Fixed OpenGLES shaders failing after renderer has been created

Cache all the shaders up front, so we can verify that they won't silently fail at runtime.

If compiling the fragment shaders with the precision hint fails, try again without specifying precision.

Fixes https://github.com/libsdl-org/SDL/issues/6166
Fixes https://github.com/libsdl-org/SDL/issues/6174
This commit is contained in:
Sam Lantinga 2022-09-14 08:03:46 -07:00
parent 228b9fb517
commit b5102a551b
3 changed files with 79 additions and 54 deletions

View File

@ -495,30 +495,34 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_t
{
GLuint id;
GLint compileSuccessful = GL_FALSE;
int num_src = 0;
const GLchar *shader_src_list[4] = { 0 };
const GLchar *shader_body = (const GLchar *)GLES2_GetShader(type);
int attempt, num_src;
const GLchar *shader_src_list[2];
const GLchar *shader_body = GLES2_GetShader(type);
if (!shader_body) {
SDL_SetError("No shader body src");
return 0;
}
if (shader_type == GL_FRAGMENT_SHADER) {
if (data->texcoord_precision_hint != GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION) {
shader_src_list[num_src++] = (const GLchar*)GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_DEFAULT);
for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
num_src = 0;
if (shader_type == GL_FRAGMENT_SHADER) {
if (attempt == 0) {
shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint);
} else {
shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION);
}
}
shader_src_list[num_src++] = (const GLchar*)GLES2_GetShaderInclude(data->texcoord_precision_hint);
shader_src_list[num_src++] = shader_body;
SDL_assert(num_src <= SDL_arraysize(shader_src_list));
/* Compile */
id = data->glCreateShader(shader_type);
data->glShaderSource(id, num_src, shader_src_list, NULL);
data->glCompileShader(id);
data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
}
shader_src_list[num_src++] = shader_body;
SDL_assert(num_src < SDL_arraysize(shader_src_list));
/* Compile */
id = data->glCreateShader(shader_type);
data->glShaderSource(id, num_src, shader_src_list, NULL);
data->glCompileShader(id);
data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
if (!compileSuccessful) {
SDL_bool isstack = SDL_FALSE;
@ -548,6 +552,27 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_t
return id;
}
static int GLES2_CacheShaders(GLES2_RenderData * data)
{
int shader;
data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
for (shader = 0; shader < GLES2_SHADER_COUNT; ++shader) {
GLenum shader_type;
if (shader == GLES2_SHADER_VERTEX_DEFAULT) {
shader_type = GL_VERTEX_SHADER;
} else {
shader_type = GL_FRAGMENT_SHADER;
}
if (!GLES2_CacheShader(data, (GLES2_ShaderType) shader, shader_type)) {
return -1;
}
}
return 0;
}
static int
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
{
@ -2084,6 +2109,13 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
goto error;
}
if (GLES2_CacheShaders(data) < 0) {
SDL_GL_DeleteContext(data->context);
SDL_free(renderer);
SDL_free(data);
goto error;
}
#if __WINRT__
/* DLudwig, 2013-11-29: ANGLE for WinRT doesn't seem to work unless VSync
* is turned on. Not doing so will freeze the screen's contents to that
@ -2107,8 +2139,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
data->debug_enabled = SDL_TRUE;
}
data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint();
value = 0;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;

