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- /*global define*/
- define([
- '../Core/defined',
- '../Core/defineProperties',
- '../Core/destroyObject',
- '../Core/DeveloperError',
- '../Core/RuntimeError',
- './AutomaticUniforms',
- './Uniform',
- './UniformArray'
- ], function(
- defined,
- defineProperties,
- destroyObject,
- DeveloperError,
- RuntimeError,
- AutomaticUniforms,
- Uniform,
- UniformArray) {
- "use strict";
- /*global console*/
- var nextShaderProgramId = 0;
- /**
- * @private
- */
- var ShaderProgram = function(options) {
- this._gl = options.gl;
- this._logShaderCompilation = options.logShaderCompilation;
- this._debugShaders = options.debugShaders;
- this._attributeLocations = options.attributeLocations;
- this._program = undefined;
- this._numberOfVertexAttributes = undefined;
- this._vertexAttributes = undefined;
- this._uniformsByName = undefined;
- this._uniforms = undefined;
- this._automaticUniforms = undefined;
- this._manualUniforms = undefined;
- this._cachedShader = undefined; // Used by ShaderCache
- /**
- * @private
- */
- this.maximumTextureUnitIndex = undefined;
- this._vertexShaderSource = options.vertexShaderSource;
- this._vertexShaderText = options.vertexShaderText;
- this._fragmentShaderSource = options.fragmentShaderSource;
- this._fragmentShaderText = options.fragmentShaderText;
- /**
- * @private
- */
- this.id = nextShaderProgramId++;
- };
- defineProperties(ShaderProgram.prototype, {
- /**
- * GLSL source for the shader program's vertex shader.
- * @memberof ShaderProgram.prototype
- *
- * @type {ShaderSource}
- * @readonly
- */
- vertexShaderSource : {
- get : function() {
- return this._vertexShaderSource;
- }
- },
- /**
- * GLSL source for the shader program's fragment shader.
- * @memberof ShaderProgram.prototype
- *
- * @type {ShaderSource}
- * @readonly
- */
- fragmentShaderSource : {
- get : function() {
- return this._fragmentShaderSource;
- }
- },
- vertexAttributes : {
- get : function() {
- initialize(this);
- return this._vertexAttributes;
- }
- },
- numberOfVertexAttributes : {
- get : function() {
- initialize(this);
- return this._numberOfVertexAttributes;
- }
- },
- allUniforms : {
- get : function() {
- initialize(this);
- return this._uniformsByName;
- }
- }
- });
- var consolePrefix = '[Cesium WebGL] ';
- function createAndLinkProgram(gl, shader) {
- var vsSource = shader._vertexShaderText;
- var fsSource = shader._fragmentShaderText;
- var vertexShader = gl.createShader(gl.VERTEX_SHADER);
- gl.shaderSource(vertexShader, vsSource);
- gl.compileShader(vertexShader);
- var fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
- gl.shaderSource(fragmentShader, fsSource);
- gl.compileShader(fragmentShader);
- var program = gl.createProgram();
- gl.attachShader(program, vertexShader);
- gl.attachShader(program, fragmentShader);
- gl.deleteShader(vertexShader);
- gl.deleteShader(fragmentShader);
- var attributeLocations = shader._attributeLocations;
- if (defined(attributeLocations)) {
- for ( var attribute in attributeLocations) {
- if (attributeLocations.hasOwnProperty(attribute)) {
- gl.bindAttribLocation(program, attributeLocations[attribute], attribute);
- }
- }
- }
- gl.linkProgram(program);
- var log;
- if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
- var debugShaders = shader._debugShaders;
- // For performance, only check compile errors if there is a linker error.
- if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
- log = gl.getShaderInfoLog(fragmentShader);
- console.error(consolePrefix + 'Fragment shader compile log: ' + log);
- if (defined(debugShaders)) {
- var fragmentSourceTranslation = debugShaders.getTranslatedShaderSource(fragmentShader);
- if (fragmentSourceTranslation !== '') {
- console.error(consolePrefix + 'Translated fragment shader source:\n' + fragmentSourceTranslation);
- } else {
- console.error(consolePrefix + 'Fragment shader translation failed.');
- }
- }
- gl.deleteProgram(program);
- throw new RuntimeError('Fragment shader failed to compile. Compile log: ' + log);
- }
- if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
- log = gl.getShaderInfoLog(vertexShader);
- console.error(consolePrefix + 'Vertex shader compile log: ' + log);
- if (defined(debugShaders)) {
- var vertexSourceTranslation = debugShaders.getTranslatedShaderSource(vertexShader);
- if (vertexSourceTranslation !== '') {
- console.error(consolePrefix + 'Translated vertex shader source:\n' + vertexSourceTranslation);
- } else {
- console.error(consolePrefix + 'Vertex shader translation failed.');
- }
- }
- gl.deleteProgram(program);
- throw new RuntimeError('Vertex shader failed to compile. Compile log: ' + log);
- }
- log = gl.getProgramInfoLog(program);
- console.error(consolePrefix + 'Shader program link log: ' + log);
- if (defined(debugShaders)) {
- console.error(consolePrefix + 'Translated vertex shader source:\n' + debugShaders.getTranslatedShaderSource(vertexShader));
- console.error(consolePrefix + 'Translated fragment shader source:\n' + debugShaders.getTranslatedShaderSource(fragmentShader));
- }
- gl.deleteProgram(program);
- throw new RuntimeError('Program failed to link. Link log: ' + log);
- }
- var logShaderCompilation = shader._logShaderCompilation;
- if (logShaderCompilation) {
- log = gl.getShaderInfoLog(vertexShader);
- if (defined(log) && (log.length > 0)) {
- console.log(consolePrefix + 'Vertex shader compile log: ' + log);
- }
- }
- if (logShaderCompilation) {
- log = gl.getShaderInfoLog(fragmentShader);
- if (defined(log) && (log.length > 0)) {
- console.log(consolePrefix + 'Fragment shader compile log: ' + log);
- }
- }
- if (logShaderCompilation) {
- log = gl.getProgramInfoLog(program);
- if (defined(log) && (log.length > 0)) {
- console.log(consolePrefix + 'Shader program link log: ' + log);
- }
- }
- return program;
- }
- function findVertexAttributes(gl, program, numberOfAttributes) {
- var attributes = {};
- for (var i = 0; i < numberOfAttributes; ++i) {
- var attr = gl.getActiveAttrib(program, i);
- var location = gl.getAttribLocation(program, attr.name);
- attributes[attr.name] = {
- name : attr.name,
- type : attr.type,
- index : location
- };
- }
- return attributes;
- }
- function findUniforms(gl, program) {
- var uniformsByName = {};
- var uniforms = [];
- var samplerUniforms = [];
- var numberOfUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
- for (var i = 0; i < numberOfUniforms; ++i) {
- var activeUniform = gl.getActiveUniform(program, i);
- var suffix = '[0]';
- var uniformName = activeUniform.name.indexOf(suffix, activeUniform.name.length - suffix.length) !== -1 ? activeUniform.name.slice(0, activeUniform.name.length - 3) : activeUniform.name;
- // Ignore GLSL built-in uniforms returned in Firefox.
- if (uniformName.indexOf('gl_') !== 0) {
- if (activeUniform.name.indexOf('[') < 0) {
- // Single uniform
- var location = gl.getUniformLocation(program, uniformName);
- // IE 11.0.9 needs this check since getUniformLocation can return null
- // if the uniform is not active (e.g., it is optimized out). Looks like
- // getActiveUniform() above returns uniforms that are not actually active.
- if (location !== null) {
- var uniform = new Uniform(gl, activeUniform, uniformName, location);
- uniformsByName[uniformName] = uniform;
- uniforms.push(uniform);
- if (uniform._setSampler) {
- samplerUniforms.push(uniform);
- }
- }
- } else {
- // Uniform array
- var uniformArray;
- var locations;
- var value;
- var loc;
- // On some platforms - Nexus 4 in Firefox for one - an array of sampler2D ends up being represented
- // as separate uniforms, one for each array element. Check for and handle that case.
- var indexOfBracket = uniformName.indexOf('[');
- if (indexOfBracket >= 0) {
- // We're assuming the array elements show up in numerical order - it seems to be true.
- uniformArray = uniformsByName[uniformName.slice(0, indexOfBracket)];
- // Nexus 4 with Android 4.3 needs this check, because it reports a uniform
- // with the strange name webgl_3467e0265d05c3c1[1] in our globe surface shader.
- if (!defined(uniformArray)) {
- continue;
- }
- locations = uniformArray._locations;
- // On the Nexus 4 in Chrome, we get one uniform per sampler, just like in Firefox,
- // but the size is not 1 like it is in Firefox. So if we push locations here,
- // we'll end up adding too many locations.
- if (locations.length <= 1) {
- value = uniformArray.value;
- loc = gl.getUniformLocation(program, uniformName);
- // Workaround for IE 11.0.9. See above.
