| // | |
| // Copyright 2014 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. | |
| // | |
| #include "util/shader_utils.h" | |
| #include <cstring> | |
| #include <fstream> | |
| #include <iostream> | |
| #include <vector> | |
| #include "util/test_utils.h" | |
| namespace | |
| { | |
| bool ReadEntireFile(const std::string &filePath, std::string *contentsOut) | |
| { | |
| constexpr uint32_t kMaxBufferSize = 2000; | |
| char buffer[kMaxBufferSize] = {}; | |
| if (!angle::ReadEntireFileToString(filePath.c_str(), buffer, kMaxBufferSize) || | |
| strlen(buffer) == 0) | |
| return false; | |
| *contentsOut = buffer; | |
| return true; | |
| } | |
| GLuint CompileProgramInternal(const char *vsSource, | |
| const char *gsSource, | |
| const char *fsSource, | |
| const std::function<void(GLuint)> &preLinkCallback) | |
| { | |
| GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource); | |
| GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource); | |
| if (vs == 0 || fs == 0) | |
| { | |
| glDeleteShader(fs); | |
| glDeleteShader(vs); | |
| return 0; | |
| } | |
| GLuint program = glCreateProgram(); | |
| glAttachShader(program, vs); | |
| glDeleteShader(vs); | |
| glAttachShader(program, fs); | |
| glDeleteShader(fs); | |
| GLuint gs = 0; | |
| if (strlen(gsSource) > 0) | |
| { | |
| gs = CompileShader(GL_GEOMETRY_SHADER_EXT, gsSource); | |
| if (gs == 0) | |
| { | |
| glDeleteShader(vs); | |
| glDeleteShader(fs); | |
| glDeleteProgram(program); | |
| return 0; | |
| } | |
| glAttachShader(program, gs); | |
| glDeleteShader(gs); | |
| } | |
| if (preLinkCallback) | |
| { | |
| preLinkCallback(program); | |
| } | |
| glLinkProgram(program); | |
| return CheckLinkStatusAndReturnProgram(program, true); | |
| } | |
| } // namespace | |
| GLuint CompileShader(GLenum type, const char *source) | |
| { | |
| GLuint shader = glCreateShader(type); | |
| const char *sourceArray[1] = {source}; | |
| glShaderSource(shader, 1, sourceArray, nullptr); | |
| glCompileShader(shader); | |
| GLint compileResult; | |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult); | |
| if (compileResult == 0) | |
| { | |
| GLint infoLogLength; | |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| // Info log length includes the null terminator, so 1 means that the info log is an empty | |
| // string. | |
| if (infoLogLength > 1) | |
| { | |
| std::vector<GLchar> infoLog(infoLogLength); | |
| glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]); | |
| std::cerr << "shader compilation failed: " << &infoLog[0]; | |
| } | |
| else | |
| { | |
| std::cerr << "shader compilation failed. <Empty log message>"; | |
| } | |
| std::cerr << std::endl; | |
| glDeleteShader(shader); | |
| shader = 0; | |
| } | |
| return shader; | |
| } | |
| GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath) | |
| { | |
| std::string source; | |
| if (!ReadEntireFile(sourcePath, &source)) | |
| { | |
| std::cerr << "Error reading shader file: " << sourcePath << "\n"; | |
| return 0; | |
| } | |
| return CompileShader(type, source.c_str()); | |
| } | |
| GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages) | |
| { | |
| if (glGetError() != GL_NO_ERROR) | |
| return 0; | |
| GLint linkStatus; | |
| glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); | |
| if (linkStatus == 0) | |
| { | |
| if (outputErrorMessages) | |
| { | |
| GLint infoLogLength; | |
| glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength); | |
| // Info log length includes the null terminator, so 1 means that the info log is an | |
| // empty string. | |
| if (infoLogLength > 1) | |
| { | |
| std::vector<GLchar> infoLog(infoLogLength); | |
| glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr, | |
| &infoLog[0]); | |
| std::cerr << "program link failed: " << &infoLog[0]; | |
| } | |
| else | |
| { | |
| std::cerr << "program link failed. <Empty log message>"; | |
| } | |
| } | |
| glDeleteProgram(program); | |
| return 0; | |
| } | |
| return program; | |
| } | |
| GLuint CompileProgramWithTransformFeedback( | |
| const char *vsSource, | |
| const char *fsSource, | |
| const std::vector<std::string> &transformFeedbackVaryings, | |
| GLenum bufferMode) | |
| { | |
| auto preLink = [&](GLuint program) { | |
| if (transformFeedbackVaryings.size() > 0) | |
| { | |
