outputs());
return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds);
}
void GrGLFragmentShaderBuilder::bindFragmentShaderLocations(GrGLuint programID) {

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@ -101,7 +101,7 @@ private:
void enableSecondaryOutput();
const char* getPrimaryColorOutputName() const;
const char* getSecondaryColorOutputName() const;
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
void bindFragmentShaderLocations(GrGLuint programID);
// As GLProcessors emit code, there are some conditions we need to verify. We use the below

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@ -6,7 +6,6 @@
*/
#include "GrGLGeometryShaderBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "GrGLProgramBuilder.h"
#include "../GrGLGpu.h"
@ -37,35 +36,7 @@ void GrGLGeometryBuilder::addVarying(const char* name, GrGLVarying* v) {
}
bool GrGLGeometryBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const {
const GrGLContext& glCtx = fProgramBuilder->gpu()->glContext();
SkASSERT(fProgramBuilder->ctxInfo().glslGeneration() >= k150_GrGLSLGeneration);
SkString geomShaderSrc(GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo()));
geomShaderSrc.append("layout(triangles) in;\n"
"layout(triangle_strip, max_vertices = 6) out;\n");
this->appendDecls(fInputs, &geomShaderSrc);
this->appendDecls(fOutputs, &geomShaderSrc);
geomShaderSrc.append("void main() {\n");
geomShaderSrc.append("\tfor (int i = 0; i < 3; ++i) {\n"
"\t\tgl_Position = gl_in[i].gl_Position;\n");
geomShaderSrc.append("\t\tgl_PointSize = 1.0;\n");
SkASSERT(fInputs.count() == fOutputs.count());
for (int i = 0; i < fInputs.count(); ++i) {
geomShaderSrc.appendf("\t\t%s = %s[i];\n",
fOutputs[i].getName().c_str(),
fInputs[i].getName().c_str());
}
geomShaderSrc.append("\t\tEmitVertex();\n"
"\t}\n"
"\tEndPrimitive();\n");
geomShaderSrc.append("}\n");
GrGLuint geomShaderId =
GrGLCompileAndAttachShader(glCtx, programId,
GR_GL_GEOMETRY_SHADER, geomShaderSrc,
fProgramBuilder->gpu()->stats());
if (!geomShaderId) {
return false;
}
*shaderIds->append() = geomShaderId;
return true;
SkTDArray<GrGLuint>* shaderIds) {
SkFAIL("Geometry shaders are not currently supported");
return false;
}

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@ -22,7 +22,7 @@ private:
*/
void addVarying(const char* name, GrGLVarying*);
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
friend class GrGLProgramBuilder;

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@ -356,7 +356,12 @@ protected:
};
class AutoStageAdvance {
public:
AutoStageAdvance(GrGLProgramBuilder* pb) : fPB(pb) { fPB->reset(); }
AutoStageAdvance(GrGLProgramBuilder* pb)
: fPB(pb) {
fPB->reset();
// Each output to the fragment processor gets its own code section
fPB->fFS.nextStage();
}
~AutoStageAdvance() { fPB->exitStage(); }
private:
GrGLProgramBuilder* fPB;

