mirror of
https://gitlab.winehq.org/wine/wine-gecko.git
synced 2024-09-13 09:24:08 -07:00
9254096129
--HG-- extra : rebase_source : 89c476cd9436530b2df5acc903909e34188417a0
327 lines
11 KiB
C++
327 lines
11 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "WebGLContext.h"
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#include "WebGLShader.h"
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#include "WebGLProgram.h"
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#include "mozilla/dom/WebGLRenderingContextBinding.h"
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#include "GLContext.h"
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#include "MurmurHash3.h"
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using namespace mozilla;
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/** Takes an ASCII string like "foo[i]", turns it into "foo" and returns "[i]" in bracketPart
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*
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* \param string input/output: the string to split, becomes the string without the bracket part
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* \param bracketPart output: gets the bracket part.
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*
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* Notice that if there are multiple brackets like "foo[i].bar[j]", only the last bracket is split.
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*/
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static bool SplitLastSquareBracket(nsACString& string, nsCString& bracketPart)
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{
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MOZ_ASSERT(bracketPart.IsEmpty(), "SplitLastSquareBracket must be called with empty bracketPart string");
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if (string.IsEmpty())
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return false;
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char *string_start = string.BeginWriting();
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char *s = string_start + string.Length() - 1;
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if (*s != ']')
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return false;
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while (*s != '[' && s != string_start)
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s--;
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if (*s != '[')
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return false;
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bracketPart.Assign(s);
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*s = 0;
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string.EndWriting();
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string.SetLength(s - string_start);
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return true;
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}
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JSObject*
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WebGLProgram::WrapObject(JSContext *cx) {
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return dom::WebGLProgramBinding::Wrap(cx, this);
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}
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WebGLProgram::WebGLProgram(WebGLContext *context)
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: WebGLContextBoundObject(context)
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, mLinkStatus(false)
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, mGeneration(0)
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, mIdentifierMap(new CStringMap)
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, mIdentifierReverseMap(new CStringMap)
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, mUniformInfoMap(new CStringToUniformInfoMap)
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, mAttribMaxNameLength(0)
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{
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mContext->MakeContextCurrent();
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mGLName = mContext->gl->fCreateProgram();
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mContext->mPrograms.insertBack(this);
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}
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void
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WebGLProgram::Delete() {
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DetachShaders();
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mContext->MakeContextCurrent();
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mContext->gl->fDeleteProgram(mGLName);
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LinkedListElement<WebGLProgram>::removeFrom(mContext->mPrograms);
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}
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bool
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WebGLProgram::AttachShader(WebGLShader *shader) {
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if (ContainsShader(shader))
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return false;
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mAttachedShaders.AppendElement(shader);
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mContext->MakeContextCurrent();
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mContext->gl->fAttachShader(GLName(), shader->GLName());
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return true;
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}
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bool
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WebGLProgram::DetachShader(WebGLShader *shader) {
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if (!mAttachedShaders.RemoveElement(shader))
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return false;
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mContext->MakeContextCurrent();
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mContext->gl->fDetachShader(GLName(), shader->GLName());
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return true;
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}
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bool
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WebGLProgram::HasAttachedShaderOfType(GLenum shaderType) {
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for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
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if (mAttachedShaders[i] && mAttachedShaders[i]->ShaderType() == shaderType) {
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return true;
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}
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}
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return false;
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}
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bool
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WebGLProgram::HasBadShaderAttached() {
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for (uint32_t i = 0; i < mAttachedShaders.Length(); ++i) {
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if (mAttachedShaders[i] && !mAttachedShaders[i]->CompileStatus()) {
