Bug 1109945 - Rewrite shader/program handling. - r=kamidphish

This commit is contained in:
Jeff Gilbert
2015-01-09 18:40:56 -08:00
parent 532cf1125b
commit a28e4f5f24
28 changed files with 2357 additions and 2047 deletions

View File

@@ -7,364 +7,690 @@
#include "GLContext.h"
#include "mozilla/dom/WebGLRenderingContextBinding.h"
#include "MurmurHash3.h"
#include "WebGLContext.h"
#include "WebGLShader.h"
#include "WebGLUniformLocation.h"
#include "WebGLValidateStrings.h"
namespace mozilla {
/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]"
* in bracketPart.
*
* \param string input/output: The string to split, becomes the string without
* the bracket part.
* \param bracketPart output: Gets the bracket part.
*
* Notice that if there are multiple brackets like "foo[i].bar[j]", only the
* last bracket is split.
*/
/* If `name`: "foo[3]"
* Then returns true, with
* `out_baseName`: "foo"
* `out_isArray`: true
* `out_index`: 3
*
* If `name`: "foo"
* Then returns true, with
* `out_baseName`: "foo"
* `out_isArray`: false
* `out_index`: <not written>
*/
static bool
SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
ParseName(const nsCString& name, nsCString* const out_baseName,
bool* const out_isArray, size_t* const out_arrayIndex)
{
MOZ_ASSERT(bracketPart.IsEmpty(),
"SplitLastSquareBracket must be called with empty bracketPart"
" string.");
int32_t indexEnd = name.RFind("]");
if (indexEnd == -1 ||
(uint32_t)indexEnd != name.Length() - 1)
{
*out_baseName = name;
*out_isArray = false;
return true;
}
if (string.IsEmpty())
int32_t indexOpenBracket = name.RFind("[");
if (indexOpenBracket == -1)
return false;
char* string_start = string.BeginWriting();
char* s = string_start + string.Length() - 1;
if (*s != ']')
uint32_t indexStart = indexOpenBracket + 1;
uint32_t indexLen = indexEnd - indexStart;
if (indexLen == 0)
return false;
while (*s != '[' && s != string_start)
s--;
const nsAutoCString indexStr(Substring(name, indexStart, indexLen));
if (*s != '[')
nsresult errorcode;
int32_t indexNum = indexStr.ToInteger(&errorcode);
if (NS_FAILED(errorcode))
return false;
bracketPart.Assign(s);
*s = 0;
string.EndWriting();
string.SetLength(s - string_start);
if (indexNum < 0)
return false;
*out_baseName = StringHead(name, indexOpenBracket);
*out_isArray = true;
*out_arrayIndex = indexNum;
return true;
}
JSObject*
WebGLProgram::WrapObject(JSContext* cx) {
return dom::WebGLProgramBinding::Wrap(cx, this);
static void
AddActiveInfo(GLint elemCount, GLenum elemType, bool isArray,
const nsACString& baseUserName, const nsACString& baseMappedName,
std::vector<nsRefPtr<WebGLActiveInfo>>* activeInfoList,
std::map<nsCString, const WebGLActiveInfo*>* infoLocMap)
{
nsRefPtr<WebGLActiveInfo> info = new WebGLActiveInfo(elemCount, elemType, isArray,
baseUserName, baseMappedName);
activeInfoList->push_back(info);
infoLocMap->insert(std::make_pair(info->mBaseUserName, info.get()));
}
//#define DUMP_SHADERVAR_MAPPINGS
static TemporaryRef<const webgl::LinkedProgramInfo>
QueryProgramInfo(WebGLProgram* prog, gl::GLContext* gl)
{
RefPtr<webgl::LinkedProgramInfo> info(new webgl::LinkedProgramInfo(prog));
GLuint maxAttribLenWithNull = 0;
gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTE_MAX_LENGTH,
(GLint*)&maxAttribLenWithNull);
if (maxAttribLenWithNull < 1)
maxAttribLenWithNull = 1;
GLuint maxUniformLenWithNull = 0;
gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORM_MAX_LENGTH,
(GLint*)&maxUniformLenWithNull);
if (maxUniformLenWithNull < 1)
maxUniformLenWithNull = 1;
#ifdef DUMP_SHADERVAR_MAPPINGS
printf_stderr("maxAttribLenWithNull: %d\n", maxAttribLenWithNull);
printf_stderr("maxUniformLenWithNull: %d\n", maxUniformLenWithNull);
#endif
// Attribs
GLuint numActiveAttribs = 0;
gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES,
(GLint*)&numActiveAttribs);
for (GLuint i = 0; i < numActiveAttribs; i++) {
nsAutoCString mappedName;
mappedName.SetLength(maxAttribLenWithNull - 1);
GLsizei lengthWithoutNull = 0;
GLint elemCount = 0; // `size`
GLenum elemType = 0; // `type`
gl->fGetActiveAttrib(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
&elemCount, &elemType, mappedName.BeginWriting());
mappedName.SetLength(lengthWithoutNull);
// Collect ActiveInfos:
// Attribs can't be arrays, so we can skip some of the mess we have in the Uniform
// path.