| std::vector<const char *> constCharTFVaryings; | |
| for (const std::string &transformFeedbackVarying : transformFeedbackVaryings) | |
| { | |
| constCharTFVaryings.push_back(transformFeedbackVarying.c_str()); | |
| } | |
| glTransformFeedbackVaryings(program, | |
| static_cast<GLsizei>(transformFeedbackVaryings.size()), | |
| &constCharTFVaryings[0], bufferMode); | |
| } | |
| }; | |
| return CompileProgramInternal(vsSource, "", fsSource, preLink); | |
| } | |
| GLuint CompileProgram(const char *vsSource, const char *fsSource) | |
| { | |
| return CompileProgramInternal(vsSource, "", fsSource, nullptr); | |
| } | |
| GLuint CompileProgram(const char *vsSource, | |
| const char *fsSource, | |
| const std::function<void(GLuint)> &preLinkCallback) | |
| { | |
| return CompileProgramInternal(vsSource, "", fsSource, preLinkCallback); | |
| } | |
| GLuint CompileProgramWithGS(const char *vsSource, const char *gsSource, const char *fsSource) | |
| { | |
| return CompileProgramInternal(vsSource, gsSource, fsSource, nullptr); | |
| } | |
| GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath) | |
| { | |
| std::string vsSource; | |
| if (!ReadEntireFile(vsPath, &vsSource)) | |
| { | |
| std::cerr << "Error reading shader: " << vsPath << "\n"; | |
| return 0; | |
| } | |
| std::string fsSource; | |
| if (!ReadEntireFile(fsPath, &fsSource)) | |
| { | |
| std::cerr << "Error reading shader: " << fsPath << "\n"; | |
| return 0; | |
| } | |
| return CompileProgram(vsSource.c_str(), fsSource.c_str()); | |
| } | |
| GLuint CompileComputeProgram(const char *csSource, bool outputErrorMessages) | |
| { | |
| GLuint program = glCreateProgram(); | |
| GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource); | |
| if (cs == 0) | |
| { | |
| glDeleteProgram(program); | |
| return 0; | |
| } | |
| glAttachShader(program, cs); | |
| glLinkProgram(program); | |
| return CheckLinkStatusAndReturnProgram(program, outputErrorMessages); | |
| } | |
| GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat) | |
| { | |
| GLuint program = glCreateProgram(); | |
| glProgramBinaryOES(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size())); | |
| return CheckLinkStatusAndReturnProgram(program, true); | |
| } | |
| GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat) | |
| { | |
| GLuint program = glCreateProgram(); | |
| glProgramBinary(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size())); | |
| return CheckLinkStatusAndReturnProgram(program, true); | |
| } | |
| bool LinkAttachedProgram(GLuint program) | |
| { | |
| glLinkProgram(program); | |
| return (CheckLinkStatusAndReturnProgram(program, true) != 0); | |
| } | |
| namespace angle | |
| { | |
| namespace essl1_shaders | |
| { | |
| const char *PositionAttrib() | |
| { | |
| return "a_position"; | |
| } | |
| const char *ColorUniform() | |
| { | |
| return "u_color"; | |
| } | |
| const char *Texture2DUniform() | |
| { | |
| return "u_tex2D"; | |
| } | |
| namespace vs | |
| { | |
| // A shader that sets gl_Position to zero. | |
| const char *Zero() | |
| { | |
| return R"(void main() | |
| { | |
| gl_Position = vec4(0); | |
| })"; | |
| } | |
| // A shader that sets gl_Position to attribute a_position. | |
| const char *Simple() | |
| { | |
| return R"(precision highp float; | |
| attribute vec4 a_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| })"; | |
| } | |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying | |
| // v_position. | |
| const char *Passthrough() | |
| { | |
| return R"(precision highp float; | |
| attribute vec4 a_position; | |
| varying vec4 v_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| v_position = a_position; | |
| })"; | |
| } | |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying | |
| // texcoord. | |
| const char *Texture2D() | |
| { | |
| return R"(precision highp float; | |
| attribute vec4 a_position; | |
| varying vec2 v_texCoord; | |
| void main() | |
| { | |
| gl_Position = vec4(a_position.xy, 0.0, 1.0); | |
| v_texCoord = a_position.xy * 0.5 + vec2(0.5); | |
| })"; | |
| } | |
| } // namespace vs | |
| namespace fs | |
| { | |
| // A shader that renders a simple checker pattern of red and green. X axis and y axis separate the | |
| // different colors. Needs varying v_position. | |
| const char *Checkered() | |
| { | |
| return R"(precision highp float; | |