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return true;
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}
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}
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return false;
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}
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size_t
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WebGLProgram::UpperBoundNumSamplerUniforms() {
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size_t numSamplerUniforms = 0;
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for (size_t i = 0; i < mAttachedShaders.Length(); ++i) {
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const WebGLShader *shader = mAttachedShaders[i];
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if (!shader)
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continue;
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for (size_t j = 0; j < shader->mUniformInfos.Length(); ++j) {
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WebGLUniformInfo u = shader->mUniformInfos[j];
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if (u.type == LOCAL_GL_SAMPLER_2D ||
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u.type == LOCAL_GL_SAMPLER_CUBE)
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{
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numSamplerUniforms += u.arraySize;
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}
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}
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}
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return numSamplerUniforms;
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}
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void
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WebGLProgram::MapIdentifier(const nsACString& name, nsCString *mappedName) {
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MOZ_ASSERT(mIdentifierMap);
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nsCString mutableName(name);
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nsCString bracketPart;
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bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
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if (hadBracketPart)
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mutableName.AppendLiteral("[0]");
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if (mIdentifierMap->Get(mutableName, mappedName)) {
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if (hadBracketPart) {
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nsCString mappedBracketPart;
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bool mappedHadBracketPart = SplitLastSquareBracket(*mappedName, mappedBracketPart);
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if (mappedHadBracketPart)
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mappedName->Append(bracketPart);
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}
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return;
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}
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// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
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// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
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mutableName.AppendLiteral("[0]");
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if (mIdentifierMap->Get(mutableName, mappedName))
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return;
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// not found? return name unchanged. This case happens e.g. on bad user input, or when
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// we're not using identifier mapping, or if we didn't store an identifier in the map because
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// e.g. its mapping is trivial (as happens for short identifiers)
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mappedName->Assign(name);
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}
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void
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WebGLProgram::ReverseMapIdentifier(const nsACString& name, nsCString *reverseMappedName) {
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MOZ_ASSERT(mIdentifierReverseMap);
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nsCString mutableName(name);
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nsCString bracketPart;
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bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
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if (hadBracketPart)
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mutableName.AppendLiteral("[0]");
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if (mIdentifierReverseMap->Get(mutableName, reverseMappedName)) {
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if (hadBracketPart) {
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nsCString reverseMappedBracketPart;
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bool reverseMappedHadBracketPart = SplitLastSquareBracket(*reverseMappedName, reverseMappedBracketPart);
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if (reverseMappedHadBracketPart)
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reverseMappedName->Append(bracketPart);
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}
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return;
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}
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// not found? We might be in the situation we have a uniform array name and the GL's glGetActiveUniform
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// returned its name without [0], as is allowed by desktop GL but not in ES. Let's then try with [0].
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mutableName.AppendLiteral("[0]");
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if (mIdentifierReverseMap->Get(mutableName, reverseMappedName))
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return;
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// not found? return name unchanged. This case happens e.g. on bad user input, or when
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// we're not using identifier mapping, or if we didn't store an identifier in the map because
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// e.g. its mapping is trivial (as happens for short identifiers)
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reverseMappedName->Assign(name);
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}
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WebGLUniformInfo
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WebGLProgram::GetUniformInfoForMappedIdentifier(const nsACString& name) {
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MOZ_ASSERT(mUniformInfoMap);
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nsCString mutableName(name);
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nsCString bracketPart;
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bool hadBracketPart = SplitLastSquareBracket(mutableName, bracketPart);
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// if there is a bracket, we're either an array or an entry in an array.