nsDependentCString userName;
if (!prog->FindAttribUserNameByMappedName(mappedName, &userName))
userName.Rebind(mappedName, 0);
#ifdef DUMP_SHADERVAR_MAPPINGS
printf_stderr("[attrib %i] %s/%s\n", i, mappedName.BeginReading(),
userName.BeginReading());
printf_stderr(" lengthWithoutNull: %d\n", lengthWithoutNull);
#endif
const bool isArray = false;
AddActiveInfo(elemCount, elemType, isArray, userName, mappedName,
&info->activeAttribs, &info->attribMap);
// Collect active locations:
GLint loc = gl->fGetAttribLocation(prog->mGLName, mappedName.BeginReading());
if (loc == -1)
MOZ_CRASH("Active attrib has no location.");
info->activeAttribLocs.insert(loc);
}
// Uniforms
const bool needsCheckForArrays = true;
GLuint numActiveUniforms = 0;
gl->fGetProgramiv(prog->mGLName, LOCAL_GL_ACTIVE_UNIFORMS,
(GLint*)&numActiveUniforms);
for (GLuint i = 0; i < numActiveUniforms; i++) {
nsAutoCString mappedName;
mappedName.SetLength(maxUniformLenWithNull - 1);
GLsizei lengthWithoutNull = 0;
GLint elemCount = 0; // `size`
GLenum elemType = 0; // `type`
gl->fGetActiveUniform(prog->mGLName, i, mappedName.Length()+1, &lengthWithoutNull,
&elemCount, &elemType, mappedName.BeginWriting());
mappedName.SetLength(lengthWithoutNull);
nsAutoCString baseMappedName;
bool isArray;
size_t arrayIndex;
if (!ParseName(mappedName, &baseMappedName, &isArray, &arrayIndex))
MOZ_CRASH("Failed to parse `mappedName` received from driver.");
// Note that for good drivers, `isArray` should already be correct.
// However, if FindUniform succeeds, it will be validator-guaranteed correct.
nsAutoCString baseUserName;
if (!prog->FindUniformByMappedName(baseMappedName, &baseUserName, &isArray)) {
baseUserName = baseMappedName;
if (needsCheckForArrays && !isArray) {
// By GLES 3, GetUniformLocation("foo[0]") should return -1 if `foo` is
// not an array. Our current linux Try slaves return the location of `foo`
// anyways, though.
