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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "WebGLShader.h"
#include "GLSLANG/ShaderLang.h"
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "mozilla/MemoryReporting.h"
#include "nsPrintfCString.h"
#include "nsString.h"
#include "prenv.h"
#include "WebGLContext.h"
#include "WebGLObjectModel.h"
#include "WebGLShaderValidator.h"
#include "WebGLValidateStrings.h"
namespace mozilla {
// On success, writes to out_validator and out_translatedSource.
// On failure, writes to out_translationLog.
static bool Translate(const nsACString& source,
webgl::ShaderValidator* validator,
nsACString* const out_translationLog,
nsACString* const out_translatedSource) {
if (!validator->ValidateAndTranslate(source.BeginReading())) {
validator->GetInfoLog(out_translationLog);
return false;
}
// Success
validator->GetOutput(out_translatedSource);
return true;
}
template <size_t N>
static bool SubstringStartsWith(const std::string& testStr, size_t offset,
const char (&refStr)[N]) {
for (size_t i = 0; i < N - 1; i++) {
if (testStr[offset + i] != refStr[i]) return false;
}
return true;
}
/* On success, writes to out_translatedSource.
* On failure, writes to out_translationLog.
*
* Requirements:
* #version is either omitted, `#version 100`, or `version 300 es`.
*/
static bool TranslateWithoutValidation(const nsACString& sourceNS,
bool isWebGL2,
nsACString* const out_translationLog,
nsACString* const out_translatedSource) {
std::string source = sourceNS.BeginReading();
size_t versionStrStart = source.find("#version");
size_t versionStrLen;
uint32_t glesslVersion;
if (versionStrStart != std::string::npos) {
static const char versionStr100[] = "#version 100\n";
static const char versionStr300es[] = "#version 300 es\n";
if (isWebGL2 &&
SubstringStartsWith(source, versionStrStart, versionStr300es)) {
glesslVersion = 300;
versionStrLen = strlen(versionStr300es);
} else if (SubstringStartsWith(source, versionStrStart, versionStr100)) {
glesslVersion = 100;
versionStrLen = strlen(versionStr100);
} else {
nsPrintfCString error("#version, if declared, must be %s.",
isWebGL2 ? "`100` or `300 es`" : "`100`");
*out_translationLog = error;
return false;
}
} else {
versionStrStart = 0;
versionStrLen = 0;
glesslVersion = 100;
}
std::string reversionedSource = source;
reversionedSource.erase(versionStrStart, versionStrLen);
switch (glesslVersion) {
case 100:
/* According to ARB_ES2_compatibility extension glsl
* should accept #version 100 for ES 2 shaders. */
reversionedSource.insert(versionStrStart, "#version 100\n");
break;
case 300:
reversionedSource.insert(versionStrStart, "#version 330\n");
break;
default:
MOZ_CRASH("GFX: Bad `glesslVersion`.");
}
out_translatedSource->Assign(reversionedSource.c_str(),
reversionedSource.length());
return true;
}
static void GetCompilationStatusAndLog(gl::GLContext* gl, GLuint shader,
bool* const out_success,
nsACString* const out_log) {
GLint compileStatus = LOCAL_GL_FALSE;
gl->fGetShaderiv(shader, LOCAL_GL_COMPILE_STATUS, &compileStatus);
// It's simpler if we always get the log.
GLint lenWithNull = 0;
gl->fGetShaderiv(shader, LOCAL_GL_INFO_LOG_LENGTH, &lenWithNull);
if (lenWithNull > 1) {
// SetLength takes the length without the null.
out_log->SetLength(lenWithNull - 1);
gl->fGetShaderInfoLog(shader, lenWithNull, nullptr,
out_log->BeginWriting());
} else {
out_log->SetLength(0);
}
*out_success = (compileStatus == LOCAL_GL_TRUE);
}
////////////////////////////////////////////////////////////////////////////////
WebGLShader::WebGLShader(WebGLContext* webgl, GLenum type)
: WebGLRefCountedObject(webgl),
mGLName(webgl->gl->fCreateShader(type)),
mType(type),
mTranslationSuccessful(false),
mCompilationSuccessful(false) {
mContext->mShaders.insertBack(this);
}
WebGLShader::~WebGLShader() { DeleteOnce(); }
void WebGLShader::ShaderSource(const nsAString& source) {
const char funcName[] = "shaderSource";
nsString sourceWithoutComments;
if (!TruncateComments(source, &sourceWithoutComments)) {
mContext->ErrorOutOfMemory(
"%s: Failed to alloc for empting comment contents.", funcName);
return;
}
if (!ValidateGLSLPreprocString(mContext, funcName, sourceWithoutComments))
return;
// We checked that the source stripped of comments is in the
// 7-bit ASCII range, so we can skip the NS_IsAscii() check.
