mutter/cogl/cogl-shader.c
Ray Strode dc00c27249 Drive by leak fix when code spelunking
_cogl_shader_compile_real spews a warning when
shader compilation fails if COGL_GL_DEBUG is
defined.  This warning is never freed.

https://bugzilla.gnome.org/show_bug.cgi?id=672243

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2012-03-16 16:41:57 +00:00

506 lines
14 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009,2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-shader-private.h"
#include "cogl-shader-boilerplate.h"
#include "cogl-internal.h"
#include "cogl-context-private.h"
#include "cogl-handle.h"
#include <glib.h>
#include <string.h>
static void _cogl_shader_free (CoglShader *shader);
COGL_HANDLE_DEFINE (Shader, shader);
COGL_OBJECT_DEFINE_DEPRECATED_REF_COUNTING (shader);
#ifndef GL_FRAGMENT_SHADER
#define GL_FRAGMENT_SHADER 0x8B30
#endif
#ifndef GL_VERTEX_SHADER
#define GL_VERTEX_SHADER 0x8B31
#endif
static void
_cogl_shader_free (CoglShader *shader)
{
/* Frees shader resources but its handle is not
released! Do that separately before this! */
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
g_slice_free (CoglShader, shader);
}
CoglHandle
cogl_create_shader (CoglShaderType type)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
switch (type)
{
case COGL_SHADER_TYPE_VERTEX:
case COGL_SHADER_TYPE_FRAGMENT:
break;
default:
g_warning ("Unexpected shader type (0x%08lX) given to "
"cogl_create_shader", (unsigned long) type);
return COGL_INVALID_HANDLE;
}
shader = g_slice_new (CoglShader);
shader->language = COGL_SHADER_LANGUAGE_GLSL;
shader->gl_handle = 0;
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = 0;
#endif
shader->type = type;
return _cogl_shader_handle_new (shader);
}
static void
delete_shader (CoglShader *shader)
{
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
if (shader->gl_handle)
GE (ctx, glDeletePrograms (1, &shader->gl_handle));
}
else
#endif
{
if (shader->gl_handle)
GE (ctx, glDeleteShader (shader->gl_handle));
}
shader->gl_handle = 0;
}
void
cogl_shader_source (CoglHandle handle,
const char *source)
{
CoglShader *shader;
CoglShaderLanguage language;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
shader = handle;
#ifdef HAVE_COGL_GL
if (strncmp (source, "!!ARBfp1.0", 10) == 0)
language = COGL_SHADER_LANGUAGE_ARBFP;
else
#endif
language = COGL_SHADER_LANGUAGE_GLSL;
/* Delete the old object if the language is changing... */
if (G_UNLIKELY (language != shader->language) &&
shader->gl_handle)
delete_shader (shader);
shader->source = g_strdup (source);
shader->language = language;
}
void
cogl_shader_compile (CoglHandle handle)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (!cogl_is_shader (handle))
return;
if (ctx->driver == COGL_DRIVER_GL)
_cogl_shader_compile_real (shader, 0 /* ignored */);
/* XXX: For GLES2 we don't actually compile anything until the
* shader gets used so we have an opportunity to add some
* boilerplate to the shader.