std::string mappedName = baseMappedName.BeginReading();
mappedName += "[0]";
GLint loc = gl->fGetUniformLocation(prog->mGLName, mappedName.c_str());
if (loc != -1)
isArray = true;
}
}
#ifdef DUMP_SHADERVAR_MAPPINGS
printf_stderr("[uniform %i] %s/%i/%s/%s\n", i, mappedName.BeginReading(),
(int)isArray, baseMappedName.BeginReading(),
baseUserName.BeginReading());
printf_stderr(" lengthWithoutNull: %d\n", lengthWithoutNull);
printf_stderr(" isArray: %d\n", (int)isArray);
#endif
AddActiveInfo(elemCount, elemType, isArray, baseUserName, baseMappedName,
&info->activeUniforms, &info->uniformMap);
}
return info.forget();
}
////////////////////////////////////////////////////////////////////////////////
webgl::LinkedProgramInfo::LinkedProgramInfo(WebGLProgram* aProg)
: prog(aProg)
{ }
////////////////////////////////////////////////////////////////////////////////
// WebGLProgram
static GLuint
CreateProgram(gl::GLContext* gl)
{
gl->MakeCurrent();
return gl->fCreateProgram();
}
WebGLProgram::WebGLProgram(WebGLContext* webgl)
: WebGLContextBoundObject(webgl)
, mLinkStatus(false)
, mGeneration(0)
, mIdentifierMap(new CStringMap)
, mIdentifierReverseMap(new CStringMap)
, mUniformInfoMap(new CStringToUniformInfoMap)
, mAttribMaxNameLength(0)
, mGLName(CreateProgram(webgl->GL()))
{
mContext->MakeContextCurrent();
mGLName = mContext->gl->fCreateProgram();
mContext->mPrograms.insertBack(this);
}
void
WebGLProgram::Delete()
{
DetachShaders();
mContext->MakeContextCurrent();
mContext->gl->fDeleteProgram(mGLName);
gl::GLContext* gl = mContext->GL();
gl->MakeCurrent();
gl->fDeleteProgram(mGLName);
mVertShader = nullptr;
mFragShader = nullptr;
mMostRecentLinkInfo = nullptr;
LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
}
bool
////////////////////////////////////////////////////////////////////////////////
// GL funcs
void
WebGLProgram::AttachShader(WebGLShader* shader)
{
if (ContainsShader(shader))
return false;
WebGLRefPtr<WebGLShader>* shaderSlot;
switch (shader->mType) {
case LOCAL_GL_VERTEX_SHADER:
shaderSlot = &mVertShader;
break;
case LOCAL_GL_FRAGMENT_SHADER:
shaderSlot = &mFragShader;
break;
default:
mContext->ErrorInvalidOperation("attachShader: Bad type for shader.");
return;
}
mAttachedShaders.AppendElement(shader);
if (*shaderSlot) {
if (shader == *shaderSlot) {
mContext->ErrorInvalidOperation("attachShader: `shader` is already attached.");
} else {
mContext->ErrorInvalidOperation("attachShader: Only one of each type of"
" shader may be attached to a program.");
}
return;
}
*shaderSlot = shader;
mContext->MakeContextCurrent();
mContext->gl->fAttachShader(GLName(), shader->GLName());
return true;
mContext->gl->fAttachShader(mGLName, shader->mGLName);
}
bool
void
WebGLProgram::BindAttribLocation(GLuint loc, const nsAString& name)
{
if (!ValidateGLSLVariableName(name, mContext, "bindAttribLocation"))
return;
if (loc >= mContext->MaxVertexAttribs()) {
mContext->ErrorInvalidValue("bindAttribLocation: `location` must be less than"
" MAX_VERTEX_ATTRIBS.");
return;
}
if (StringBeginsWith(name, NS_LITERAL_STRING("gl_"))) {
mContext->ErrorInvalidOperation("bindAttribLocation: Can't set the location of a"
" name that starts with 'gl_'.");
return;
}
NS_LossyConvertUTF16toASCII asciiName(name);
auto res = mBoundAttribLocs.insert(std::pair<nsCString, GLuint>(asciiName, loc));
const bool wasInserted = res.second;
if (!wasInserted) {
auto itr = res.first;
itr->second = loc;
}
}
void
WebGLProgram::DetachShader(WebGLShader* shader)
{
if (!mAttachedShaders.RemoveElement(shader))
return false;
MOZ_ASSERT(shader);
WebGLRefPtr<WebGLShader>* shaderSlot;
switch (shader->mType) {
case LOCAL_GL_VERTEX_SHADER:
shaderSlot = &mVertShader;
break;
case LOCAL_GL_FRAGMENT_SHADER:
shaderSlot = &mFragShader;
break;
default:
mContext->ErrorInvalidOperation("attachShader: Bad type for shader.");
return;
}
if (*shaderSlot != shader) {
mContext->ErrorInvalidOperation("detachShader: `shader` is not attached.");
return;
}
*shaderSlot = nullptr;
mContext->MakeContextCurrent();
mContext->gl->fDetachShader(GLName(), shader->GLName());
return true;
mContext->gl->fDetachShader(mGLName, shader->mGLName);
}
bool
WebGLProgram::HasAttachedShaderOfType(GLenum shaderType)