const NS_LossyConvertUTF16toASCII cleanSource(sourceWithoutComments);
if (PR_GetEnv("MOZ_WEBGL_DUMP_SHADERS")) {
printf_stderr("////////////////////////////////////////\n");
printf_stderr("// MOZ_WEBGL_DUMP_SHADERS:\n");
// Wow - Roll Your Own Foreach-Lines because printf_stderr has a hard-coded
// internal size, so long strings are truncated.
const size_t maxChunkSize = 1024 - 1; // -1 for null-term.
const UniqueBuffer buf(moz_xmalloc(maxChunkSize + 1)); // +1 for null-term
const auto bufBegin = (char*)buf.get();
size_t chunkStart = 0;
while (chunkStart != cleanSource.Length()) {
const auto chunkEnd =
std::min(chunkStart + maxChunkSize, size_t(cleanSource.Length()));
const auto chunkSize = chunkEnd - chunkStart;
memcpy(bufBegin, cleanSource.BeginReading() + chunkStart, chunkSize);
bufBegin[chunkSize + 1] = '\0';
printf_stderr("%s", bufBegin);
chunkStart += chunkSize;
}
printf_stderr("////////////////////////////////////////\n");
}
mSource = source;
mCleanSource = cleanSource;
}
void WebGLShader::CompileShader() {
mValidator = nullptr;
mTranslationSuccessful = false;
mCompilationSuccessful = false;
gl::GLContext* gl = mContext->gl;
mValidator.reset(mContext->CreateShaderValidator(mType));
bool success;
if (mValidator) {
success = Translate(mCleanSource, mValidator.get(), &mValidationLog,
&mTranslatedSource);
} else {
success = TranslateWithoutValidation(mCleanSource, mContext->IsWebGL2(),
&mValidationLog, &mTranslatedSource);
}
if (!success) return;
mTranslationSuccessful = true;
const char* const parts[] = {mTranslatedSource.BeginReading()};
gl->fShaderSource(mGLName, ArrayLength(parts), parts, nullptr);
gl->fCompileShader(mGLName);
GetCompilationStatusAndLog(gl, mGLName, &mCompilationSuccessful,
&mCompilationLog);
}
void WebGLShader::GetShaderInfoLog(nsAString* out) const {
const nsCString& log =
!mTranslationSuccessful ? mValidationLog : mCompilationLog;
CopyASCIItoUTF16(log, *out);
}
JS::Value WebGLShader::GetShaderParameter(GLenum pname) const {
switch (pname) {
case LOCAL_GL_SHADER_TYPE:
return JS::NumberValue(mType);
case LOCAL_GL_DELETE_STATUS:
return JS::BooleanValue(IsDeleteRequested());
case LOCAL_GL_COMPILE_STATUS:
return JS::BooleanValue(mCompilationSuccessful);
default:
mContext->ErrorInvalidEnumInfo("getShaderParameter: `pname`", pname);
return JS::NullValue();
}
}
void WebGLShader::GetShaderSource(nsAString* out) const {
out->SetIsVoid(false);
*out = mSource;
}
void WebGLShader::GetShaderTranslatedSource(nsAString* out) const {
out->SetIsVoid(false);
CopyASCIItoUTF16(mTranslatedSource, *out);
}
////////////////////////////////////////////////////////////////////////////////
bool WebGLShader::CanLinkTo(const WebGLShader* prev,
nsCString* const out_log) const {
if (!mValidator) return true;
return mValidator->CanLinkTo(prev->mValidator.get(), out_log);
}
size_t WebGLShader::CalcNumSamplerUniforms() const {
if (mValidator) return mValidator->CalcNumSamplerUniforms();
// TODO
return 0;
}
size_t WebGLShader::NumAttributes() const {
if (mValidator) return mValidator->NumAttributes();
// TODO
return 0;
}
void WebGLShader::BindAttribLocation(GLuint prog, const nsCString& userName,
GLuint index) const {
std::string userNameStr(userName.BeginReading());
const std::string* mappedNameStr = &userNameStr;
if (mValidator)
mValidator->FindAttribMappedNameByUserName(userNameStr, &mappedNameStr);
mContext->gl->fBindAttribLocation(prog, index, mappedNameStr->c_str());
}
bool WebGLShader::FindAttribUserNameByMappedName(
