summaryrefslogtreecommitdiff
path: root/chromium/third_party/angle/src/libANGLE/renderer/gl/ShaderGL.cpp
blob: 52efd449fd6bffcc105c3ba2e36b8e041d4a7e73 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// ShaderGL.cpp: Implements the class methods for ShaderGL.

#include "libANGLE/renderer/gl/ShaderGL.h"

#include "common/debug.h"
#include "libANGLE/Compiler.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/RendererGL.h"
#include "libANGLE/renderer/gl/WorkaroundsGL.h"

#include <iostream>

namespace rx
{

ShaderGL::ShaderGL(const gl::Shader::Data &data,
                   const FunctionsGL *functions,
                   const WorkaroundsGL &workarounds)
    : ShaderImpl(data), mFunctions(functions), mWorkarounds(workarounds), mShaderID(0)
{
    ASSERT(mFunctions);
}

ShaderGL::~ShaderGL()
{
    if (mShaderID != 0)
    {
        mFunctions->deleteShader(mShaderID);
        mShaderID = 0;
    }
}

int ShaderGL::prepareSourceAndReturnOptions(std::stringstream *sourceStream)
{
    // Reset the previous state
    if (mShaderID != 0)
    {
        mFunctions->deleteShader(mShaderID);
        mShaderID = 0;
    }

    *sourceStream << mData.getSource();

    int options = SH_INIT_GL_POSITION;

    if (mWorkarounds.doWhileGLSLCausesGPUHang)
    {
        options |= SH_REWRITE_DO_WHILE_LOOPS;
    }

    return options;
}

bool ShaderGL::postTranslateCompile(gl::Compiler *compiler, std::string *infoLog)
{
    // Translate the ESSL into GLSL
    const char *translatedSourceCString = mData.getTranslatedSource().c_str();

    // Generate a shader object and set the source
    mShaderID = mFunctions->createShader(mData.getShaderType());
    mFunctions->shaderSource(mShaderID, 1, &translatedSourceCString, nullptr);
    mFunctions->compileShader(mShaderID);

    // Check for compile errors from the native driver
    GLint compileStatus = GL_FALSE;
    mFunctions->getShaderiv(mShaderID, GL_COMPILE_STATUS, &compileStatus);
    ASSERT(compileStatus == GL_TRUE);
    if (compileStatus == GL_FALSE)
    {
        // Compilation failed, put the error into the info log
        GLint infoLogLength = 0;
        mFunctions->getShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);

        std::vector<char> buf(infoLogLength);
        mFunctions->getShaderInfoLog(mShaderID, infoLogLength, nullptr, &buf[0]);

        mFunctions->deleteShader(mShaderID);
        mShaderID = 0;

        *infoLog = &buf[0];
        TRACE("\n%s", infoLog->c_str());
        return false;
    }

    return true;
}

std::string ShaderGL::getDebugInfo() const
{
    return std::string();
}

GLuint ShaderGL::getShaderID() const
{
    return mShaderID;
}

}