already_AddRefed<WebGLActiveInfo>
WebGLProgram::GetActiveAttrib(GLuint index) const
{
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType)
return true;
if (!mMostRecentLinkInfo) {
nsRefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid();
return ret.forget();
}
return false;
const auto& activeList = mMostRecentLinkInfo->activeAttribs;
if (index >= activeList.size()) {
mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).",
index, "ACTIVE_ATTRIBS", activeList.size());
return nullptr;
}
nsRefPtr<WebGLActiveInfo> ret = activeList[index];
return ret.forget();
}
bool
WebGLProgram::HasBadShaderAttached()
already_AddRefed<WebGLActiveInfo>
WebGLProgram::GetActiveUniform(GLuint index) const
{
for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus())
return true;
if (!mMostRecentLinkInfo) {
nsRefPtr<WebGLActiveInfo> ret = WebGLActiveInfo::CreateInvalid();
return ret.forget();
}
return false;
}
const auto& activeList = mMostRecentLinkInfo->activeUniforms;
size_t
WebGLProgram::UpperBoundNumSamplerUniforms()
{
size_t numSamplerUniforms = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
const WebGLShader* shader = mAttachedShaders[i];
if (!shader)
continue;
for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
WebGLUniformInfo u = shader->mUniformInfos[j];
if (u.type == LOCAL_GL_SAMPLER_2D ||
u.type == LOCAL_GL_SAMPLER_CUBE)
{
numSamplerUniforms += u.arraySize;
}
}
if (index >= activeList.size()) {
mContext->ErrorInvalidValue("`index` (%i) must be less than %s (%i).",
index, "ACTIVE_UNIFORMS", activeList.size());
return nullptr;
}
return numSamplerUniforms;
nsRefPtr<WebGLActiveInfo> ret = activeList[index];
return ret.forget();
}
void
WebGLProgram::MapIdentifier(const nsACString& name,
nsCString* const out_mappedName)
WebGLProgram::GetAttachedShaders(nsTArray<nsRefPtr<WebGLShader>>* const out) const
{
MOZ_ASSERT(mIdentifierMap);
out->TruncateLength(0);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mVertShader)
out->AppendElement(mVertShader);
if (mIdentifierMap->Get(mutableName, out_mappedName)) {
if (hadBracketPart) {
nsCString mappedBracketPart;
bool mappedHadBracketPart = SplitLastSquareBracket(*out_mappedName,
mappedBracketPart);
if (mappedHadBracketPart)
out_mappedName->Append(bracketPart);
}
return;
if (mFragShader)
out->AppendElement(mFragShader);
}
GLint
WebGLProgram::GetAttribLocation(const nsAString& userName_wide) const
{
if (!ValidateGLSLVariableName(userName_wide, mContext, "getAttribLocation"))
return -1;
if (!IsLinked()) {
mContext->ErrorInvalidOperation("getAttribLocation: `program` must be linked.");
return -1;
}
// Not found? We might be in the situation we have a uniform array name and
// the GL's glGetActiveUniform returned its name without [0], as is allowed
// by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierMap->Get(mutableName, out_mappedName))
return;
const NS_LossyConvertUTF16toASCII userName(userName_wide);
/* Not found? Return name unchanged. This case happens e.g. on bad user
* input, or when we're not using identifier mapping, or if we didn't store
* an identifier in the map because e.g. its mapping is trivial. (as happens
* for short identifiers)
*/
out_mappedName->Assign(name);
const WebGLActiveInfo* info;
if (!LinkInfo()->FindAttrib(userName, &info))
return -1;
const nsCString& mappedName = info->mBaseMappedName;
gl::GLContext* gl = mContext->GL();
gl->MakeCurrent();
return gl->fGetAttribLocation(mGLName, mappedName.BeginReading());
}
void
WebGLProgram::ReverseMapIdentifier(const nsACString& name,
nsCString* const out_reverseMappedName)
WebGLProgram::GetProgramInfoLog(nsAString* const out) const
{
MOZ_ASSERT(mIdentifierReverseMap);
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName)) {
if (hadBracketPart) {
nsCString reverseMappedBracketPart;
bool reverseMappedHadBracketPart = SplitLastSquareBracket(*out_reverseMappedName,
reverseMappedBracketPart);
if (reverseMappedHadBracketPart)
out_reverseMappedName->Append(bracketPart);
}
return;
}
// Not found? We might be in the situation we have a uniform array name and
// the GL's glGetActiveUniform returned its name without [0], as is allowed
// by desktop GL but not in ES. Let's then try with [0].
mutableName.AppendLiteral("[0]");
if (mIdentifierReverseMap->Get(mutableName, out_reverseMappedName))
return;
/* Not found? Return name unchanged. This case happens e.g. on bad user
* input, or when we're not using identifier mapping, or if we didn't store
* an identifier in the map because e.g. its mapping is trivial. (as happens
* for short identifiers)
*/
out_reverseMappedName->Assign(name);
CopyASCIItoUTF16(mLinkLog, *out);
}
WebGLUniformInfo
WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name)
static GLint
GetProgramiv(gl::GLContext* gl, GLuint program, GLenum pname)
{
MOZ_ASSERT(mUniformInfoMap);
GLint ret = 0;
gl->fGetProgramiv(program, pname, &ret);
return ret;
}
nsCString mutableName(name);
nsCString bracketPart;
bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
// If there is a bracket, we're either an array or an entry in an array.
if (hadBracketPart)
mutableName.AppendLiteral("[0]");
JS::Value
WebGLProgram::GetProgramParameter(GLenum pname) const
{
gl::GLContext* gl = mContext->gl;
gl->MakeCurrent();
WebGLUniformInfo info;
mUniformInfoMap->Get(mutableName, &info);
// We don't check if that Get failed, as if it did, it left info with
// default values.
if (mContext->IsWebGL2()) {
switch (pname) {
case LOCAL_GL_ACTIVE_UNIFORM_BLOCKS:
return JS::Int32Value(GetProgramiv(gl, mGLName, pname));
}
}
return info;
switch (pname) {
case LOCAL_GL_ATTACHED_SHADERS:
case LOCAL_GL_ACTIVE_UNIFORMS:
case LOCAL_GL_ACTIVE_ATTRIBUTES:
return JS::Int32Value(GetProgramiv(gl, mGLName, pname));
case LOCAL_GL_DELETE_STATUS:
return JS::BooleanValue(IsDeleteRequested());
case LOCAL_GL_LINK_STATUS:
return JS::BooleanValue(IsLinked());
case LOCAL_GL_VALIDATE_STATUS:
#ifdef XP_MACOSX
// See comment in ValidateProgram.
if (gl->WorkAroundDriverBugs())
return JS::BooleanValue(true);
#endif
return JS::BooleanValue(bool(GetProgramiv(gl, mGLName, pname)));
default:
mContext->ErrorInvalidEnumInfo("getProgramParameter: `pname`",
pname);
return JS::NullValue();
}
}
already_AddRefed<WebGLUniformLocation>
WebGLProgram::GetUniformLocation(const nsAString& userName_wide) const
{
if (!ValidateGLSLVariableName(userName_wide, mContext, "getUniformLocation"))
return nullptr;
if (!IsLinked()) {
mContext->ErrorInvalidOperation("getUniformLocation: `program` must be linked.");
return nullptr;
}
const NS_LossyConvertUTF16toASCII userName(userName_wide);
nsDependentCString baseUserName;
bool isArray;
size_t arrayIndex;
if (!ParseName(userName, &baseUserName, &isArray, &arrayIndex))
return nullptr;
const WebGLActiveInfo* activeInfo;
if (!LinkInfo()->FindUniform(baseUserName, &activeInfo))
return nullptr;
const nsCString& baseMappedName = activeInfo->mBaseMappedName;
nsAutoCString mappedName(baseMappedName);
if (isArray) {
mappedName.AppendLiteral("[");
mappedName.AppendInt(uint32_t(arrayIndex));
mappedName.AppendLiteral("]");
}
gl::GLContext* gl = mContext->GL();
gl->MakeCurrent();
GLint loc = gl->fGetUniformLocation(mGLName, mappedName.BeginReading());
if (loc == -1)
return nullptr;
nsRefPtr<WebGLUniformLocation> locObj = new WebGLUniformLocation(mContext, LinkInfo(),
loc, activeInfo);
return locObj.forget();
}
bool
WebGLProgram::UpdateInfo()
WebGLProgram::LinkProgram()
{
mAttribMaxNameLength = 0;
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
mAttribMaxNameLength = std::max(mAttribMaxNameLength,
mAttachedShaders[i]->mAttribMaxNameLength);
}
mContext->InvalidateBufferFetching(); // we do it early in this function
// as some of the validation below changes program state
GLint attribCount;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
mLinkLog.Truncate();
mMostRecentLinkInfo = nullptr;
if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
mContext->ErrorOutOfMemory("updateInfo: Out of memory to allocate %d"
" attribs.", mContext->mGLMaxVertexAttribs);
if (!mVertShader || !mVertShader->IsCompiled()) {
mLinkLog.AssignLiteral("Must have a compiled vertex shader attached.");
