weston/libweston/renderer-gl/gl-shaders.c
Harish Krupo 71078b4044 gl-renderer: Add debug scope for shader generator
This helps accounting how many shaders live in the cache, what the
shader source code is, and when shaders are compiled.

Signed-off-by: Harish Krupo <harishkrupo@gmail.com>

v2: Resolved rebase conflicts.
    Put shader_scope in struct gl_renderer, remove struct
    gl_shader_generator.
    Wrote commit message.
    Rebased for "gl-renderer: rewrite fragment shaders" which completely
    changed how shader sources are generated.
    Added cache statistics to debug output on subscribe.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2021-02-25 13:16:02 +02:00

307 lines
7.8 KiB
C

/*
* Copyright 2012 Intel Corporation
* Copyright 2015,2019 Collabora, Ltd.
* Copyright 2016 NVIDIA Corporation
* Copyright 2019 Harish Krupo
* Copyright 2019 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <libweston/libweston.h>
#include <libweston/weston-log.h>
#include <GLES2/gl2.h>
#include <string.h>
#include "gl-renderer.h"
#include "gl-renderer-internal.h"
#include "shared/helpers.h"
/* static const char vertex_shader[]; vertex.glsl */
#include "vertex-shader.h"
/* static const char fragment_shader[]; fragment.glsl */
#include "fragment-shader.h"
static const char *
gl_shader_texture_variant_to_string(enum gl_shader_texture_variant v)
{
switch (v) {
#define CASERET(x) case x: return #x;
CASERET(SHADER_VARIANT_NONE)
CASERET(SHADER_VARIANT_RGBX)
CASERET(SHADER_VARIANT_RGBA)
CASERET(SHADER_VARIANT_Y_U_V)
CASERET(SHADER_VARIANT_Y_UV)
CASERET(SHADER_VARIANT_Y_XUXV)
CASERET(SHADER_VARIANT_XYUV)
CASERET(SHADER_VARIANT_SOLID)
CASERET(SHADER_VARIANT_EXTERNAL)
#undef CASERET
}
return "!?!?"; /* never reached */
}
static void
dump_program_with_line_numbers(int count, const char **sources)
{
FILE *fp;
char *dumpstr;
size_t dumpstrsz;
const char *cur;
const char *delim;
int line = 1;
int i;
bool new_line = true;
fp = open_memstream(&dumpstr, &dumpstrsz);
if (!fp)
return;
for (i = 0; i < count; i++) {
cur = sources[i];
while ((delim = strchr(cur, '\n'))) {
if (new_line)
fprintf(fp, "%6d: ", line++);
fprintf(fp, "%.*s\n", (int)(delim - cur), cur);
new_line = true;
cur = delim + 1;
}
if (new_line)
fprintf(fp, "%6d: ", line++);
new_line = false;
fprintf(fp, "%s", cur);
}
if (fclose(fp) == 0)
weston_log_continue("%s\n", dumpstr);
free(dumpstr);
}
void
gl_shader_destroy(struct gl_shader *shader)
{
glDeleteProgram(shader->program);
wl_list_remove(&shader->link);
free(shader);
}
static GLuint
compile_shader(GLenum type, int count, const char **sources)
{
GLuint s;
char msg[512];
GLint status;
s = glCreateShader(type);
glShaderSource(s, count, sources, NULL);
glCompileShader(s);
glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
glGetShaderInfoLog(s, sizeof msg, NULL, msg);
weston_log("shader info: %s\n", msg);
weston_log("shader source:\n");
dump_program_with_line_numbers(count, sources);
return GL_NONE;
}
return s;
}
static char *
create_shader_description_string(const struct gl_shader_requirements *req)
{
int size;
char *str;
size = asprintf(&str, "%s %cgreen",
gl_shader_texture_variant_to_string(req->variant),
req->green_tint ? '+' : '-');
if (size < 0)
return NULL;
return str;
}
static char *
create_shader_config_string(const struct gl_shader_requirements *req)
{
int size;
char *str;
size = asprintf(&str,