*
* At the end of the day this is obviously a badly designed API
* given that we are having to lie to the user. It was a mistake to
* so thinly wrap the OpenGL shader API and the current plan is to
* replace it with a pipeline snippets API. */
}
void
_cogl_shader_set_source_with_boilerplate (GLuint shader_gl_handle,
GLenum shader_gl_type,
int n_tex_coord_attribs,
GLsizei count_in,
const char **strings_in,
const GLint *lengths_in)
{
const char *vertex_boilerplate;
const char *fragment_boilerplate;
const char **strings = g_alloca (sizeof (char *) * (count_in + 3));
GLint *lengths = g_alloca (sizeof (GLint) * (count_in + 3));
int count = 0;
char *tex_coord_declarations = NULL;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
if (ctx->driver == COGL_DRIVER_GLES2)
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GLES2;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GLES2;
}
else
{
vertex_boilerplate = _COGL_VERTEX_SHADER_BOILERPLATE_GL;
fragment_boilerplate = _COGL_FRAGMENT_SHADER_BOILERPLATE_GL;
}
if (ctx->driver == COGL_DRIVER_GLES2 &&
cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_3D))
{
static const char texture_3d_extension[] =
"#extension GL_OES_texture_3D : enable\n";
strings[count] = texture_3d_extension;
lengths[count++] = sizeof (texture_3d_extension) - 1;
}
if (shader_gl_type == GL_VERTEX_SHADER)
{
strings[count] = vertex_boilerplate;
lengths[count++] = strlen (vertex_boilerplate);
}
else if (shader_gl_type == GL_FRAGMENT_SHADER)
{
strings[count] = fragment_boilerplate;
lengths[count++] = strlen (fragment_boilerplate);
}
if (ctx->driver == COGL_DRIVER_GLES2 &&
n_tex_coord_attribs)
{
GString *declarations = g_string_new (NULL);
g_string_append_printf (declarations,
"varying vec4 _cogl_tex_coord[%d];\n",
n_tex_coord_attribs);
if (shader_gl_type == GL_VERTEX_SHADER)
{
int i;
g_string_append_printf (declarations,
"uniform mat4 cogl_texture_matrix[%d];\n",
n_tex_coord_attribs);
for (i = 0; i < n_tex_coord_attribs; i++)
g_string_append_printf (declarations,
"attribute vec4 cogl_tex_coord%d_in;\n",
i);
}
tex_coord_declarations = g_string_free (declarations, FALSE);
strings[count] = tex_coord_declarations;
lengths[count++] = -1; /* null terminated */
}
memcpy (strings + count, strings_in, sizeof (char *) * count_in);
if (lengths_in)
memcpy (lengths + count, lengths_in, sizeof (GLint) * count_in);
else
{
int i;
for (i = 0; i < count_in; i++)
lengths[count + i] = -1; /* null terminated */
}
count += count_in;
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
{
GString *buf = g_string_new (NULL);
int i;
g_string_append_printf (buf,
"%s shader:\n",
shader_gl_type == GL_VERTEX_SHADER ?
"vertex" : "fragment");
for (i = 0; i < count; i++)
if (lengths[i] != -1)
g_string_append_len (buf, strings[i], lengths[i]);
else
g_string_append (buf, strings[i]);
g_message ("%s", buf->str);
g_string_free (buf, TRUE);
}
GE( ctx, glShaderSource (shader_gl_handle, count,
(const char **) strings, lengths) );
g_free (tex_coord_declarations);
}
void
_cogl_shader_compile_real (CoglHandle handle,
int n_tex_coord_attribs)
{
CoglShader *shader = handle;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
#ifdef COGL_GL_DEBUG
GLenum gl_error;
#endif
if (shader->gl_handle)
return;
GE (ctx, glGenPrograms (1, &shader->gl_handle));
GE (ctx, glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
if (G_UNLIKELY (COGL_DEBUG_ENABLED (COGL_DEBUG_SHOW_SOURCE)))
g_message ("user ARBfp program:\n%s", shader->source);
#ifdef COGL_GL_DEBUG
while ((gl_error = ctx->glGetError ()) != GL_NO_ERROR)
;
#endif
ctx->glProgramString (GL_FRAGMENT_PROGRAM_ARB,
GL_PROGRAM_FORMAT_ASCII_ARB,
strlen (shader->source),
shader->source);
#ifdef COGL_GL_DEBUG
gl_error = ctx->glGetError ();
if (gl_error != GL_NO_ERROR)
{
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
G_STRLOC,
gl_error,