View File

@ -32,35 +32,33 @@
* Vertex/fragment shader source *
*************************************************************************************************/
static const Uint8 GLES2_Fragment_Include_Default[] = "\n\
#version 130\n\
precision mediump float;\n\
";
static const Uint8 GLES2_Fragment_Include_Best_Texture_Precision[] = "\n\
static const char GLES2_Fragment_Include_Best_Texture_Precision[] = "\n\
#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
#define SDL_TEXCOORD_PRECISION highp\n\
#else\n\
#define SDL_TEXCOORD_PRECISION mediump\n\
#endif\n\
precision mediump float;\n\
";
static const Uint8 GLES2_Fragment_Include_Medium_Texture_Precision[] = "\n\
static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = "\n\
#define SDL_TEXCOORD_PRECISION mediump\n\
precision mediump float;\n\
";
static const Uint8 GLES2_Fragment_Include_High_Texture_Precision[] = "\n\
static const char GLES2_Fragment_Include_High_Texture_Precision[] = "\n\
#define SDL_TEXCOORD_PRECISION highp\n\
precision mediump float;\n\
";
static const Uint8 GLES2_Fragment_Include_Undef_Precision[] = "\n\
static const char GLES2_Fragment_Include_Undef_Precision[] = "\n\
#define mediump\n\
#define highp\n\
#define lowp\n\
#define SDL_TEXCOORD_PRECISION\n\
";
static const Uint8 GLES2_Vertex_Default[] = " \
static const char GLES2_Vertex_Default[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec4 a_color; \
@ -77,7 +75,7 @@ static const Uint8 GLES2_Vertex_Default[] = " \
} \
";
static const Uint8 GLES2_Fragment_Solid[] = " \
static const char GLES2_Fragment_Solid[] = " \
varying mediump vec4 v_color; \
\
void main() \
@ -86,7 +84,7 @@ static const Uint8 GLES2_Fragment_Solid[] = " \
} \
";
static const Uint8 GLES2_Fragment_TextureABGR[] = " \
static const char GLES2_Fragment_TextureABGR[] = " \
uniform sampler2D u_texture; \
varying mediump vec4 v_color;\n\
varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
@ -99,7 +97,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \
";
/* ARGB to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureARGB[] = " \
static const char GLES2_Fragment_TextureARGB[] = " \
uniform sampler2D u_texture; \
varying mediump vec4 v_color;\n\
varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
@ -115,7 +113,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
";
/* RGB to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureRGB[] = " \
static const char GLES2_Fragment_TextureRGB[] = " \
uniform sampler2D u_texture; \
varying mediump vec4 v_color;\n\
varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
@ -132,7 +130,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
";
/* BGR to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureBGR[] = " \
static const char GLES2_Fragment_TextureBGR[] = " \
uniform sampler2D u_texture; \
varying mediump vec4 v_color;\n\
varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n\
@ -266,61 +264,61 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"}" \
/* YUV to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureYUVJPEG[] = \
static const char GLES2_Fragment_TextureYUVJPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureYUVBT601[] = \
static const char GLES2_Fragment_TextureYUVBT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureYUVBT709[] = \
static const char GLES2_Fragment_TextureYUVBT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
/* NV12 to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureNV12JPEG[] = \
static const char GLES2_Fragment_TextureNV12JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT601_RA[] = \
static const char GLES2_Fragment_TextureNV12BT601_RA[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT601_RG[] = \
static const char GLES2_Fragment_TextureNV12BT601_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RA[] = \
static const char GLES2_Fragment_TextureNV12BT709_RA[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RG[] = \
static const char GLES2_Fragment_TextureNV12BT709_RG[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
/* NV21 to ABGR conversion */
static const Uint8 GLES2_Fragment_TextureNV21JPEG[] = \
static const char GLES2_Fragment_TextureNV21JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV21BT601[] = \
static const char GLES2_Fragment_TextureNV21BT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV21BT709[] = \
static const char GLES2_Fragment_TextureNV21BT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV21_SHADER_BODY \
@ -328,7 +326,7 @@ static const Uint8 GLES2_Fragment_TextureNV21BT709[] = \
#endif
/* Custom Android video format texture */
static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
static const char GLES2_Fragment_TextureExternalOES[] = " \
#extension GL_OES_EGL_image_external : require\n\
uniform samplerExternalOES u_texture; \
varying mediump vec4 v_color;\n\
@ -346,10 +344,8 @@ static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
* Shader selector *
*************************************************************************************************/
const Uint8 *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) {
const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) {
switch (type) {
case GLES2_SHADER_FRAGMENT_INCLUDE_DEFAULT:
return GLES2_Fragment_Include_Default;
case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION:
return GLES2_Fragment_Include_Undef_Precision;
case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION:
@ -359,13 +355,13 @@ const Uint8 *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) {
case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION:
return GLES2_Fragment_Include_High_Texture_Precision;
default:
return (Uint8*)"";
return "";
}
}
GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint() {
const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION");
GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION; // "best"
GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION;
if (texcoord_hint) {
if (SDL_strcmp(texcoord_hint, "undefined") == 0)
return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION;
@ -377,7 +373,7 @@ GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint() {
return value;
}
const Uint8 *GLES2_GetShader(GLES2_ShaderType type)
const char *GLES2_GetShader(GLES2_ShaderType type)
{
switch (type) {
case GLES2_SHADER_VERTEX_DEFAULT:

View File

@ -28,7 +28,6 @@
typedef enum
{
GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0,
GLES2_SHADER_FRAGMENT_INCLUDE_DEFAULT,
GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION,
GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION,
GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION,
@ -61,8 +60,8 @@ typedef enum
GLES2_SHADER_COUNT
} GLES2_ShaderType;
const Uint8 *GLES2_GetShader(GLES2_ShaderType type);
const Uint8 *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
const char *GLES2_GetShader(GLES2_ShaderType type);
const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void);
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */