/* 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 "OGLShaderProgram.h" #include // for uint32_t #include // for ostringstream #include "gfxEnv.h" #include "gfxRect.h" // for gfxRect #include "mozilla/DebugOnly.h" // for DebugOnly #include "nsAString.h" #include "nsAutoPtr.h" // for nsRefPtr #include "nsString.h" // for nsAutoCString #include "Layers.h" #include "GLContext.h" namespace mozilla { namespace layers { using namespace std; #define GAUSSIAN_KERNEL_HALF_WIDTH 11 #define GAUSSIAN_KERNEL_STEP 0.2 void AddUniforms(ProgramProfileOGL& aProfile) { // This needs to be kept in sync with the KnownUniformName enum static const char *sKnownUniformNames[] = { "uLayerTransform", "uLayerTransformInverse", "uMaskTransform", "uLayerRects", "uMatrixProj", "uTextureTransform", "uTextureRects", "uRenderTargetOffset", "uLayerOpacity", "uTexture", "uYTexture", "uCbTexture", "uCrTexture", "uBlackTexture", "uWhiteTexture", "uMaskTexture", "uRenderColor", "uTexCoordMultiplier", "uCbCrTexCoordMultiplier", "uTexturePass2", "uColorMatrix", "uColorMatrixVector", "uBlurRadius", "uBlurOffset", "uBlurAlpha", "uBlurGaussianKernel", "uSSEdges", "uViewportSize", "uVisibleCenter", nullptr }; for (int i = 0; sKnownUniformNames[i] != nullptr; ++i) { aProfile.mUniforms[i].mNameString = sKnownUniformNames[i]; aProfile.mUniforms[i].mName = (KnownUniform::KnownUniformName) i; } } void ShaderConfigOGL::SetRenderColor(bool aEnabled) { SetFeature(ENABLE_RENDER_COLOR, aEnabled); } void ShaderConfigOGL::SetTextureTarget(GLenum aTarget) { SetFeature(ENABLE_TEXTURE_EXTERNAL | ENABLE_TEXTURE_RECT, false); switch (aTarget) { case LOCAL_GL_TEXTURE_EXTERNAL: SetFeature(ENABLE_TEXTURE_EXTERNAL, true); break; case LOCAL_GL_TEXTURE_RECTANGLE_ARB: SetFeature(ENABLE_TEXTURE_RECT, true); break; } } void ShaderConfigOGL::SetRBSwap(bool aEnabled) { SetFeature(ENABLE_TEXTURE_RB_SWAP, aEnabled); } void ShaderConfigOGL::SetNoAlpha(bool aEnabled) { SetFeature(ENABLE_TEXTURE_NO_ALPHA, aEnabled); } void ShaderConfigOGL::SetOpacity(bool aEnabled) { SetFeature(ENABLE_OPACITY, aEnabled); } void ShaderConfigOGL::SetYCbCr(bool aEnabled) { SetFeature(ENABLE_TEXTURE_YCBCR, aEnabled); MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_NV12)); } void ShaderConfigOGL::SetNV12(bool aEnabled) { SetFeature(ENABLE_TEXTURE_NV12, aEnabled); MOZ_ASSERT(!(mFeatures & ENABLE_TEXTURE_YCBCR)); } void ShaderConfigOGL::SetComponentAlpha(bool aEnabled) { SetFeature(ENABLE_TEXTURE_COMPONENT_ALPHA, aEnabled); } void ShaderConfigOGL::SetColorMatrix(bool aEnabled) { SetFeature(ENABLE_COLOR_MATRIX, aEnabled); } void ShaderConfigOGL::SetBlur(bool aEnabled) { SetFeature(ENABLE_BLUR, aEnabled); } void ShaderConfigOGL::SetMask2D(bool aEnabled) { SetFeature(ENABLE_MASK_2D, aEnabled); } void ShaderConfigOGL::SetMask3D(bool aEnabled) { SetFeature(ENABLE_MASK_3D, aEnabled); } void ShaderConfigOGL::SetPremultiply(bool aEnabled) { SetFeature(ENABLE_PREMULTIPLY, aEnabled); } void ShaderConfigOGL::SetDEAA(bool aEnabled) { SetFeature(ENABLE_DEAA, aEnabled); } /* static */ ProgramProfileOGL ProgramProfileOGL::GetProfileFor(ShaderConfigOGL aConfig) { ProgramProfileOGL result; ostringstream fs, vs; AddUniforms(result); vs << "#ifdef GL_ES" << endl; vs << "#define EDGE_PRECISION mediump" << endl; vs << "#else" << endl; vs << "#define EDGE_PRECISION" << endl; vs << "#endif" << endl; vs << "uniform mat4 uMatrixProj;" << endl; vs << "uniform vec4 uLayerRects[4];" << endl; vs << "uniform mat4 uLayerTransform;" << endl; if (aConfig.mFeatures & ENABLE_DEAA) { vs << "uniform mat4 uLayerTransformInverse;" << endl; vs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl; vs << "uniform vec2 uVisibleCenter;" << endl; vs << "uniform vec2 uViewportSize;" << endl; } vs << "uniform vec2 uRenderTargetOffset;" << endl; vs << "attribute vec4 aCoord;" << endl; if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { vs << "uniform mat4 uTextureTransform;" << endl; vs << "uniform vec4 uTextureRects[4];" << endl; vs << "varying vec2 vTexCoord;" << endl; } if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D) { vs << "uniform mat4 uMaskTransform;" << endl; vs << "varying vec3 vMaskCoord;" << endl; } vs << "void main() {" << endl; vs << " int vertexID = int(aCoord.w);" << endl; vs << " vec4 layerRect = uLayerRects[vertexID];" << endl; vs << " vec4 finalPosition = vec4(aCoord.xy * layerRect.zw + layerRect.xy, 0.0, 1.0);" << endl; vs << " finalPosition = uLayerTransform * finalPosition;" << endl; if (aConfig.mFeatures & ENABLE_DEAA) { // XXX kip - The DEAA shader could be made simpler if we switch to // using dynamic vertex buffers instead of sending everything // in through uniforms. This would enable passing information // about how to dilate each vertex explicitly and eliminate the // need to extrapolate this with the sub-pixel coverage // calculation in the vertex shader. // Calculate the screen space position of this vertex, in screen pixels vs << " vec4 ssPos = finalPosition;" << endl; vs << " ssPos.xy -= uRenderTargetOffset * finalPosition.w;" << endl; vs << " ssPos = uMatrixProj * ssPos;" << endl; vs << " ssPos.xy = ((ssPos.xy/ssPos.w)*0.5+0.5)*uViewportSize;" << endl; if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D || !(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { vs << " vec4 coordAdjusted;" << endl; vs << " coordAdjusted.xy = aCoord.xy;" << endl; } // It is necessary to dilate edges away from uVisibleCenter to ensure that // fragments with less than 50% sub-pixel coverage will be shaded. // This offset is applied when the sub-pixel coverage of the vertex is // less than 100%. Expanding by 0.5 pixels in screen space is sufficient // to include these pixels. vs << " if (dot(uSSEdges[0], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl; vs << " dot(uSSEdges[1], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl; vs << " dot(uSSEdges[2], vec3(ssPos.xy, 1.0)) < 1.5 ||" << endl; vs << " dot(uSSEdges[3], vec3(ssPos.xy, 1.0)) < 1.5) {" << endl; // If the shader reaches this branch, then this vertex is on the edge of // the layer's visible rect and should be dilated away from the center of // the visible rect. We don't want to hit this for inner facing // edges between tiles, as the pixels may be covered twice without clipping // against uSSEdges. If all edges were dilated, it would result in // artifacts visible within semi-transparent layers with multiple tiles. vs << " vec4 visibleCenter = uLayerTransform * vec4(uVisibleCenter, 0.0, 1.0);" << endl; vs << " vec2 dilateDir = finalPosition.xy / finalPosition.w - visibleCenter.xy / visibleCenter.w;" << endl; vs << " vec2 offset = sign(dilateDir) * 0.5;" << endl; vs << " finalPosition.xy += offset * finalPosition.w;" << endl; if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { // We must adjust the texture coordinates to compensate for the dilation vs << " coordAdjusted = uLayerTransformInverse * finalPosition;" << endl; vs << " coordAdjusted /= coordAdjusted.w;" << endl; vs << " coordAdjusted.xy -= layerRect.xy;" << endl; vs << " coordAdjusted.xy /= layerRect.zw;" << endl; } vs << " }" << endl; if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { vs << " vec4 textureRect = uTextureRects[vertexID];" << endl; vs << " vec2 texCoord = coordAdjusted.xy * textureRect.zw + textureRect.xy;" << endl; vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl; } } else if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { vs << " vec4 textureRect = uTextureRects[vertexID];" << endl; vs << " vec2 texCoord = aCoord.xy * textureRect.zw + textureRect.xy;" << endl; vs << " vTexCoord = (uTextureTransform * vec4(texCoord, 0.0, 1.0)).xy;" << endl; } if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D) { vs << " vMaskCoord.xy = (uMaskTransform * (finalPosition / finalPosition.w)).xy;" << endl; if (aConfig.mFeatures & ENABLE_MASK_3D) { // correct for perspective correct interpolation, see comment in D3D10 shader vs << " vMaskCoord.z = 1.0;" << endl; vs << " vMaskCoord *= finalPosition.w;" << endl; } } vs << " finalPosition.xy -= uRenderTargetOffset * finalPosition.w;" << endl; vs << " finalPosition = uMatrixProj * finalPosition;" << endl; vs << " gl_Position = finalPosition;" << endl; vs << "}" << endl; if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { fs << "#extension GL_ARB_texture_rectangle : require" << endl; } if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) { fs << "#extension GL_OES_EGL_image_external : require" << endl; } fs << "#ifdef GL_ES" << endl; fs << "precision mediump float;" << endl; fs << "#define COLOR_PRECISION lowp" << endl; fs << "#define EDGE_PRECISION mediump" << endl; fs << "#else" << endl; fs << "#define COLOR_PRECISION" << endl; fs << "#define EDGE_PRECISION" << endl; fs << "#endif" << endl; if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { fs << "uniform COLOR_PRECISION vec4 uRenderColor;" << endl; } else { // for tiling, texcoord can be greater than the lowfp range fs << "varying vec2 vTexCoord;" << endl; if (aConfig.mFeatures & ENABLE_BLUR) { fs << "uniform bool uBlurAlpha;" << endl; fs << "uniform vec2 uBlurRadius;" << endl; fs << "uniform vec2 uBlurOffset;" << endl; fs << "uniform float uBlurGaussianKernel[" << GAUSSIAN_KERNEL_HALF_WIDTH << "];" << endl; } if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) { fs << "uniform mat4 uColorMatrix;" << endl; fs << "uniform vec4 uColorMatrixVector;" << endl; } if (aConfig.mFeatures & ENABLE_OPACITY) { fs << "uniform COLOR_PRECISION float uLayerOpacity;" << endl; } } const char *sampler2D = "sampler2D"; const char *texture2D = "texture2D"; if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { fs << "uniform vec2 uTexCoordMultiplier;" << endl; if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR || aConfig.mFeatures & ENABLE_TEXTURE_NV12) { fs << "uniform vec2 uCbCrTexCoordMultiplier;" << endl; } sampler2D = "sampler2DRect"; texture2D = "texture2DRect"; } if (aConfig.mFeatures & ENABLE_TEXTURE_EXTERNAL) { sampler2D = "samplerExternalOES"; } if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { fs << "uniform sampler2D uYTexture;" << endl; fs << "uniform sampler2D uCbTexture;" << endl; fs << "uniform sampler2D uCrTexture;" << endl; } else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) { fs << "uniform " << sampler2D << " uYTexture;" << endl; fs << "uniform " << sampler2D << " uCbTexture;" << endl; } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { fs << "uniform sampler2D uBlackTexture;" << endl; fs << "uniform sampler2D uWhiteTexture;" << endl; fs << "uniform bool uTexturePass2;" << endl; } else { fs << "uniform " << sampler2D << " uTexture;" << endl; } if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D) { fs << "varying vec3 vMaskCoord;" << endl; fs << "uniform sampler2D uMaskTexture;" << endl; } if (aConfig.mFeatures & ENABLE_DEAA) { fs << "uniform EDGE_PRECISION vec3 uSSEdges[4];" << endl; } if (!(aConfig.mFeatures & ENABLE_RENDER_COLOR)) { fs << "vec4 sample(vec2 coord) {" << endl; fs << " vec4 color;" << endl; if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR || aConfig.mFeatures & ENABLE_TEXTURE_NV12) { if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord * uTexCoordMultiplier).r;" << endl; fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl; fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord * uCbCrTexCoordMultiplier).r;" << endl; } else { fs << " COLOR_PRECISION float y = texture2D(uYTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cb = texture2D(uCbTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cr = texture2D(uCrTexture, coord).r;" << endl; } } else { if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { fs << " COLOR_PRECISION float y = " << texture2D << "(uYTexture, coord * uTexCoordMultiplier).r;" << endl; fs << " COLOR_PRECISION float cb = " << texture2D << "(uCbTexture, coord * uCbCrTexCoordMultiplier).r;" << endl; fs << " COLOR_PRECISION float cr = " << texture2D << "(uCbTexture, coord * uCbCrTexCoordMultiplier).a;" << endl; } else { fs << " COLOR_PRECISION float y = " << texture2D << "(uYTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cb = " << texture2D << "(uCbTexture, coord).r;" << endl; fs << " COLOR_PRECISION float cr = " << texture2D << "(uCbTexture, coord).a;" << endl; } } /* From Rec601: [R] [1.1643835616438356, 0.0, 1.5960267857142858] [ Y - 16] [G] = [1.1643835616438358, -0.3917622900949137, -0.8129676472377708] x [Cb - 128] [B] [1.1643835616438356, 2.017232142857143, 8.862867620416422e-17] [Cr - 128] For [0,1] instead of [0,255], and to 5 places: [R] [1.16438, 0.00000, 1.59603] [ Y - 0.06275] [G] = [1.16438, -0.39176, -0.81297] x [Cb - 0.50196] [B] [1.16438, 2.01723, 0.00000] [Cr - 0.50196] */ fs << " y = (y - 0.06275) * 1.16438;" << endl; fs << " cb = cb - 0.50196;" << endl; fs << " cr = cr - 0.50196;" << endl; fs << " color.r = y + 1.59603*cr;" << endl; fs << " color.g = y - 0.39176*cb - 0.81297*cr;" << endl; fs << " color.b = y + 2.01723*cb;" << endl; fs << " color.a = 1.0;" << endl; } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { fs << " COLOR_PRECISION vec3 onBlack = texture2D(uBlackTexture, coord).rgb;" << endl; fs << " COLOR_PRECISION vec3 onWhite = texture2D(uWhiteTexture, coord).rgb;" << endl; fs << " COLOR_PRECISION vec4 alphas = (1.0 - onWhite + onBlack).rgbg;" << endl; fs << " if (uTexturePass2)" << endl; fs << " color = vec4(onBlack, alphas.a);" << endl; fs << " else" << endl; fs << " color = alphas;" << endl; } else { if (aConfig.mFeatures & ENABLE_TEXTURE_RECT) { fs << " color = " << texture2D << "(uTexture, coord * uTexCoordMultiplier);" << endl; } else { fs << " color = " << texture2D << "(uTexture, coord);" << endl; } } if (aConfig.mFeatures & ENABLE_TEXTURE_RB_SWAP) { fs << " color = color.bgra;" << endl; } if (aConfig.mFeatures & ENABLE_TEXTURE_NO_ALPHA) { fs << " color = vec4(color.rgb, 1.0);" << endl; } fs << " return color;" << endl; fs << "}" << endl; if (aConfig.mFeatures & ENABLE_BLUR) { fs << "vec4 sampleAtRadius(vec2 coord, float radius) {" << endl; fs << " coord += uBlurOffset;" << endl; fs << " coord += radius * uBlurRadius;" << endl; fs << " if (coord.x < 0. || coord.y < 0. || coord.x > 1. || coord.y > 1.)" << endl; fs << " return vec4(0, 0, 0, 0);" << endl; fs << " return sample(coord);" << endl; fs << "}" << endl; fs << "vec4 blur(vec4 color, vec2 coord) {" << endl; fs << " vec4 total = color * uBlurGaussianKernel[0];" << endl; fs << " for (int i = 1; i < " << GAUSSIAN_KERNEL_HALF_WIDTH << "; ++i) {" << endl; fs << " float r = float(i) * " << GAUSSIAN_KERNEL_STEP << ";" << endl; fs << " float k = uBlurGaussianKernel[i];" << endl; fs << " total += sampleAtRadius(coord, r) * k;" << endl; fs << " total += sampleAtRadius(coord, -r) * k;" << endl; fs << " }" << endl; fs << " if (uBlurAlpha) {" << endl; fs << " color *= total.a;" << endl; fs << " } else {" << endl; fs << " color = total;" << endl; fs << " }" << endl; fs << " return color;" << endl; fs << "}" << endl; } } fs << "void main() {" << endl; if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { fs << " vec4 color = uRenderColor;" << endl; } else { fs << " vec4 color = sample(vTexCoord);" << endl; if (aConfig.mFeatures & ENABLE_BLUR) { fs << " color = blur(color, vTexCoord);" << endl; } if (aConfig.mFeatures & ENABLE_COLOR_MATRIX) { fs << " color = uColorMatrix * vec4(color.rgb / color.a, color.a) + uColorMatrixVector;" << endl; fs << " color.rgb *= color.a;" << endl; } if (aConfig.mFeatures & ENABLE_OPACITY) { fs << " color *= uLayerOpacity;" << endl; } if (aConfig.mFeatures & ENABLE_PREMULTIPLY) { fs << " color.rgb *= color.a;" << endl; } } if (aConfig.mFeatures & ENABLE_DEAA) { // Calculate the sub-pixel coverage of the pixel and modulate its opacity // by that amount to perform DEAA. fs << " vec3 ssPos = vec3(gl_FragCoord.xy, 1.0);" << endl; fs << " float deaaCoverage = clamp(dot(uSSEdges[0], ssPos), 0.0, 1.0);" << endl; fs << " deaaCoverage *= clamp(dot(uSSEdges[1], ssPos), 0.0, 1.0);" << endl; fs << " deaaCoverage *= clamp(dot(uSSEdges[2], ssPos), 0.0, 1.0);" << endl; fs << " deaaCoverage *= clamp(dot(uSSEdges[3], ssPos), 0.0, 1.0);" << endl; fs << " color *= deaaCoverage;" << endl; } if (aConfig.mFeatures & ENABLE_MASK_3D) { fs << " vec2 maskCoords = vMaskCoord.xy / vMaskCoord.z;" << endl; fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, maskCoords).r;" << endl; fs << " color *= mask;" << endl; } else if (aConfig.mFeatures & ENABLE_MASK_2D) { fs << " COLOR_PRECISION float mask = texture2D(uMaskTexture, vMaskCoord.xy).r;" << endl; fs << " color *= mask;" << endl; } else { fs << " COLOR_PRECISION float mask = 1.0;" << endl; fs << " color *= mask;" << endl; } fs << " gl_FragColor = color;" << endl; fs << "}" << endl; result.mVertexShaderString = vs.str(); result.mFragmentShaderString = fs.str(); if (aConfig.mFeatures & ENABLE_RENDER_COLOR) { result.mTextureCount = 0; } else { if (aConfig.mFeatures & ENABLE_TEXTURE_YCBCR) { result.mTextureCount = 3; } else if (aConfig.mFeatures & ENABLE_TEXTURE_NV12) { result.mTextureCount = 2; } else if (aConfig.mFeatures & ENABLE_TEXTURE_COMPONENT_ALPHA) { result.mTextureCount = 2; } else { result.mTextureCount = 1; } } if (aConfig.mFeatures & ENABLE_MASK_2D || aConfig.mFeatures & ENABLE_MASK_3D) { result.mTextureCount = 1; } return result; } ShaderProgramOGL::ShaderProgramOGL(GLContext* aGL, const ProgramProfileOGL& aProfile) : mGL(aGL) , mProgram(0) , mProfile(aProfile) , mProgramState(STATE_NEW) { } ShaderProgramOGL::~ShaderProgramOGL() { if (mProgram <= 0) { return; } RefPtr ctx = mGL->GetSharedContext(); if (!ctx) { ctx = mGL; } ctx->MakeCurrent(); ctx->fDeleteProgram(mProgram); } bool ShaderProgramOGL::Initialize() { NS_ASSERTION(mProgramState == STATE_NEW, "Shader program has already been initialised"); ostringstream vs, fs; for (uint32_t i = 0; i < mProfile.mDefines.Length(); ++i) { vs << mProfile.mDefines[i] << endl; fs << mProfile.mDefines[i] << endl; } vs << mProfile.mVertexShaderString << endl; fs << mProfile.mFragmentShaderString << endl; if (!CreateProgram(vs.str().c_str(), fs.str().c_str())) { mProgramState = STATE_ERROR; return false; } mProgramState = STATE_OK; for (uint32_t i = 0; i < KnownUniform::KnownUniformCount; ++i) { mProfile.mUniforms[i].mLocation = mGL->fGetUniformLocation(mProgram, mProfile.mUniforms[i].mNameString); } 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, nullptr); 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 && gfxEnv::DebugShaders()) #endif ) { nsAutoCString 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 && gfxEnv::DebugShaders()) #endif ) { nsAutoCString 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; } GLuint ShaderProgramOGL::GetProgram() { if (mProgramState == STATE_NEW) { if (!Initialize()) { NS_WARNING("Shader could not be initialised"); } } MOZ_ASSERT(HasInitialized(), "Attempting to get a program that's not been initialized!"); return mProgram; } void ShaderProgramOGL::SetBlurRadius(float aRX, float aRY) { float f[] = {aRX, aRY}; SetUniform(KnownUniform::BlurRadius, 2, f); float gaussianKernel[GAUSSIAN_KERNEL_HALF_WIDTH]; float sum = 0.0f; for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { float x = i * GAUSSIAN_KERNEL_STEP; float sigma = 1.0f; gaussianKernel[i] = exp(-x * x / (2 * sigma * sigma)) / sqrt(2 * M_PI * sigma * sigma); sum += gaussianKernel[i] * (i == 0 ? 1 : 2); } for (int i = 0; i < GAUSSIAN_KERNEL_HALF_WIDTH; i++) { gaussianKernel[i] /= sum; } SetArrayUniform(KnownUniform::BlurGaussianKernel, GAUSSIAN_KERNEL_HALF_WIDTH, gaussianKernel); } } // namespace layers } // namespace mozilla