Press n or j to go to the next uncovered block, b, p or k for the previous block.
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 | 1x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 2711x 1x 3281x 3281x 3281x 1x 1575x 1575x 1575x 1x 1434x 1435x 572x 572x 4x 4x 4x 4x 4x 8x 8x 8x 4x 2711x 2711x 2x 2x 2x 2x 2x 4x 8x 4x 4x 4x 4x 4x 2711x 1x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1140x 4963x 4963x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 42945x 41802x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1143x 1x 42373x 42373x 1x 42296x 41228x 41228x 41228x 42296x 42296x 42296x 42296x 42296x 42296x 42296x 1x 7x 1x 4714x 4714x 1x 2680x 2680x | import Check from "../Core/Check.js";
import Frozen from "../Core/Frozen.js";
import defined from "../Core/defined.js";
import destroyObject from "../Core/destroyObject.js";
import DeveloperError from "../Core/DeveloperError.js";
import RuntimeError from "../Core/RuntimeError.js";
import AutomaticUniforms from "./AutomaticUniforms.js";
import ContextLimits from "./ContextLimits.js";
import createUniform from "./createUniform.js";
import createUniformArray from "./createUniformArray.js";
let nextShaderProgramId = 0;
/**
* @private
*/
function ShaderProgram(options) {
let vertexShaderText = options.vertexShaderText;
let fragmentShaderText = options.fragmentShaderText;
Iif (typeof spector !== "undefined") {
// The #line statements common in Cesium shaders interfere with the ability of the
// SpectorJS to show errors on the correct line. So remove them when SpectorJS
// is active.
vertexShaderText = vertexShaderText.replace(/^#line/gm, "//#line");
fragmentShaderText = fragmentShaderText.replace(/^#line/gm, "//#line");
}
const modifiedFS = handleUniformPrecisionMismatches(
vertexShaderText,
fragmentShaderText,
);
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._duplicateUniformNames = modifiedFS.duplicateUniformNames;
this._cachedShader = undefined; // Used by ShaderCache
/**
* @private
*/
this.maximumTextureUnitIndex = undefined;
this._vertexShaderSource = options.vertexShaderSource;
this._vertexShaderText = options.vertexShaderText;
this._fragmentShaderSource = options.fragmentShaderSource;
this._fragmentShaderText = modifiedFS.fragmentShaderText;
/**
* @private
*/
this.id = nextShaderProgramId++;
}
ShaderProgram.fromCache = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
//>>includeStart('debug', pragmas.debug);
Check.defined("options.context", options.context);
//>>includeEnd('debug');
return options.context.shaderCache.getShaderProgram(options);
};
ShaderProgram.replaceCache = function (options) {
options = options ?? Frozen.EMPTY_OBJECT;
//>>includeStart('debug', pragmas.debug);
Check.defined("options.context", options.context);
//>>includeEnd('debug');
return options.context.shaderCache.replaceShaderProgram(options);
};
Object.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;
},
},
});
function extractUniforms(shaderText) {
const uniformNames = [];
const uniformLines = shaderText.match(/uniform.*?(?![^{]*})(?=[=\[;])/g);
Eif (defined(uniformLines)) {
const len = uniformLines.length;
for (let i = 0; i < len; i++) {
const line = uniformLines[i].trim();
const name = line.slice(line.lastIndexOf(" ") + 1);
uniformNames.push(name);
}
}
return uniformNames;
}
function handleUniformPrecisionMismatches(
vertexShaderText,
fragmentShaderText,
) {
// If a uniform exists in both the vertex and fragment shader but with different precision qualifiers,
// give the fragment shader uniform a different name. This fixes shader compilation errors on devices
// that only support mediump in the fragment shader.