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@ -12,69 +12,86 @@ class GLSLPrettyPrint {
public:
GLSLPrettyPrint() {}
SkString prettify(const SkString& input, bool countlines) {
// setup pretty state
fIndex = 0;
fLength = input.size();
fInput = input;
SkString prettify(const char** strings,
int* lengths,
int count,
bool countlines) {
fCountlines = countlines;
fTabs = 0;
fLinecount = 1;
fFreshline = true;
// If a string breaks while in the middle 'parse until' we need to continue parsing on the
// next string
fInParseUntilNewline = false;
fInParseUntil = false;
int parensDepth = 0;
// number 1st line
this->lineNumbering();
while (fLength > fIndex) {
/* the heart and soul of our prettification algorithm. The rules should hopefully be
* self explanatory. For '#' and '//' tokens we parse until we reach a newline.
*
* For long style comments like this one, we search for the ending token. We also
* preserve whitespace in these comments WITH THE CAVEAT that we do the newlines
* ourselves. This allows us to remain in control of line numbers, and matching tabs
* Existing tabs in the input string are copied over too, but this will look funny
*
* '{' and '}' are handled in basically the same way. We add a newline if we aren't
* on a fresh line, dirty the line, then add a second newline, ie braces are always
* on their own lines indented properly. The one funkiness here is structs print with
* the semicolon on its own line. Its not a problem for a glsl compiler though
*
* '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala
* in for loops.
*
* ';' means add a new line
*
* '\t' and '\n' are ignored in general parsing for backwards compatability with
* existing shader code and we also have a special case for handling whitespace
* at the beginning of fresh lines.
*
* Otherwise just add the new character to the pretty string, indenting if necessary.
*/
if (this->hasToken("#") || this->hasToken("//")) {
this->parseUntilNewline();
} else if (this->hasToken("/*")) {
this->parseUntil("*/");
} else if ('{' == fInput[fIndex]) {
this->newline();
this->appendChar('{');
fTabs++;
this->newline();
} else if ('}' == fInput[fIndex]) {
fTabs--;
this->newline();
this->appendChar('}');
this->newline();
} else if (this->hasToken(")")) {
parensDepth--;
} else if (this->hasToken("(")) {
parensDepth++;
} else if (!parensDepth && this->hasToken(";")) {
this->newline();
} else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] ||
(fFreshline && ' ' == fInput[fIndex])) {
fIndex++;
} else {
this->appendChar(input[fIndex]);
for (int i = 0; i < count; i++) {
// setup pretty state
fIndex = 0;
fLength = lengths[i];
fInput = strings[i];
while (fLength > fIndex) {
/* the heart and soul of our prettification algorithm. The rules should hopefully
* be self explanatory. For '#' and '//' tokens we parse until we reach a newline.
*
* For long style comments like this one, we search for the ending token. We also
* preserve whitespace in these comments WITH THE CAVEAT that we do the newlines
* ourselves. This allows us to remain in control of line numbers, and matching
* tabs Existing tabs in the input string are copied over too, but this will look
* funny
*
* '{' and '}' are handled in basically the same way. We add a newline if we aren't
* on a fresh line, dirty the line, then add a second newline, ie braces are always
* on their own lines indented properly. The one funkiness here is structs print
* with the semicolon on its own line. Its not a problem for a glsl compiler though
*
* '(' and ')' are basically ignored, except as a sign we need to ignore ';' ala
* in for loops.
*
* ';' means add a new line
*
* '\t' and '\n' are ignored in general parsing for backwards compatability with
* existing shader code and we also have a special case for handling whitespace
* at the beginning of fresh lines.
*
* Otherwise just add the new character to the pretty string, indenting if necessary.
*/
if (fInParseUntilNewline) {
this->parseUntilNewline();
} else if (fInParseUntil) {
this->parseUntil(fInParseUntilToken);
} else if (this->hasToken("#") || this->hasToken("//")) {
this->parseUntilNewline();
} else if (this->hasToken("/*")) {
this->parseUntil("*/");
} else if ('{' == fInput[fIndex]) {
this->newline();
this->appendChar('{');
fTabs++;
this->newline();
} else if ('}' == fInput[fIndex]) {
fTabs--;
this->newline();
this->appendChar('}');
this->newline();
} else if (this->hasToken(")")) {
parensDepth--;
} else if (this->hasToken("(")) {
parensDepth++;
} else if (!parensDepth && this->hasToken(";")) {
this->newline();
} else if ('\t' == fInput[fIndex] || '\n' == fInput[fIndex] ||
(fFreshline && ' ' == fInput[fIndex])) {
fIndex++;
} else {
this->appendChar(fInput[fIndex]);
}
}
}
return fPretty;
@ -107,9 +124,11 @@ private:
if ('\n' == fInput[fIndex]) {
fIndex++;
this->newline();
fInParseUntilNewline = false;
break;
}
fPretty.appendf("%c", fInput[fIndex++]);
fInParseUntilNewline = true;
}
}
@ -127,10 +146,13 @@ private:
fIndex++;
}
if (this->hasToken(token)) {
fInParseUntil = false;
break;
}
fFreshline = false;
fPretty.appendf("%c", fInput[fIndex++]);
fInParseUntil = true;
fInParseUntilToken = token;
}
}
@ -162,12 +184,21 @@ private:
bool fCountlines, fFreshline;
int fTabs, fLinecount;
size_t fIndex, fLength;
SkString fInput, fPretty;
const char* fInput;
SkString fPretty;
// Some helpers for parseUntil when we go over a string length
bool fInParseUntilNewline;
bool fInParseUntil;
const char* fInParseUntilToken;
};
SkString PrettyPrintGLSL(const SkString& input, bool countlines) {
SkString PrettyPrintGLSL(const char** strings,
int* lengths,
int count,
bool countlines) {
GLSLPrettyPrint pp;
return pp.prettify(input, countlines);
return pp.prettify(strings, lengths, count, countlines);
}
} // end namespace

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@ -7,7 +7,7 @@
#include "GrGLShaderBuilder.h"
#include "GrGLProgramBuilder.h"
#include "GrGLProgramBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "../GrGLGpu.h"
#include "../GrGLShaderVar.h"
@ -59,7 +59,17 @@ GrGLShaderBuilder::GrGLShaderBuilder(GrGLProgramBuilder* program)
: fProgramBuilder(program)
, fInputs(GrGLProgramBuilder::kVarsPerBlock)
, fOutputs(GrGLProgramBuilder::kVarsPerBlock)
, fFeaturesAddedMask(0) {
, fFeaturesAddedMask(0)
, fCodeIndex(kCode)
, fFinalized(false) {
// We push back some dummy pointers which will later become our header
for (int i = 0; i <= kCode; i++) {
fShaderStrings.push_back();
fCompilerStrings.push_back(NULL);
fCompilerStringLengths.push_back(0);
}
this->main() = "void main() {";
}
void GrGLShaderBuilder::declAppend(const GrGLShaderVar& var) {
@ -74,20 +84,20 @@ void GrGLShaderBuilder::emitFunction(GrSLType returnType,
const GrGLShaderVar* args,
const char* body,
SkString* outName) {
fFunctions.append(GrGLSLTypeString(returnType));
this->functions().append(GrGLSLTypeString(returnType));
fProgramBuilder->nameVariable(outName, '\0', name);
fFunctions.appendf(" %s", outName->c_str());
fFunctions.append("(");
this->functions().appendf(" %s", outName->c_str());
this->functions().append("(");
const GrGLContextInfo& ctxInfo = fProgramBuilder->gpu()->ctxInfo();
for (int i = 0; i < argCnt; ++i) {
args[i].appendDecl(ctxInfo, &fFunctions);
args[i].appendDecl(ctxInfo, &this->functions());
if (i < argCnt - 1) {
fFunctions.append(", ");
this->functions().append(", ");
}
}
fFunctions.append(") {\n");
fFunctions.append(body);
fFunctions.append("}\n\n");
this->functions().append(") {\n");
this->functions().append(body);
this->functions().append("}\n\n");
}
void GrGLShaderBuilder::appendTextureLookup(SkString* out,
@ -106,7 +116,7 @@ void GrGLShaderBuilder::appendTextureLookup(SkString* out,
void GrGLShaderBuilder::appendTextureLookup(const TextureSampler& sampler,
const char* coordName,
GrSLType varyingType) {
this->appendTextureLookup(&fCode, sampler, coordName, varyingType);
this->appendTextureLookup(&this->code(), sampler, coordName, varyingType);
}
void GrGLShaderBuilder::appendTextureLookupAndModulate(const char* modulation,
@ -137,8 +147,8 @@ const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, cons
void GrGLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {
if (!(featureBit & fFeaturesAddedMask)) {
fExtensions.appendf("#extension %s: require\n", extensionName);
fFeaturesAddedMask |= featureBit;
this->extensions().appendf("#extension %s: require\n", extensionName);
fFeaturesAddedMask |= featureBit;
}
}
@ -153,7 +163,7 @@ void GrGLShaderBuilder::appendTextureLookup(const char* samplerName,
const char* coordName,
uint32_t configComponentMask,
const char* swizzle) {
append_texture_lookup(&fCode,
append_texture_lookup(&this->code(),
fProgramBuilder->gpu(),
samplerName,
coordName,
@ -161,3 +171,34 @@ void GrGLShaderBuilder::appendTextureLookup(const char* samplerName,
swizzle,
kVec2f_GrSLType);
}
bool
GrGLShaderBuilder::finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) {
SkASSERT(!fFinalized);
// append the 'footer' to code
this->code().append("}");
for (int i = 0; i <= fCodeIndex; i++) {
fCompilerStrings[i] = fShaderStrings[i].c_str();
fCompilerStringLengths[i] = (int)fShaderStrings[i].size();
}
GrGLGpu* gpu = fProgramBuilder->gpu();
GrGLuint shaderId = GrGLCompileAndAttachShader(gpu->glContext(),
programId,
type,
fCompilerStrings.begin(),
fCompilerStringLengths.begin(),
fCompilerStrings.count(),
gpu->stats());
fFinalized = true;
if (!shaderId) {
return false;
}
*shaderIds->append() = shaderId;
return true;
}

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@ -8,6 +8,7 @@
#ifndef GrGLShaderBuilder_DEFINED
#define GrGLShaderBuilder_DEFINED
#include "SkTArray.h"
#include "gl/GrGLProcessor.h"
#include "gl/GrGLProgramDesc.h"
#include "gl/GrGLProgramDataManager.h"
@ -73,16 +74,16 @@ public:
void codeAppendf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
fCode.appendVAList(format, args);
this->code().appendVAList(format, args);
va_end(args);
}
void codeAppend(const char* str) { fCode.append(str); }
void codeAppend(const char* str) { this->code().append(str); }
void codePrependf(const char format[], ...) SK_PRINTF_LIKE(2, 3) {
va_list args;
va_start(args, format);
fCode.prependVAList(format, args);
this->code().prependVAList(format, args);
va_end(args);
}
@ -138,8 +139,40 @@ protected:
*/
void addFeature(uint32_t featureBit, const char* extensionName);
GrGLProgramBuilder* fProgramBuilder;
void nextStage() {
fShaderStrings.push_back();
fCompilerStrings.push_back(this->code().c_str());
fCompilerStringLengths.push_back((int)this->code().size());
fCodeIndex++;
}
SkString& versionDecl() { return fShaderStrings[kVersionDecl]; }
SkString& extensions() { return fShaderStrings[kExtensions]; }
SkString& precisionQualifier() { return fShaderStrings[kPrecisionQualifier]; }
SkString& uniforms() { return fShaderStrings[kUniforms]; }
SkString& inputs() { return fShaderStrings[kInputs]; }
SkString& outputs() { return fShaderStrings[kOutputs]; }
SkString& functions() { return fShaderStrings[kFunctions]; }
SkString& main() { return fShaderStrings[kMain]; }
SkString& code() { return fShaderStrings[fCodeIndex]; }
bool finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds);
enum {
kVersionDecl,
kExtensions,
kPrecisionQualifier,
kUniforms,
kInputs,
kOutputs,
kFunctions,
kMain,
kCode,
};
GrGLProgramBuilder* fProgramBuilder;
SkSTArray<kCode, const char*, true> fCompilerStrings;
SkSTArray<kCode, int, true> fCompilerStringLengths;
SkSTArray<kCode, SkString> fShaderStrings;
SkString fCode;
SkString fFunctions;
SkString fExtensions;
@ -147,5 +180,9 @@ protected:
VarArray fInputs;
VarArray fOutputs;
uint32_t fFeaturesAddedMask;
int fCodeIndex;
bool fFinalized;
friend class GrGLProgramBuilder;
};
#endif

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@ -20,7 +20,9 @@ SK_CONF_DECLARE(bool, c_PrintShaders, "gpu.printShaders", false,
GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
GrGLuint programId,
GrGLenum type,
const SkString& shaderSrc,
const char** strings,
int* lengths,
int count,
GrGpu::Stats* stats) {
const GrGLInterface* gli = glCtx.interface();
@ -31,14 +33,23 @@ GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
}
#ifdef SK_DEBUG
SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, false);
SkString prettySource = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false);
const GrGLchar* sourceStr = prettySource.c_str();
GrGLint sourceLength = static_cast<GrGLint>(prettySource.size());
#else
GrGLint sourceLength = static_cast<GrGLint>(shaderSrc.size());
const GrGLchar* sourceStr = shaderSrc.c_str();
#endif
GR_GL_CALL(gli, ShaderSource(shaderId, 1, &sourceStr, &sourceLength));
#else
GR_GL_CALL(gli, ShaderSource(shaderId, count, strings, lengths));
#endif
// If tracing is enabled in chrome then we pretty print
bool traceShader;
TRACE_EVENT_CATEGORY_GROUP_ENABLED(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), &traceShader);
if (traceShader) {
SkString shader = GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, false);
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shader.c_str()));
}
stats->incShaderCompilations();
GR_GL_CALL(gli, CompileShader(shaderId));
@ -59,9 +70,8 @@ GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
// retrieve length even though we don't need it to workaround bug in Chromium cmd
// buffer param validation.
GrGLsizei length = GR_GL_INIT_ZERO;
GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1,
&length, (char*)log.get()));
SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
GR_GL_CALL(gli, GetShaderInfoLog(shaderId, infoLen+1, &length, (char*)log.get()));
SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, true).c_str());
SkDebugf("\n%s", log.get());
}
SkDEBUGFAIL("Shader compilation failed!");
@ -70,10 +80,8 @@ GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
}
}
TRACE_EVENT_INSTANT1(TRACE_DISABLED_BY_DEFAULT("skia.gpu"), "skia_gpu::GLShader",
TRACE_EVENT_SCOPE_THREAD, "shader", TRACE_STR_COPY(shaderSrc.c_str()));
if (c_PrintShaders) {
SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(shaderSrc, true).c_str());
SkDebugf(GrGLSLPrettyPrint::PrettyPrintGLSL(strings, lengths, count, true).c_str());
SkDebugf("\n");
}

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@ -16,7 +16,9 @@
GrGLuint GrGLCompileAndAttachShader(const GrGLContext& glCtx,
GrGLuint programId,
GrGLenum type,
const SkString& shaderSrc,
const char** strings,
int* lengths,
int count,
GrGpu::Stats*);
#endif

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@ -7,7 +7,6 @@
#include "GrGLVertexShaderBuilder.h"
#include "GrGLProgramBuilder.h"
#include "GrGLShaderStringBuilder.h"
#include "../GrGLGpu.h"
#define GL_CALL(X) GR_GL_CALL(fProgramBuilder->gpu()->glInterface(), X)
@ -73,25 +72,13 @@ void GrGLVertexBuilder::bindVertexAttributes(GrGLuint programID) {
return;
}
bool GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId,
SkTDArray<GrGLuint>* shaderIds) const {
GrGLGpu* gpu = fProgramBuilder->gpu();
const GrGLContext& glCtx = gpu->glContext();
const GrGLContextInfo& ctxInfo = gpu->ctxInfo();
SkString vertShaderSrc(GrGetGLSLVersionDecl(ctxInfo));
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &vertShaderSrc);
this->appendDecls(fInputs, &vertShaderSrc);
this->appendDecls(fOutputs, &vertShaderSrc);
vertShaderSrc.append("void main() {");
vertShaderSrc.append(fCode);
vertShaderSrc.append("}\n");
GrGLuint vertShaderId = GrGLCompileAndAttachShader(glCtx, programId, GR_GL_VERTEX_SHADER,
vertShaderSrc, gpu->stats());
if (!vertShaderId) {
return false;
}
*shaderIds->append() = vertShaderId;
return true;
bool
GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) {
this->versionDecl() = GrGetGLSLVersionDecl(fProgramBuilder->ctxInfo());
fProgramBuilder->appendUniformDecls(GrGLProgramBuilder::kVertex_Visibility, &this->uniforms());
this->appendDecls(fInputs, &this->inputs());
this->appendDecls(fOutputs, &this->outputs());
return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds);
}
bool GrGLVertexBuilder::addAttribute(const GrShaderVar& var) {

