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[chromium-blink-merge.git] / gpu / command_buffer / service / shader_manager.cc
blob55754b7d4749f851ff6b0751ebe25ce443e46fa8
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "gpu/command_buffer/service/shader_manager.h"
7 #include <utility>
9 #include "base/logging.h"
10 #include "base/strings/string_util.h"
12 namespace gpu {
13 namespace gles2 {
15 namespace {
17 // Given a variable name | a[0].b.c[0] |, return |a|.
18 std::string GetTopVariableName(const std::string& fullname) {
19 size_t pos = fullname.find_first_of("[.");
20 if (pos == std::string::npos)
21 return fullname;
22 return fullname.substr(0, pos);
25 } // namespace anonymous
27 Shader::Shader(GLuint service_id, GLenum shader_type)
28 : use_count_(0),
29 shader_state_(kShaderStateWaiting),
30 marked_for_deletion_(false),
31 service_id_(service_id),
32 shader_type_(shader_type),
33 source_type_(kANGLE),
34 valid_(false) {
37 Shader::~Shader() {
40 void Shader::Destroy() {
41 if (service_id_) {
42 DeleteServiceID();
46 void Shader::RequestCompile(scoped_refptr<ShaderTranslatorInterface> translator,
47 TranslatedShaderSourceType type) {
48 shader_state_ = kShaderStateCompileRequested;
49 translator_ = translator;
50 source_type_ = type;
51 last_compiled_source_ = source_;
54 void Shader::DoCompile() {
55 // We require that RequestCompile() must be called before DoCompile(),
56 // so we can return early if the shader state is not what we expect.
57 if (shader_state_ != kShaderStateCompileRequested) {
58 return;
61 // Signify the shader has been compiled, whether or not it is valid
62 // is dependent on the |valid_| member variable.
63 shader_state_ = kShaderStateCompiled;
64 valid_ = false;
66 // Translate GL ES 2.0 shader to Desktop GL shader and pass that to
67 // glShaderSource and then glCompileShader.
68 const char* source_for_driver = last_compiled_source_.c_str();
69 ShaderTranslatorInterface* translator = translator_.get();
70 if (translator) {
71 bool success = translator->Translate(last_compiled_source_,
72 &log_info_,
73 &translated_source_,
74 &attrib_map_,
75 &uniform_map_,
76 &varying_map_,
77 &name_map_);
78 if (!success) {
79 return;
81 source_for_driver = translated_source_.c_str();
84 glShaderSource(service_id_, 1, &source_for_driver, NULL);
85 glCompileShader(service_id_);
86 if (source_type_ == kANGLE) {
87 GLint max_len = 0;
88 glGetShaderiv(service_id_,
89 GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE,
90 &max_len);
91 source_for_driver = "\0";
92 translated_source_.resize(max_len);
93 if (max_len) {
94 GLint len = 0;
95 glGetTranslatedShaderSourceANGLE(
96 service_id_, translated_source_.size(),
97 &len, &translated_source_.at(0));
98 DCHECK(max_len == 0 || len < max_len);
99 DCHECK(len == 0 || translated_source_[len] == '\0');
100 translated_source_.resize(len);
101 source_for_driver = translated_source_.c_str();
105 GLint status = GL_FALSE;
106 glGetShaderiv(service_id_, GL_COMPILE_STATUS, &status);
107 if (status == GL_TRUE) {
108 valid_ = true;
109 } else {
110 valid_ = false;
112 // We cannot reach here if we are using the shader translator.
113 // All invalid shaders must be rejected by the translator.
114 // All translated shaders must compile.
115 std::string translator_log = log_info_;
117 GLint max_len = 0;
118 glGetShaderiv(service_id_, GL_INFO_LOG_LENGTH, &max_len);
119 log_info_.resize(max_len);
120 if (max_len) {
121 GLint len = 0;
122 glGetShaderInfoLog(service_id_, log_info_.size(), &len, &log_info_.at(0));
123 DCHECK(max_len == 0 || len < max_len);
124 DCHECK(len == 0 || log_info_[len] == '\0');
125 log_info_.resize(len);
128 LOG_IF(ERROR, translator)
129 << "Shader translator allowed/produced an invalid shader "
130 << "unless the driver is buggy:"
131 << "\n--Log from shader translator--\n" << translator_log
132 << "\n--original-shader--\n" << last_compiled_source_
133 << "\n--translated-shader--\n" << source_for_driver
134 << "\n--info-log--\n" << log_info_;
138 void Shader::IncUseCount() {
139 ++use_count_;
142 void Shader::DecUseCount() {
143 --use_count_;
144 DCHECK_GE(use_count_, 0);
145 if (service_id_ && use_count_ == 0 && marked_for_deletion_) {
146 DeleteServiceID();
150 void Shader::MarkForDeletion() {
151 DCHECK(!marked_for_deletion_);
152 DCHECK_NE(service_id_, 0u);
154 marked_for_deletion_ = true;
155 if (use_count_ == 0) {
156 DeleteServiceID();
160 void Shader::DeleteServiceID() {
161 DCHECK_NE(service_id_, 0u);
162 glDeleteShader(service_id_);
163 service_id_ = 0;
166 const sh::Attribute* Shader::GetAttribInfo(const std::string& name) const {
167 // Vertex attributes can't be arrays or structs (GLSL ES 3.00.4, section
168 // 4.3.4, "Input Variables"), so |name| is the top level name used as
169 // the AttributeMap key.
