Files
tubestation/gfx/layers/opengl/LayerManagerOGLProgram.cpp
2012-03-19 09:07:25 +13:00

252 lines
8.6 KiB
C++

/* 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 "LayerManagerOGLProgram.h"
#include "LayerManagerOGLShaders.h"
namespace mozilla {
namespace layers {
typedef ProgramProfileOGL::Argument Argument;
// helper method for GetProfileFor
void
AddCommonArgs(ProgramProfileOGL& aProfile)
{
aProfile.mUniforms.AppendElement(Argument("uLayerTransform"));
aProfile.mUniforms.AppendElement(Argument("uLayerQuadTransform"));
aProfile.mUniforms.AppendElement(Argument("uMatrixProj"));
aProfile.mUniforms.AppendElement(Argument("uRenderTargetOffset"));
aProfile.mUniforms.AppendElement(Argument("uLayerOpacity"));
aProfile.mAttributes.AppendElement(Argument("aVertexCoord"));
}
/* static */ ProgramProfileOGL
ProgramProfileOGL::GetProfileFor(gl::ShaderProgramType aType)
{
ProgramProfileOGL result;
switch (aType) {
case gl::RGBALayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBATextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::BGRALayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sBGRATextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::RGBXLayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBXTextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::BGRXLayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sBGRXTextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::RGBARectLayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sRGBARectTextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::ColorLayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sSolidColorLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uRenderColor"));
break;
case gl::YCbCrLayerProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sYCbCrTextureLayerFS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uYTexture"));
result.mUniforms.AppendElement(Argument("uCbTexture"));
result.mUniforms.AppendElement(Argument("uCrTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::ComponentAlphaPass1ProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass1FS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::ComponentAlphaPass2ProgramType:
result.mVertexShaderString = sLayerVS;
result.mFragmentShaderString = sComponentPass2FS;
AddCommonArgs(result);
result.mUniforms.AppendElement(Argument("uBlackTexture"));
result.mUniforms.AppendElement(Argument("uWhiteTexture"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::Copy2DProgramType:
result.mVertexShaderString = sCopyVS;
result.mFragmentShaderString = sCopy2DFS;
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aVertexCoord"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
case gl::Copy2DRectProgramType:
result.mVertexShaderString = sCopyVS;
result.mFragmentShaderString = sCopy2DRectFS;
result.mUniforms.AppendElement(Argument("uTexture"));
result.mAttributes.AppendElement(Argument("aVertexCoord"));
result.mAttributes.AppendElement(Argument("aTexCoord"));
break;
default:
NS_NOTREACHED("Unknown shader program type.");
}
return result;
}
const char* const ShaderProgramOGL::VertexCoordAttrib = "aVertexCoord";
const char* const ShaderProgramOGL::TexCoordAttrib = "aTexCoord";
bool
ShaderProgramOGL::Initialize()
{
if (!CreateProgram(mProfile.mVertexShaderString,
mProfile.mFragmentShaderString)) {
return false;
}
for (int i = 0; i < mProfile.mUniforms.Length(); ++i) {
mProfile.mUniforms[i].mLocation =
mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mName);
NS_ASSERTION(mProfile.mUniforms[i].mLocation >= 0, "Bad uniform location.");
}
for (int i = 0; i < mProfile.mAttributes.Length(); ++i) {
mProfile.mAttributes[i].mLocation =
mGL->fGetAttribLocation(mProgram, mProfile.mAttributes[i].mName);
NS_ASSERTION(mProfile.mAttributes[i].mLocation >= 0, "Bad attribute location.");
}
// this is a one-off that's present in the 2DRect versions of some shaders.
mTexCoordMultiplierUniformLocation =
mGL->fGetUniformLocation(mProgram, "uTexCoordMultiplier");
return true;
}
GLint
ShaderProgramOGL::CreateShader(GLenum aShaderType, const char *aShaderSource)
{
GLint success, len = 0;
GLint sh = mGL->fCreateShader(aShaderType);
mGL->fShaderSource(sh, 1, (const GLchar**)&aShaderSource, NULL);
mGL->fCompileShader(sh);
mGL->fGetShaderiv(sh, LOCAL_GL_COMPILE_STATUS, &success);
mGL->fGetShaderiv(sh, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if compiling is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsCAutoString log;
log.SetCapacity(len);
mGL->fGetShaderInfoLog(sh, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== SHADER COMPILATION FAILED ===\n");
} else {
printf_stderr("=== SHADER COMPILATION WARNINGS ===\n");
}
printf_stderr("=== Source:\n%s\n", aShaderSource);
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
if (!success) {
mGL->fDeleteShader(sh);
return 0;
}
}
return sh;
}
bool
ShaderProgramOGL::CreateProgram(const char *aVertexShaderString,
const char *aFragmentShaderString)
{
GLuint vertexShader = CreateShader(LOCAL_GL_VERTEX_SHADER, aVertexShaderString);
GLuint fragmentShader = CreateShader(LOCAL_GL_FRAGMENT_SHADER, aFragmentShaderString);
if (!vertexShader || !fragmentShader)
return false;
GLint result = mGL->fCreateProgram();
mGL->fAttachShader(result, vertexShader);
mGL->fAttachShader(result, fragmentShader);
mGL->fLinkProgram(result);
GLint success, len;
mGL->fGetProgramiv(result, LOCAL_GL_LINK_STATUS, &success);
mGL->fGetProgramiv(result, LOCAL_GL_INFO_LOG_LENGTH, (GLint*) &len);
/* Even if linking is successful, there may still be warnings. Print them
* in a debug build. The > 10 is to catch silly compilers that might put
* some whitespace in the log but otherwise leave it empty.
*/
if (!success
#ifdef DEBUG
|| (len > 10 && PR_GetEnv("MOZ_DEBUG_SHADERS"))
#endif
)
{
nsCAutoString log;
log.SetCapacity(len);
mGL->fGetProgramInfoLog(result, len, (GLint*) &len, (char*) log.BeginWriting());
log.SetLength(len);
if (!success) {
printf_stderr("=== PROGRAM LINKING FAILED ===\n");
} else {
printf_stderr("=== PROGRAM LINKING WARNINGS ===\n");
}
printf_stderr("=== Log:\n%s\n", log.get());
printf_stderr("============\n");
}
// We can mark the shaders for deletion; they're attached to the program
// and will remain attached.
mGL->fDeleteShader(vertexShader);
mGL->fDeleteShader(fragmentShader);
if (!success) {
mGL->fDeleteProgram(result);
return false;
}
mProgram = result;
return true;
}
} /* layers */
} /* mozilla */