const duplicateUniformNames = {};
if (!ContextLimits.highpFloatSupported || !ContextLimits.highpIntSupported) {
let i, j;
let uniformName;
let duplicateName;
const vertexShaderUniforms = extractUniforms(vertexShaderText);
const fragmentShaderUniforms = extractUniforms(fragmentShaderText);
const vertexUniformsCount = vertexShaderUniforms.length;
const fragmentUniformsCount = fragmentShaderUniforms.length;
for (i = 0; i < vertexUniformsCount; i++) {
for (j = 0; j < fragmentUniformsCount; j++) {
if (vertexShaderUniforms[i] === fragmentShaderUniforms[j]) {
uniformName = vertexShaderUniforms[i];
duplicateName = `czm_mediump_${uniformName}`;
// Update fragmentShaderText with renamed uniforms
const re = new RegExp(`${uniformName}\\b`, "g");
fragmentShaderText = fragmentShaderText.replace(re, duplicateName);
duplicateUniformNames[duplicateName] = uniformName;
}
}
}
}
return {
fragmentShaderText: fragmentShaderText,
duplicateUniformNames: duplicateUniformNames,
};
}
const consolePrefix = "[Cesium WebGL] ";
function createAndLinkProgram(gl, shader) {
const vsSource = shader._vertexShaderText;
const fsSource = shader._fragmentShaderText;
const vertexShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertexShader, vsSource);
gl.compileShader(vertexShader);
const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragmentShader, fsSource);
gl.compileShader(fragmentShader);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
const attributeLocations = shader._attributeLocations;
if (defined(attributeLocations)) {
for (const attribute in attributeLocations) {
Eif (attributeLocations.hasOwnProperty(attribute)) {
gl.bindAttribLocation(
program,
attributeLocations[attribute],
attribute,
);
}
}
}
gl.linkProgram(program);
let log;
// For performance: if linker succeeds, return without checking compile status
Eif (gl.getProgramParameter(program, gl.LINK_STATUS)) {
Iif (shader._logShaderCompilation) {
log = gl.getShaderInfoLog(vertexShader);
if (defined(log) && log.length > 0) {
console.log(`${consolePrefix}Vertex shader compile log: ${log}`);
}
log = gl.getShaderInfoLog(fragmentShader);
if (defined(log) && log.length > 0) {
console.log(`${consolePrefix}Fragment shader compile log: ${log}`);
}
log = gl.getProgramInfoLog(program);
if (defined(log) && log.length > 0) {
console.log(`${consolePrefix}Shader program link log: ${log}`);
}
}
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
return program;
}
// Program failed to link. Try to find and report the reason
let errorMessage;
const debugShaders = shader._debugShaders;
if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {
log = gl.getShaderInfoLog(fragmentShader);
console.error(`${consolePrefix}Fragment shader compile log: ${log}`);
console.error(`${consolePrefix} Fragment shader source:\n${fsSource}`);
errorMessage = `Fragment shader failed to compile. Compile log: ${log}`;
} else if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {
log = gl.getShaderInfoLog(vertexShader);
console.error(`${consolePrefix}Vertex shader compile log: ${log}`);
console.error(`${consolePrefix} Vertex shader source:\n${vsSource}`);
errorMessage = `Vertex shader failed to compile. Compile log: ${log}`;
} else {
log = gl.getProgramInfoLog(program);
console.error(`${consolePrefix}Shader program link log: ${log}`);
logTranslatedSource(vertexShader, "vertex");
logTranslatedSource(fragmentShader, "fragment");
errorMessage = `Program failed to link. Link log: ${log}`;
}
gl.deleteShader(vertexShader);
gl.deleteShader(fragmentShader);
gl.deleteProgram(program);
throw new RuntimeError(errorMessage);
function logTranslatedSource(compiledShader, name) {
if (!defined(debugShaders)) {
return;
}
const translation = debugShaders.getTranslatedShaderSource(compiledShader);
if (translation === "") {
console.error(`${consolePrefix}${name} shader translation failed.`);
return;
}
console.error(
`${consolePrefix}Translated ${name} shaderSource:\n${translation}`,
);
}
}
function findVertexAttributes(gl, program, numberOfAttributes) {
const attributes = {};
for (let i = 0; i < numberOfAttributes; ++i) {
const attr = gl.getActiveAttrib(program, i);
const location = gl.getAttribLocation(program, attr.name);
attributes[attr.name] = {
name: attr.name,
type: attr.type,
index: location,
};
}
return attributes;
}
function findUniforms(gl, program) {
const uniformsByName = {};
const uniforms = [];
const samplerUniforms = [];
const numberOfUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
for (let i = 0; i < numberOfUniforms; ++i) {
const activeUniform = gl.getActiveUniform(program, i);
const suffix = "[0]";
const 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
const 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) {
const uniform = createUniform(
gl,
activeUniform,
uniformName,
location,
);
uniformsByName[uniformName] = uniform;
uniforms.push(uniform);
if (uniform._setSampler) {
samplerUniforms.push(uniform);
}
}
} else {
// Uniform array
let uniformArray;
let locations;
let value;
let 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.
