| 1 | /* |
| 2 | * Copyright (C) 2010, 2016 Apple Inc. All rights reserved. |
| 3 | * |
| 4 | * Redistribution and use in source and binary forms, with or without |
| 5 | * modification, are permitted provided that the following conditions |
| 6 | * are met: |
| 7 | * 1. Redistributions of source code must retain the above copyright |
| 8 | * notice, this list of conditions and the following disclaimer. |
| 9 | * 2. Redistributions in binary form must reproduce the above copyright |
| 10 | * notice, this list of conditions and the following disclaimer in the |
| 11 | * documentation and/or other materials provided with the distribution. |
| 12 | * |
| 13 | * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| 14 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 15 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 16 | * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| 17 | * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 18 | * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 19 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 20 | * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 21 | * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 22 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 23 | * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 24 | */ |
| 25 | |
| 26 | #include "config.h" |
| 27 | |
| 28 | #if ENABLE(GRAPHICS_CONTEXT_3D) |
| 29 | |
| 30 | #include "ANGLEWebKitBridge.h" |
| 31 | #include "Logging.h" |
| 32 | #include <wtf/StdLibExtras.h> |
| 33 | |
| 34 | namespace WebCore { |
| 35 | |
| 36 | // FIXME: This is awful. Get rid of ANGLEWebKitBridge completely and call the libANGLE API directly to validate shaders. |
| 37 | |
| 38 | static void appendSymbol(const sh::ShaderVariable& variable, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, const std::string& name, const std::string& mappedName) |
| 39 | { |
| 40 | LOG(WebGL, "Map shader symbol %s -> %s\n" , name.c_str(), mappedName.c_str()); |
| 41 | |
| 42 | sh::ShaderVariable variableToAppend = variable; |
| 43 | variableToAppend.name = name; |
| 44 | variableToAppend.mappedName = mappedName; |
| 45 | symbols.append(std::make_pair(symbolType, variableToAppend)); |
| 46 | |
| 47 | if (variable.isArray()) { |
| 48 | for (unsigned i = 0; i < std::max(1u, variable.arraySizes.back()); i++) { |
| 49 | std::string arrayBrackets = "[" + std::to_string(i) + "]" ; |
| 50 | std::string arrayName = name + arrayBrackets; |
| 51 | std::string arrayMappedName = mappedName + arrayBrackets; |
| 52 | LOG(WebGL, "Map shader symbol %s -> %s\n" , arrayName.c_str(), arrayMappedName.c_str()); |
| 53 | variableToAppend.name = arrayName; |
| 54 | variableToAppend.mappedName = arrayMappedName; |
| 55 | symbols.append(std::make_pair(symbolType, variableToAppend)); |
| 56 | } |
| 57 | } |
| 58 | } |
| 59 | |
| 60 | static void getStructInfo(const sh::ShaderVariable& field, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, const std::string& namePrefix, const std::string& mappedNamePrefix) |
| 61 | { |
| 62 | std::string name = namePrefix + '.' + field.name; |
| 63 | std::string mappedName = mappedNamePrefix + '.' + field.mappedName; |
| 64 | |
| 65 | if (field.isStruct()) { |
| 66 | for (const auto& subfield : field.fields) { |
| 67 | // ANGLE restricts the depth of structs, which prevents stack overflow errors in this recursion. |
| 68 | getStructInfo(subfield, symbolType, symbols, name, mappedName); |
| 69 | } |
| 70 | } else |
| 71 | appendSymbol(field, symbolType, symbols, name, mappedName); |
| 72 | } |
| 73 | |
| 74 | static void getSymbolInfo(const sh::ShaderVariable& variable, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols) |
| 75 | { |
| 76 | if (variable.isStruct()) { |
| 77 | if (variable.isArray()) { |
| 78 | for (unsigned i = 0; i < std::max(1u, variable.arraySizes.back()); i++) { |
| 79 | std::string arrayBrackets = "[" + std::to_string(i) + "]" ; |
| 80 | std::string arrayName = variable.name + arrayBrackets; |
| 81 | std::string arrayMappedName = variable.mappedName + arrayBrackets; |
| 82 | for (const auto& field : variable.fields) |
| 83 | getStructInfo(field, symbolType, symbols, arrayName, arrayMappedName); |
| 84 | } |
| 85 | } else { |
| 86 | for (const auto& field : variable.fields) |
| 87 | getStructInfo(field, symbolType, symbols, variable.name, variable.mappedName); |
| 88 | } |
| 89 | } else |
| 90 | appendSymbol(variable, symbolType, symbols, variable.name, variable.mappedName); |
| 91 | } |
| 92 | |
| 93 | static bool getSymbolInfo(ShHandle compiler, ANGLEShaderSymbolType symbolType, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols) |
| 94 | { |
| 95 | switch (symbolType) { |
| 96 | case SHADER_SYMBOL_TYPE_UNIFORM: { |
| 97 | auto uniforms = sh::GetUniforms(compiler); |
| 98 | if (!uniforms) |
| 99 | return false; |
| 100 | for (const auto& uniform : *uniforms) |
| 101 | getSymbolInfo(uniform, symbolType, symbols); |
| 102 | break; |
| 103 | } |
| 104 | case SHADER_SYMBOL_TYPE_VARYING: { |
| 105 | auto varyings = sh::GetVaryings(compiler); |
| 106 | if (!varyings) |
| 107 | return false; |
| 108 | for (const auto& varying : *varyings) |
| 109 | getSymbolInfo(varying, symbolType, symbols); |
| 110 | break; |
| 111 | } |
| 112 | case SHADER_SYMBOL_TYPE_ATTRIBUTE: { |
| 113 | auto attributes = sh::GetAttributes(compiler); |
| 114 | if (!attributes) |
| 115 | return false; |
| 116 | for (const auto& attribute : *attributes) |
| 117 | getSymbolInfo(attribute, symbolType, symbols); |
| 118 | break; |
| 119 | } |
| 120 | default: |
| 121 | ASSERT_NOT_REACHED(); |
| 122 | return false; |
| 123 | } |
| 124 | return true; |
| 125 | } |
| 126 | |
| 127 | ANGLEWebKitBridge::ANGLEWebKitBridge(ShShaderOutput shaderOutput, ShShaderSpec shaderSpec) |
| 128 | : builtCompilers(false) |
| 129 | , m_fragmentCompiler(0) |
| 130 | , m_vertexCompiler(0) |
| 131 | , m_shaderOutput(shaderOutput) |
| 132 | , m_shaderSpec(shaderSpec) |
| 133 | { |
| 134 | // This is a no-op if it's already initialized. |
| 135 | sh::Initialize(); |
| 136 | } |
| 137 | |
| 138 | ANGLEWebKitBridge::~ANGLEWebKitBridge() |
| 139 | { |
| 140 | cleanupCompilers(); |
| 141 | } |
| 142 | |
| 143 | void ANGLEWebKitBridge::cleanupCompilers() |
| 144 | { |
| 145 | if (m_fragmentCompiler) |
| 146 | sh::Destruct(m_fragmentCompiler); |
| 147 | m_fragmentCompiler = nullptr; |
| 148 | if (m_vertexCompiler) |
| 149 | sh::Destruct(m_vertexCompiler); |
| 150 | m_vertexCompiler = nullptr; |
| 151 | |
| 152 | builtCompilers = false; |
| 153 | } |
| 154 | |
| 155 | void ANGLEWebKitBridge::setResources(const ShBuiltInResources& resources) |
| 156 | { |
| 157 | // Resources are (possibly) changing - cleanup compilers if we had them already |
| 158 | cleanupCompilers(); |
| 159 | |
| 160 | m_resources = resources; |
| 161 | } |
| 162 | |
| 163 | bool ANGLEWebKitBridge::compileShaderSource(const char* shaderSource, ANGLEShaderType shaderType, String& translatedShaderSource, String& shaderValidationLog, Vector<std::pair<ANGLEShaderSymbolType, sh::ShaderVariable>>& symbols, uint64_t ) |
| 164 | { |
| 165 | if (!builtCompilers) { |
| 166 | m_fragmentCompiler = sh::ConstructCompiler(GL_FRAGMENT_SHADER, m_shaderSpec, m_shaderOutput, &m_resources); |
| 167 | m_vertexCompiler = sh::ConstructCompiler(GL_VERTEX_SHADER, m_shaderSpec, m_shaderOutput, &m_resources); |
| 168 | if (!m_fragmentCompiler || !m_vertexCompiler) { |
| 169 | cleanupCompilers(); |
| 170 | return false; |
| 171 | } |
| 172 | |
| 173 | builtCompilers = true; |
| 174 | } |
| 175 | |
| 176 | ShHandle compiler; |
| 177 | |
| 178 | if (shaderType == SHADER_TYPE_VERTEX) |
| 179 | compiler = m_vertexCompiler; |
| 180 | else |
| 181 | compiler = m_fragmentCompiler; |
| 182 | |
| 183 | const char* const shaderSourceStrings[] = { shaderSource }; |
| 184 | |
| 185 | bool validateSuccess = sh::Compile(compiler, shaderSourceStrings, 1, SH_OBJECT_CODE | SH_VARIABLES | extraCompileOptions); |
| 186 | if (!validateSuccess) { |
| 187 | const std::string& log = sh::GetInfoLog(compiler); |
| 188 | if (log.length()) |
| 189 | shaderValidationLog = log.c_str(); |
| 190 | return false; |
| 191 | } |
| 192 | |
| 193 | const std::string& objectCode = sh::GetObjectCode(compiler); |
| 194 | if (objectCode.length()) |
| 195 | translatedShaderSource = objectCode.c_str(); |
| 196 | |
| 197 | if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_ATTRIBUTE, symbols)) |
| 198 | return false; |
| 199 | if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_UNIFORM, symbols)) |
| 200 | return false; |
| 201 | if (!getSymbolInfo(compiler, SHADER_SYMBOL_TYPE_VARYING, symbols)) |
| 202 | return false; |
| 203 | |
| 204 | return true; |
| 205 | } |
| 206 | |
| 207 | } |
| 208 | |
| 209 | #endif // ENABLE(GRAPHICS_CONTEXT_3D) |
| 210 | |