- if (loc !== null) {
- locations.push(loc);
- value.push(gl.getUniform(program, loc));
- }
- }
- } else {
- locations = [];
- for (var j = 0; j < activeUniform.size; ++j) {
- loc = gl.getUniformLocation(program, uniformName + '[' + j + ']');
- // Workaround for IE 11.0.9. See above.
- if (loc !== null) {
- locations.push(loc);
- }
- }
- uniformArray = new UniformArray(gl, activeUniform, uniformName, locations);
- uniformsByName[uniformName] = uniformArray;
- uniforms.push(uniformArray);
- if (uniformArray._setSampler) {
- samplerUniforms.push(uniformArray);
- }
- }
- }
- }
- }
- return {
- uniformsByName : uniformsByName,
- uniforms : uniforms,
- samplerUniforms : samplerUniforms
- };
- }
- function partitionUniforms(uniforms) {
- var automaticUniforms = [];
- var manualUniforms = [];
- for ( var uniform in uniforms) {
- if (uniforms.hasOwnProperty(uniform)) {
- var automaticUniform = AutomaticUniforms[uniform];
- if (automaticUniform) {
- automaticUniforms.push({
- uniform : uniforms[uniform],
- automaticUniform : automaticUniform
- });
- } else {
- manualUniforms.push(uniforms[uniform]);
- }
- }
- }
- return {
- automaticUniforms : automaticUniforms,
- manualUniforms : manualUniforms
- };
- }
- function setSamplerUniforms(gl, program, samplerUniforms) {
- gl.useProgram(program);
- var textureUnitIndex = 0;
- var length = samplerUniforms.length;
- for (var i = 0; i < length; ++i) {
- textureUnitIndex = samplerUniforms[i]._setSampler(textureUnitIndex);
- }
- gl.useProgram(null);
- return textureUnitIndex;
- }
- function initialize(shader) {
- if (defined(shader._program)) {
- return;
- }
- var gl = shader._gl;
- var program = createAndLinkProgram(gl, shader, shader._debugShaders);
- var numberOfVertexAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
- var uniforms = findUniforms(gl, program);
- var partitionedUniforms = partitionUniforms(uniforms.uniformsByName);
- shader._program = program;
- shader._numberOfVertexAttributes = numberOfVertexAttributes;
- shader._vertexAttributes = findVertexAttributes(gl, program, numberOfVertexAttributes);
- shader._uniformsByName = uniforms.uniformsByName;
- shader._uniforms = uniforms.uniforms;
- shader._automaticUniforms = partitionedUniforms.automaticUniforms;
- shader._manualUniforms = partitionedUniforms.manualUniforms;
- shader.maximumTextureUnitIndex = setSamplerUniforms(gl, program, uniforms.samplerUniforms);
- }
- ShaderProgram.prototype._bind = function() {
- initialize(this);
- this._gl.useProgram(this._program);
- };
- ShaderProgram.prototype._setUniforms = function(uniformMap, uniformState, validate) {
- var len;
- var i;
- if (defined(uniformMap)) {
- var manualUniforms = this._manualUniforms;
- len = manualUniforms.length;
- for (i = 0; i < len; ++i) {
- var mu = manualUniforms[i];
- mu.value = uniformMap[mu.name]();
- }
- }
- var automaticUniforms = this._automaticUniforms;
- len = automaticUniforms.length;
- for (i = 0; i < len; ++i) {
- var au = automaticUniforms[i];
- au.uniform.value = au.automaticUniform.getValue(uniformState);
- }
- ///////////////////////////////////////////////////////////////////
- // It appears that assigning the uniform values above and then setting them here
- // (which makes the GL calls) is faster than removing this loop and making
- // the GL calls above. I suspect this is because each GL call pollutes the
- // L2 cache making our JavaScript and the browser/driver ping-pong cache lines.
- var uniforms = this._uniforms;
- len = uniforms.length;
- for (i = 0; i < len; ++i) {
- uniforms[i]._set();
- }
- if (validate) {
- var gl = this._gl;
- var program = this._program;
- gl.validateProgram(program);
- if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
- throw new DeveloperError('Program validation failed. Program info log: ' + gl.getProgramInfoLog(program));
- }
- }
- };
- ShaderProgram.prototype.isDestroyed = function() {
- return false;
- };
- ShaderProgram.prototype.destroy = function() {
- this._cachedShader.cache.releaseShaderProgram(this);
- return undefined;
- };
- ShaderProgram.prototype.finalDestroy = function() {
- this._gl.deleteProgram(this._program);
- return destroyObject(this);
- };
- return ShaderProgram;
- });
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