| varying vec4 v_position; | |
| void main() | |
| { | |
| if (v_position.x * v_position.y > 0.0) | |
| { | |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| } | |
| else | |
| { | |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); | |
| } | |
| })"; | |
| } | |
| // A shader that fills with color taken from uniform named "color". | |
| const char *UniformColor() | |
| { | |
| return R"(uniform mediump vec4 u_color; | |
| void main(void) | |
| { | |
| gl_FragColor = u_color; | |
| })"; | |
| } | |
| // A shader that fills with 100% opaque red. | |
| const char *Red() | |
| { | |
| return R"(precision mediump float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| })"; | |
| } | |
| // A shader that fills with 100% opaque green. | |
| const char *Green() | |
| { | |
| return R"(precision mediump float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); | |
| })"; | |
| } | |
| // A shader that fills with 100% opaque blue. | |
| const char *Blue() | |
| { | |
| return R"(precision mediump float; | |
| void main() | |
| { | |
| gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); | |
| })"; | |
| } | |
| // A shader that samples the texture. | |
| const char *Texture2D() | |
| { | |
| return R"(precision mediump float; | |
| uniform sampler2D u_tex2D; | |
| varying vec2 v_texCoord; | |
| void main() | |
| { | |
| gl_FragColor = texture2D(u_tex2D, v_texCoord); | |
| })"; | |
| } | |
| } // namespace fs | |
| } // namespace essl1_shaders | |
| namespace essl3_shaders | |
| { | |
| const char *PositionAttrib() | |
| { | |
| return "a_position"; | |
| } | |
| namespace vs | |
| { | |
| // A shader that sets gl_Position to zero. | |
| const char *Zero() | |
| { | |
| return R"(#version 300 es | |
| void main() | |
| { | |
| gl_Position = vec4(0); | |
| })"; | |
| } | |
| // A shader that sets gl_Position to attribute a_position. | |
| const char *Simple() | |
| { | |
| return R"(#version 300 es | |
| in vec4 a_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| })"; | |
| } | |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying | |
| // v_position. | |
| const char *Passthrough() | |
| { | |
| return R"(#version 300 es | |
| in vec4 a_position; | |
| out vec4 v_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| v_position = a_position; | |
| })"; | |
| } | |
| } // namespace vs | |
| namespace fs | |
| { | |
| // A shader that fills with 100% opaque red. | |
| const char *Red() | |
| { | |
| return R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| })"; | |
| } | |
| // A shader that fills with 100% opaque green. | |
| const char *Green() | |
| { | |
| return R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| my_FragColor = vec4(0.0, 1.0, 0.0, 1.0); | |
| })"; | |
| } | |
| // A shader that fills with 100% opaque blue. | |
| const char *Blue() | |
| { | |
| return R"(#version 300 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| my_FragColor = vec4(0.0, 0.0, 1.0, 1.0); | |
| })"; | |
| } | |
| } // namespace fs | |
| } // namespace essl3_shaders | |
| namespace essl31_shaders | |
| { | |
| const char *PositionAttrib() | |
| { | |
| return "a_position"; | |
| } | |
| namespace vs | |
| { | |
| // A shader that sets gl_Position to zero. | |
| const char *Zero() | |
| { | |
| return R"(#version 310 es | |
| void main() | |
| { | |
| gl_Position = vec4(0); | |
| })"; | |
| } | |
| // A shader that sets gl_Position to attribute a_position. | |
| const char *Simple() | |
| { | |
| return R"(#version 310 es | |
| in vec4 a_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| })"; | |
| } | |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying | |
| // v_position. | |
| const char *Passthrough() | |
| { | |
| return R"(#version 310 es | |
| in vec4 a_position; | |
| out vec4 v_position; | |
| void main() | |
| { | |
| gl_Position = a_position; | |
| v_position = a_position; | |
| })"; | |
| } | |
| } // namespace vs | |
| namespace fs | |
| { | |
| // A shader that fills with 100% opaque red. | |
| const char *Red() | |
| { | |
| return R"(#version 310 es | |
| precision highp float; | |
| out vec4 my_FragColor; | |
| void main() | |
| { | |
| my_FragColor = vec4(1.0, 0.0, 0.0, 1.0); | |
| })"; | |
| } | |
| } // namespace fs | |
| } // namespace essl31_shaders | |
| } // namespace angle |