"#define DEF_GREEN_TINT %s\n"
"#define DEF_VARIANT %s\n",
req->green_tint ? "true" : "false",
gl_shader_texture_variant_to_string(req->variant));
if (size < 0)
return NULL;
return str;
}
struct gl_shader *
gl_shader_create(struct gl_renderer *gr,
const struct gl_shader_requirements *requirements)
{
bool verbose = weston_log_scope_is_enabled(gr->shader_scope);
struct gl_shader *shader = NULL;
char msg[512];
GLint status;
const char *sources[3];
char *conf = NULL;
shader = zalloc(sizeof *shader);
if (!shader) {
weston_log("could not create shader\n");
goto error_vertex;
}
wl_list_init(&shader->link);
shader->key = *requirements;
if (verbose) {
char *desc;
desc = create_shader_description_string(requirements);
weston_log_scope_printf(gr->shader_scope,
"Compiling shader program for: %s\n",
desc);
free(desc);
}
sources[0] = vertex_shader;
shader->vertex_shader = compile_shader(GL_VERTEX_SHADER, 1, sources);
if (shader->vertex_shader == GL_NONE)
goto error_vertex;
conf = create_shader_config_string(&shader->key);
if (!conf)
goto error_fragment;
sources[0] = "#version 100\n";
sources[1] = conf;
sources[2] = fragment_shader;
shader->fragment_shader = compile_shader(GL_FRAGMENT_SHADER,
3, sources);
if (shader->fragment_shader == GL_NONE)
goto error_fragment;
shader->program = glCreateProgram();
glAttachShader(shader->program, shader->vertex_shader);
glAttachShader(shader->program, shader->fragment_shader);
glBindAttribLocation(shader->program, 0, "position");
glBindAttribLocation(shader->program, 1, "texcoord");
glLinkProgram(shader->program);
glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
weston_log("link info: %s\n", msg);
goto error_link;
}
glDeleteShader(shader->vertex_shader);
glDeleteShader(shader->fragment_shader);
shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
shader->color_uniform = glGetUniformLocation(shader->program, "color");
free(conf);
wl_list_insert(&gr->shader_list, &shader->link);
return shader;
error_link:
glDeleteProgram(shader->program);
glDeleteShader(shader->fragment_shader);
error_fragment:
glDeleteShader(shader->vertex_shader);
error_vertex:
free(conf);
free(shader);
return NULL;
}
int
gl_shader_requirements_cmp(const struct gl_shader_requirements *a,
const struct gl_shader_requirements *b)
{
return memcmp(a, b, sizeof(*a));
}
static void
gl_shader_scope_new_subscription(struct weston_log_subscription *subs,
void *data)
{
static const char bar[] = "-----------------------------------------------------------------------------";
struct gl_renderer *gr = data;
struct gl_shader *shader;
int count = 0;
char *desc;
weston_log_subscription_printf(subs,
"Vertex shader body:\n"
"%s\n%s\n"
"Fragment shader body:\n"
"%s\n%s\n%s\n",
bar, vertex_shader,
bar, fragment_shader, bar);
weston_log_subscription_printf(subs, "Cached GLSL programs:\n");
wl_list_for_each(shader, &gr->shader_list, link) {
count++;
desc = create_shader_description_string(&shader->key);
weston_log_subscription_printf(subs,
"%6u: %s\n",
shader->program, desc);
}
weston_log_subscription_printf(subs, "Total: %d programs.\n", count);
}
struct weston_log_scope *
gl_shader_scope_create(struct weston_compositor *compositor,
struct gl_renderer *gr)
{
return weston_compositor_add_log_scope(compositor,
"gl-shader-generator",
"GL renderer shader compilation and cache.\n",
gl_shader_scope_new_subscription,
NULL,
gr);
}