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if (hadBracketPart)
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mutableName.AppendLiteral("[0]");
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WebGLUniformInfo info;
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mUniformInfoMap->Get(mutableName, &info);
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// we don't check if that Get failed, as if it did, it left info with default values
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return info;
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}
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bool
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WebGLProgram::UpdateInfo()
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{
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mAttribMaxNameLength = 0;
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for (size_t i = 0; i < mAttachedShaders.Length(); i++)
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mAttribMaxNameLength = std::max(mAttribMaxNameLength, mAttachedShaders[i]->mAttribMaxNameLength);
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GLint attribCount;
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mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &attribCount);
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if (!mAttribsInUse.SetLength(mContext->mGLMaxVertexAttribs)) {
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mContext->ErrorOutOfMemory("updateInfo: out of memory to allocate %d attribs", mContext->mGLMaxVertexAttribs);
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return false;
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}
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for (size_t i = 0; i < mAttribsInUse.Length(); i++)
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mAttribsInUse[i] = false;
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nsAutoArrayPtr<char> nameBuf(new char[mAttribMaxNameLength]);
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for (int i = 0; i < attribCount; ++i) {
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GLint attrnamelen;
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GLint attrsize;
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GLenum attrtype;
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mContext->gl->fGetActiveAttrib(mGLName, i, mAttribMaxNameLength, &attrnamelen, &attrsize, &attrtype, nameBuf);
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if (attrnamelen > 0) {
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GLint loc = mContext->gl->fGetAttribLocation(mGLName, nameBuf);
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MOZ_ASSERT(loc >= 0, "major oops in managing the attributes of a WebGL program");
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if (loc < mContext->mGLMaxVertexAttribs) {
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mAttribsInUse[loc] = true;
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} else {
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mContext->GenerateWarning("program exceeds MAX_VERTEX_ATTRIBS");
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return false;
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}
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}
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}
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// nsAutoPtr will delete old version first
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mIdentifierMap = new CStringMap;
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mIdentifierReverseMap = new CStringMap;
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mUniformInfoMap = new CStringToUniformInfoMap;
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for (size_t i = 0; i < mAttachedShaders.Length(); i++) {
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// Loop through ATTRIBUTES
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for (size_t j = 0; j < mAttachedShaders[i]->mAttributes.Length(); j++) {
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const WebGLMappedIdentifier& attrib = mAttachedShaders[i]->mAttributes[j];
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mIdentifierMap->Put(attrib.original, attrib.mapped); // FORWARD MAPPING
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mIdentifierReverseMap->Put(attrib.mapped, attrib.original); // REVERSE MAPPING
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}
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// Loop through UNIFORMS
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for (size_t j = 0; j < mAttachedShaders[i]->mUniforms.Length(); j++) {
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// Add the uniforms name mapping to mIdentifier[Reverse]Map
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const WebGLMappedIdentifier& uniform = mAttachedShaders[i]->mUniforms[j];
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mIdentifierMap->Put(uniform.original, uniform.mapped); // FOWARD MAPPING
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mIdentifierReverseMap->Put(uniform.mapped, uniform.original); // REVERSE MAPPING
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// Add uniform info to mUniformInfoMap
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const WebGLUniformInfo& info = mAttachedShaders[i]->mUniformInfos[j];
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mUniformInfoMap->Put(uniform.mapped, info);
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}
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}
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mActiveAttribMap.clear();
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GLint numActiveAttrs = 0;
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mContext->gl->fGetProgramiv(mGLName, LOCAL_GL_ACTIVE_ATTRIBUTES, &numActiveAttrs);
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// Spec says the maximum attrib name length is 256 chars, so this is
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// sufficient to hold any attrib name.
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char attrName[257];
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GLint dummySize;
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GLenum dummyType;
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for (GLint i = 0; i < numActiveAttrs; i++) {
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mContext->gl->fGetActiveAttrib(mGLName, i, 257, nullptr, &dummySize,
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&dummyType, attrName);
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GLint attrLoc = mContext->gl->fGetAttribLocation(mGLName, attrName);
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MOZ_ASSERT(attrLoc >= 0);
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mActiveAttribMap.insert(std::make_pair(attrLoc, nsCString(attrName)));
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}
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return true;
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}
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/* static */ uint64_t
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WebGLProgram::IdentifierHashFunction(const char *ident, size_t size)
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{
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uint64_t outhash[2];
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// NB: we use the x86 function everywhere, even though it's suboptimal perf
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// on x64. They return different results; not sure if that's a requirement.
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MurmurHash3_x86_128(ident, size, 0, &outhash[0]);
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return outhash[0];
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}
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/* static */ void
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WebGLProgram::HashMapIdentifier(const nsACString& name, nsCString *hashedName)
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{
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uint64_t hash = IdentifierHashFunction(name.BeginReading(), name.Length());
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hashedName->Truncate();
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// This MUST MATCH angle/src/compiler/translator/HashNames.h HASHED_NAME_PREFIX
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hashedName->AppendPrintf("webgl_%llx", hash);
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}
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NS_IMPL_CYCLE_COLLECTION_WRAPPERCACHE(WebGLProgram, mAttachedShaders)
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NS_IMPL_CYCLE_COLLECTION_ROOT_NATIVE(WebGLProgram, AddRef)
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NS_IMPL_CYCLE_COLLECTION_UNROOT_NATIVE(WebGLProgram, Release)
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