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@ -35,7 +35,7 @@ private:
* private helpers for compilation by GrGLProgramBuilder
*/
void bindVertexAttributes(GrGLuint programID);
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) const;
bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
// an internal call which checks for uniquness of a var before adding it to the list of inputs
bool addAttribute(const GrShaderVar& var);

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@ -13,12 +13,16 @@
const SkString input1("#this is not a realshader\nvec4 some stuff;outside of a function;"
"int i(int b, int c) { { some stuff;} fake block; //comments\n return i;}"
"void main()"
"{nowin a function;{indenting;{abit more;dreadedfor((;;)(;)((;;);)){doingstuff"
"void main()");
const SkString input2("{nowin a function;{indenting;{abit more;dreadedfor((;;)(;)((;;);)){"
"doingstuff"
";for(;;;){and more stufff;mixed garbage\n\n\t\t\t\t\n/*using this"
" comment\n is"
" dangerous\ndo so at your own\n risk*/;\n\n\t\t\t\n"
"//a comment\n}}a; little ; love; for ; leading; spaces;} "
" comment\n is");
const SkString input3(" dangerous\ndo so at your own\n risk*/;\n\n\t\t\t\n"
"//a comment");
const SkString input4("breaking in comment");
const SkString input5("continuing the comment");
const SkString input6("\n}}a; little ; love; for ; leading; spaces;} "
"an struct = { int a; int b; };"
"int[5] arr = int[5](1,2,3,4,5);} some code at the bottom; for(;;) {} }");
@ -52,7 +56,7 @@ const SkString output1(
" 27\t\t\t\t\t\t is dangerous\n"
" 28\t\t\t\t\t\tdo so at your own\n"
" 29\t\t\t\t\t\t risk*/;\n"
" 30\t\t\t\t\t\t//a comment\n"
" 30\t\t\t\t\t\t//a commentbreaking in commentcontinuing the comment\n"
" 31\t\t\t\t\t}\n"
" 32\t\t\t\t}\n"
" 33\t\t\t\ta;\n"
@ -77,16 +81,43 @@ const SkString output1(
" 52\t}\n"
" 53\t");
const SkString input2("{;;{{{{;;;{{{{{{{{{{{###\n##\n#####(((((((((((((unbalanced verything;;;"
"}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}"
const SkString neg1("{;;{{{{;;;{{{{{{{{{{{");
const SkString neg2("###\n##\n#####(((((((((((((unbalanced verything;;;");
const SkString neg3("}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}"
";;;;;;/////");
DEF_TEST(GrGLSLPrettyPrint, r) {
SkString test = GrGLSLPrettyPrint::PrettyPrintGLSL(input1, true);
SkTArray<const char*> testStr;
SkTArray<int> lengths;
testStr.push_back(input1.c_str());
lengths.push_back((int)input1.size());
testStr.push_back(input2.c_str());
lengths.push_back((int)input2.size());
testStr.push_back(input3.c_str());
lengths.push_back((int)input3.size());
testStr.push_back(input4.c_str());
lengths.push_back((int)input4.size());
testStr.push_back(input5.c_str());
lengths.push_back((int)input5.size());
testStr.push_back(input6.c_str());
lengths.push_back((int)input6.size());
SkString test = GrGLSLPrettyPrint::PrettyPrintGLSL(testStr.begin(), lengths.begin(),
testStr.count(), true);
ASSERT(output1 == test);
testStr.reset();
lengths.reset();
testStr.push_back(neg1.c_str());
lengths.push_back((int)neg1.size());
testStr.push_back(neg2.c_str());
lengths.push_back((int)neg2.size());
testStr.push_back(neg3.c_str());
lengths.push_back((int)neg3.size());
// Just test we don't crash with garbage input
ASSERT(GrGLSLPrettyPrint::PrettyPrintGLSL(input2, true).c_str() != NULL);
ASSERT(GrGLSLPrettyPrint::PrettyPrintGLSL(testStr.begin(), lengths.begin(), 1,
true).c_str() != NULL);
}
#endif