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
return false;
}
for (size_t i = 0; i < mAttribsInUse.Length(); i++)
mAttribsInUse[i] = false;
if (!mFragShader || !mFragShader->IsCompiled()) {
mLinkLog.AssignLiteral("Must have an compiled fragment shader attached.");
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
return false;
}
nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);
if (!mFragShader->CanLinkTo(mVertShader, &mLinkLog)) {
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
return false;
}
for (int i = 0; i < attribCount; ++i) {
GLint attrnamelen;
GLint attrsize;
GLenum attrtype;
mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength,
&attrnamelen, &attrsize, &attrtype,
nameBuf);
if (attrnamelen > 0) {
GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
MOZ_ASSERT(loc >= 0, "Major oops in managing the attributes of a"
" WebGL program.");
if (loc < mContext->mGLMaxVertexAttribs) {
mAttribsInUse[loc] = true;
} else {
mContext->GenerateWarning("Program exceeds MAX_VERTEX_ATTRIBS.");
return false;
}
gl::GLContext* gl = mContext->gl;
gl->MakeCurrent();
// Bug 777028: Mesa can't handle more than 16 samplers per program,
// counting each array entry.
size_t numSamplerUniforms_upperBound = mVertShader->CalcNumSamplerUniforms() +
mFragShader->CalcNumSamplerUniforms();
if (gl->WorkAroundDriverBugs() &&
mContext->mIsMesa &&
numSamplerUniforms_upperBound > 16)
{
mLinkLog.AssignLiteral("Programs with more than 16 samplers are disallowed on"
" Mesa drivers to avoid crashing.");
mContext->GenerateWarning("linkProgram: %s", mLinkLog.BeginReading());
return false;
}
// Bind the attrib locations.
// This can't be done trivially, because we have to deal with mapped attrib names.
for (auto itr = mBoundAttribLocs.begin(); itr != mBoundAttribLocs.end(); ++itr) {
const nsCString& name = itr->first;
GLuint index = itr->second;
mVertShader->BindAttribLocation(mGLName, name, index);
}
if (LinkAndUpdate())
return true;
// Failed link.
if (mContext->ShouldGenerateWarnings()) {
// report shader/program infoLogs as warnings.
// note that shader compilation errors can be deferred to linkProgram,
// which is why we can't do anything in compileShader. In practice we could
// report in compileShader the translation errors generated by ANGLE,
// but it seems saner to keep a single way of obtaining shader infologs.
if (!mLinkLog.IsEmpty()) {
mContext->GenerateWarning("linkProgram: Failed to link, leaving the following"
" log:\n%s\n",
mLinkLog.BeginReading());
}
}
// nsAutoPtr will delete old version first
mIdentifierMap = new CStringMap;
mIdentifierReverseMap = new CStringMap;
mUniformInfoMap = new CStringToUniformInfoMap;
for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
// Loop through ATTRIBUTES
for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
return false;
}
// FORWARD MAPPING
mIdentifierMap->Put(attrib.original, attrib.mapped);
// REVERSE MAPPING
mIdentifierReverseMap->Put(attrib.mapped, attrib.original);
}
// Loop through UNIFORMS
for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
// Add the uniforms name mapping to mIdentifier[Reverse]Map
const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
// FOWARD MAPPING
mIdentifierMap->Put(uniform.original, uniform.mapped);
// REVERSE MAPPING
mIdentifierReverseMap->Put(uniform.mapped, uniform.original);
// Add uniform info to mUniformInfoMap
const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
mUniformInfoMap->Put(uniform.mapped, info);
}
bool
WebGLProgram::UseProgram() const
{
if (!mMostRecentLinkInfo) {
mContext->ErrorInvalidOperation("useProgram: Program has not been successfully"
" linked.");
return false;
}
mActiveAttribMap.clear();
mContext->MakeContextCurrent();
GLint numActiveAttrs = 0;
mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &numActiveAttrs);
// Spec says the maximum attrib name length is 256 chars, so this is
// sufficient to hold any attrib name.