const 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 (let 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 = createUniformArray(
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(shader, uniforms) {
const automaticUniforms = [];
const manualUniforms = [];
for (const uniform in uniforms) {
if (uniforms.hasOwnProperty(uniform)) {
const uniformObject = uniforms[uniform];
let uniformName = uniform;
// if it's a duplicate uniform, use its original name so it is updated correctly
const duplicateUniform = shader._duplicateUniformNames[uniformName];
if (defined(duplicateUniform)) {
uniformObject.name = duplicateUniform;
uniformName = duplicateUniform;
}
const automaticUniform = AutomaticUniforms[uniformName];
if (defined(automaticUniform)) {
automaticUniforms.push({
uniform: uniformObject,
automaticUniform: automaticUniform,
});
} else {
manualUniforms.push(uniformObject);
}
}
}
return {
automaticUniforms: automaticUniforms,
manualUniforms: manualUniforms,
};
}
function setSamplerUniforms(gl, program, samplerUniforms) {
gl.useProgram(program);
let textureUnitIndex = 0;
const length = samplerUniforms.length;
for (let i = 0; i < length; ++i) {
textureUnitIndex = samplerUniforms[i]._setSampler(textureUnitIndex);
}
gl.useProgram(null);
return textureUnitIndex;
}
function initialize(shader) {
if (defined(shader._program)) {
return;
}
reinitialize(shader);
}
function reinitialize(shader) {
const oldProgram = shader._program;
const gl = shader._gl;
const program = createAndLinkProgram(gl, shader, shader._debugShaders);
const numberOfVertexAttributes = gl.getProgramParameter(
program,
gl.ACTIVE_ATTRIBUTES,
);
const uniforms = findUniforms(gl, program);
const partitionedUniforms = partitionUniforms(
shader,
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,
);
Iif (oldProgram) {
shader._gl.deleteProgram(oldProgram);
}
// If SpectorJS is active, add the hook to make the shader editor work.
// https://github.com/BabylonJS/Spector.js/blob/master/documentation/extension.md#shader-editor
Iif (typeof spector !== "undefined") {
shader._program.__SPECTOR_rebuildProgram = function (
vertexSourceCode, // The new vertex shader source
fragmentSourceCode, // The new fragment shader source
onCompiled, // Callback triggered by your engine when the compilation is successful. It needs to send back the new linked program.
onError, // Callback triggered by your engine in case of error. It needs to send the WebGL error to allow the editor to display the error in the gutter.
) {
const originalVS = shader._vertexShaderText;
const originalFS = shader._fragmentShaderText;
// SpectorJS likes to replace `!=` with `! =` for unknown reasons,
// and that causes glsl compile failures. So fix that up.
const regex = / ! = /g;
shader._vertexShaderText = vertexSourceCode.replace(regex, " != ");
shader._fragmentShaderText = fragmentSourceCode.replace(regex, " != ");
try {
reinitialize(shader);
onCompiled(shader._program);
} catch (e) {
shader._vertexShaderText = originalVS;
shader._fragmentShaderText = originalFS;
// Only pass on the WebGL error:
const errorMatcher = /(?:Compile|Link) error: ([^]*)/;
const match = errorMatcher.exec(e.message);
if (match) {
onError(match[1]);
} else {
onError(e.message);
}
}
};
}
}
ShaderProgram.prototype._bind = function () {
initialize(this);
this._gl.useProgram(this._program);
};
ShaderProgram.prototype._setUniforms = function (
uniformMap,
uniformState,
validate,
) {
let len;
let i;
if (defined(uniformMap)) {
const manualUniforms = this._manualUniforms;
len = manualUniforms.length;
for (i = 0; i < len; ++i) {
const mu = manualUniforms[i];
//>>includeStart('debug', pragmas.debug);
if (!defined(uniformMap[mu.name])) {
throw new DeveloperError(`Unknown uniform: ${mu.name}`);
}
//>>includeEnd('debug');
mu.value = uniformMap[mu.name]();
}
}
const automaticUniforms = this._automaticUniforms;
len = automaticUniforms.length;
for (i = 0; i < len; ++i) {
const 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.
const uniforms = this._uniforms;
len = uniforms.length;
for (i = 0; i < len; ++i) {
uniforms[i].set();
}
Iif (validate) {
const gl = this._gl;
const program = this._program;
gl.validateProgram(program);
//>>includeStart('debug', pragmas.debug);
if (!gl.getProgramParameter(program, gl.VALIDATE_STATUS)) {
throw new DeveloperError(
`Program validation failed. Program info log: ${gl.getProgramInfoLog(
program,
)}`,
);
}
//>>includeEnd('debug');
}
};
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);
};
export default ShaderProgram;
|