170 AttributeMap::const_iterator it = attrib_map_.find(name);
171 return it != attrib_map_.end() ? &it->second : NULL;
174 const std::string* Shader::GetAttribMappedName(
175 const std::string& original_name) const {
176 for (AttributeMap::const_iterator it = attrib_map_.begin();
177 it != attrib_map_.end(); ++it) {
178 if (it->second.name == original_name)
179 return &(it->first);
181 return NULL;
184 const std::string* Shader::GetOriginalNameFromHashedName(
185 const std::string& hashed_name) const {
186 NameMap::const_iterator it = name_map_.find(hashed_name);
187 if (it != name_map_.end())
188 return &(it->second);
189 return NULL;
192 const sh::Uniform* Shader::GetUniformInfo(const std::string& name) const {
193 UniformMap::const_iterator it = uniform_map_.find(GetTopVariableName(name));
194 return it != uniform_map_.end() ? &it->second : NULL;
197 const sh::Varying* Shader::GetVaryingInfo(const std::string& name) const {
198 VaryingMap::const_iterator it = varying_map_.find(GetTopVariableName(name));
199 return it != varying_map_.end() ? &it->second : NULL;
202 ShaderManager::ShaderManager() {}
204 ShaderManager::~ShaderManager() {
205 DCHECK(shaders_.empty());
208 void ShaderManager::Destroy(bool have_context) {
209 while (!shaders_.empty()) {
210 if (have_context) {
211 Shader* shader = shaders_.begin()->second.get();
212 shader->Destroy();
214 shaders_.erase(shaders_.begin());
218 Shader* ShaderManager::CreateShader(
219 GLuint client_id,
220 GLuint service_id,
221 GLenum shader_type) {
222 std::pair<ShaderMap::iterator, bool> result =
223 shaders_.insert(std::make_pair(
224 client_id, scoped_refptr<Shader>(
225 new Shader(service_id, shader_type))));
226 DCHECK(result.second);
227 return result.first->second.get();
230 Shader* ShaderManager::GetShader(GLuint client_id) {
231 ShaderMap::iterator it = shaders_.find(client_id);
232 return it != shaders_.end() ? it->second.get() : NULL;
235 bool ShaderManager::GetClientId(GLuint service_id, GLuint* client_id) const {
236 // This doesn't need to be fast. It's only used during slow queries.
237 for (ShaderMap::const_iterator it = shaders_.begin();
238 it != shaders_.end(); ++it) {
239 if (it->second->service_id() == service_id) {
240 *client_id = it->first;
241 return true;
244 return false;
247 bool ShaderManager::IsOwned(Shader* shader) {
248 for (ShaderMap::iterator it = shaders_.begin();
249 it != shaders_.end(); ++it) {
250 if (it->second.get() == shader) {
251 return true;
254 return false;
257 void ShaderManager::RemoveShader(Shader* shader) {
258 DCHECK(shader);
259 DCHECK(IsOwned(shader));
260 if (shader->IsDeleted() && !shader->InUse()) {
261 for (ShaderMap::iterator it = shaders_.begin();
262 it != shaders_.end(); ++it) {
263 if (it->second.get() == shader) {
264 shaders_.erase(it);
265 return;
268 NOTREACHED();
272 void ShaderManager::Delete(Shader* shader) {
273 DCHECK(shader);
274 DCHECK(IsOwned(shader));
275 shader->MarkForDeletion();
276 RemoveShader(shader);
279 void ShaderManager::UseShader(Shader* shader) {
280 DCHECK(shader);
281 DCHECK(IsOwned(shader));
282 shader->IncUseCount();
285 void ShaderManager::UnuseShader(Shader* shader) {
286 DCHECK(shader);
287 DCHECK(IsOwned(shader));
288 shader->DecUseCount();
289 RemoveShader(shader);
292 } // namespace gles2
293 } // namespace gpu