char attrName[257];
GLint dummySize;
GLenum dummyType;
for (GLint i = 0; i < numActiveAttrs; i++) {
mContext->gl->fGetActiveAttrib(mGLName, i, 257, nullptr, &dummySize,
&dummyType, attrName);
GLint attrLoc = mContext->gl->fGetAttribLocation(mGLName, attrName);
MOZ_ASSERT(attrLoc >= 0);
mActiveAttribMap.insert(std::make_pair(attrLoc, nsCString(attrName)));
}
mContext->InvalidateBufferFetching();
mContext->gl->fUseProgram(mGLName);
return true;
}
/*static*/ uint64_t
WebGLProgram::IdentifierHashFunction(const char* ident, size_t size)
void
WebGLProgram::ValidateProgram() const
{
uint64_t outhash[2];
// NB: we use the x86 function everywhere, even though it's suboptimal perf
// on x64. They return different results; not sure if that's a requirement.
MurmurHash3_x86_128(ident, size, 0, &outhash[0]);
return outhash[0];
mContext->MakeContextCurrent();
gl::GLContext* gl = mContext->gl;
#ifdef XP_MACOSX
// See bug 593867 for NVIDIA and bug 657201 for ATI. The latter is confirmed
// with Mac OS 10.6.7.
if (gl->WorkAroundDriverBugs()) {
mContext->GenerateWarning("validateProgram: Implemented as a no-op on"
" Mac to work around crashes.");
return;
}
#endif
gl->fValidateProgram(mGLName);
}
/*static*/ void
WebGLProgram::HashMapIdentifier(const nsACString& name,
nsCString* const out_hashedName)
////////////////////////////////////////////////////////////////////////////////
bool
WebGLProgram::LinkAndUpdate()
{
uint64_t hash = IdentifierHashFunction(name.BeginReading(), name.Length());
out_hashedName->Truncate();
// This MUST MATCH HASHED_NAME_PREFIX from
// angle/src/compiler/translator/HashNames.h .
out_hashedName->AppendPrintf("webgl_%llx", hash);
mMostRecentLinkInfo = nullptr;
gl::GLContext* gl = mContext->gl;
gl->fLinkProgram(mGLName);
// Grab the program log.
GLuint logLenWithNull = 0;
gl->fGetProgramiv(mGLName, LOCAL_GL_INFO_LOG_LENGTH, (GLint*)&logLenWithNull);
if (logLenWithNull > 1) {
mLinkLog.SetLength(logLenWithNull - 1);
gl->fGetProgramInfoLog(mGLName, logLenWithNull, nullptr, mLinkLog.BeginWriting());
} else {
mLinkLog.SetLength(0);
}
GLint ok = 0;
gl->fGetProgramiv(mGLName, LOCAL_GL_LINK_STATUS, &ok);
if (!ok)
return false;
mMostRecentLinkInfo = QueryProgramInfo(this, gl);
MOZ_ASSERT(mMostRecentLinkInfo);
if (!mMostRecentLinkInfo)
mLinkLog.AssignLiteral("Failed to gather program info.");
return mMostRecentLinkInfo;
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mAttachedShaders)
bool
WebGLProgram::FindAttribUserNameByMappedName(const nsACString& mappedName,
nsDependentCString* const out_userName) const
{
if (mVertShader->FindAttribUserNameByMappedName(mappedName, out_userName))
return true;
return false;
}
bool
WebGLProgram::FindUniformByMappedName(const nsACString& mappedName,
nsCString* const out_userName,
bool* const out_isArray) const
{
if (mVertShader->FindUniformByMappedName(mappedName, out_userName, out_isArray))
return true;
if (mFragShader->FindUniformByMappedName(mappedName, out_userName, out_isArray))
return true;
return false;
}
////////////////////////////////////////////////////////////////////////////////
JSObject*
WebGLProgram::WrapObject(JSContext* js)
{
return dom::WebGLProgramBinding::Wrap(js, this);
}
NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mVertShader, mFragShader)
NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)