shader->source,
ctx->glGetString (GL_PROGRAM_ERROR_STRING_ARB));
}
#endif
}
else
#endif
{
GLenum gl_type;
if (shader->gl_handle
#ifdef HAVE_COGL_GLES2
&&
(ctx->driver != COGL_DRIVER_GLES2 ||
shader->n_tex_coord_attribs == n_tex_coord_attribs)
#endif
)
return;
if (shader->gl_handle)
delete_shader (shader);
switch (shader->type)
{
case COGL_SHADER_TYPE_VERTEX:
gl_type = GL_VERTEX_SHADER;
break;
case COGL_SHADER_TYPE_FRAGMENT:
gl_type = GL_FRAGMENT_SHADER;
break;
default:
g_assert_not_reached ();
break;
}
shader->gl_handle = ctx->glCreateShader (gl_type);
_cogl_shader_set_source_with_boilerplate (shader->gl_handle,
gl_type,
n_tex_coord_attribs,
1,
(const char **) &shader->source,
NULL);
GE (ctx, glCompileShader (shader->gl_handle));
#ifdef HAVE_COGL_GLES2
shader->n_tex_coord_attribs = n_tex_coord_attribs;
#endif
#ifdef COGL_GL_DEBUG
if (!cogl_shader_is_compiled (handle))
{
char *log = cogl_shader_get_info_log (handle);
g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
shader->source,
log);
g_free (log);
}
#endif
}
}
char *
cogl_shader_get_info_log (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, NULL);
if (!cogl_is_shader (handle))
return NULL;
shader = handle;
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
{
/* ARBfp exposes a program error string, but since cogl_program
* doesn't have any API to query an error log it is not currently
* exposed. */
return g_strdup ("");
}
else
#endif
{
char buffer[512];
int len = 0;
/* We don't normally compile the shader when the user calls
* cogl_shader_compile() because we want to be able to add
* boilerplate code that depends on how it ends up finally being
* used.
*
* Here we force an early compile if the user is interested in
* log information to increase the chance that the log will be
* useful! We have to guess the number of texture coordinate
* attributes that may be used since that affects the
* boilerplate. We use four so that the shader will still
* compile if the user is using more than one
* layer. Unfortunately this is likely to end up causing it to
* be compiled again when we know the actual number of layers */
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
ctx->glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
buffer[len] = '\0';
return g_strdup (buffer);
}
}
CoglShaderType
cogl_shader_get_type (CoglHandle handle)
{
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, COGL_SHADER_TYPE_VERTEX);
if (!cogl_is_shader (handle))
{
g_warning ("Non shader handle type passed to cogl_shader_get_type");
return COGL_SHADER_TYPE_VERTEX;
}
shader = handle;
return shader->type;
}
gboolean
cogl_shader_is_compiled (CoglHandle handle)
{
#if defined (HAVE_COGL_GL) || defined (HAVE_COGL_GLES2)
GLint status;
CoglShader *shader;
_COGL_GET_CONTEXT (ctx, FALSE);
if (!cogl_is_shader (handle))
return FALSE;
shader = handle;
#ifdef HAVE_COGL_GL
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
return TRUE;
else
#endif
{
/* FIXME: We currently have an arbitrary limit of 4 texture
* coordinate attributes since our API means we have to add
* some boilerplate to the users GLSL program (for GLES2)
* before we actually know how many attributes are in use.
*
* 4 will probably be enough (or at least that limitation should
* be enough until we can replace this API with the pipeline
* snippets API) but if it isn't then the shader won't compile,
* through no fault of the user.
*
* To some extent this is just a symptom of bad API design; it
* was a mistake for Cogl to so thinly wrap the OpenGL shader
* API. Eventually we plan for this whole API will be deprecated
* by the pipeline snippets framework.
*/
if (!shader->gl_handle)
_cogl_shader_compile_real (handle, 4);
GE (ctx, glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
if (status == GL_TRUE)
return TRUE;
else
return FALSE;
}
#else
return FALSE;
#endif
}