const nsACString& mappedName, nsCString* const out_userName) const {
if (!mValidator) return false;
const std::string mappedNameStr(mappedName.BeginReading());
const std::string* userNameStr;
if (!mValidator->FindAttribUserNameByMappedName(mappedNameStr, &userNameStr))
return false;
*out_userName = userNameStr->c_str();
return true;
}
bool WebGLShader::FindVaryingByMappedName(const nsACString& mappedName,
nsCString* const out_userName,
bool* const out_isArray) const {
if (!mValidator) return false;
const std::string mappedNameStr(mappedName.BeginReading());
std::string userNameStr;
if (!mValidator->FindVaryingByMappedName(mappedNameStr, &userNameStr,
out_isArray))
return false;
*out_userName = userNameStr.c_str();
return true;
}
bool WebGLShader::FindUniformByMappedName(const nsACString& mappedName,
nsCString* const out_userName,
bool* const out_isArray) const {
if (!mValidator) return false;
const std::string mappedNameStr(mappedName.BeginReading(),
mappedName.Length());
std::string userNameStr;
if (!mValidator->FindUniformByMappedName(mappedNameStr, &userNameStr,
out_isArray))
return false;
*out_userName = userNameStr.c_str();
return true;
}
bool WebGLShader::UnmapUniformBlockName(
const nsACString& baseMappedName, nsCString* const out_baseUserName) const {
if (!mValidator) {
*out_baseUserName = baseMappedName;
return true;
}
return mValidator->UnmapUniformBlockName(baseMappedName, out_baseUserName);
}
void WebGLShader::EnumerateFragOutputs(
std::map<nsCString, const nsCString>& out_FragOutputs) const {
out_FragOutputs.clear();
if (!mValidator) {
return;
}
mValidator->EnumerateFragOutputs(out_FragOutputs);
}
void WebGLShader::MapTransformFeedbackVaryings(
const std::vector<nsString>& varyings,
std::vector<std::string>* out_mappedVaryings) const {
MOZ_ASSERT(mType == LOCAL_GL_VERTEX_SHADER);
MOZ_ASSERT(out_mappedVaryings);
out_mappedVaryings->clear();
out_mappedVaryings->reserve(varyings.size());
for (const auto& wideUserName : varyings) {
const NS_LossyConvertUTF16toASCII mozUserName(
wideUserName); // Don't validate here.
const std::string userName(mozUserName.BeginReading(),
mozUserName.Length());
const std::string* pMappedName = &userName;
if (mValidator) {
mValidator->FindVaryingMappedNameByUserName(userName, &pMappedName);
}
out_mappedVaryings->push_back(*pMappedName);
}
}
////////////////////////////////////////////////////////////////////////////////
// Boilerplate
JSObject* WebGLShader::WrapObject(JSContext* js,
JS::Handle<JSObject*> givenProto) {
return dom::WebGLShaderBinding::Wrap(js, this, givenProto);
}
size_t WebGLShader::SizeOfIncludingThis(MallocSizeOf mallocSizeOf) const {
size_t validatorSize = mValidator ? mallocSizeOf(mValidator.get()) : 0;
return mallocSizeOf(this) +
mSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
mCleanSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
validatorSize +
mValidationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
mTranslatedSource.SizeOfExcludingThisIfUnshared(mallocSizeOf) +
mCompilationLog.SizeOfExcludingThisIfUnshared(mallocSizeOf);
}
void WebGLShader::Delete() {
gl::GLContext* gl = mContext->GL();
gl->fDeleteShader(mGLName);
LinkedListElement<WebGLShader>::removeFrom(mContext->mShaders);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE_0(WebGLShader)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLShader, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLShader, Release)
} // namespace mozilla
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