/* -*- 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 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& out_FragOutputs) const { out_FragOutputs.clear(); if (!mValidator) { return; } mValidator->EnumerateFragOutputs(out_FragOutputs); } void WebGLShader::MapTransformFeedbackVaryings( const std::vector& varyings, std::vector* 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 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::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