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1 /*Gluint
2  * Copyright 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include "Program.h"
18 
19 #include <stdint.h>
20 
21 #include <log/log.h>
22 #include <math/mat4.h>
23 #include <utils/String8.h>
24 #include "ProgramCache.h"
25 
26 namespace android {
27 namespace renderengine {
28 namespace gl {
29 
Program(const ProgramCache::Key &,const char * vertex,const char * fragment)30 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment)
31       : mInitialized(false) {
32     GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
33     GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
34     GLuint programId = glCreateProgram();
35     glAttachShader(programId, vertexId);
36     glAttachShader(programId, fragmentId);
37     glBindAttribLocation(programId, position, "position");
38     glBindAttribLocation(programId, texCoords, "texCoords");
39     glBindAttribLocation(programId, cropCoords, "cropCoords");
40     glBindAttribLocation(programId, shadowColor, "shadowColor");
41     glBindAttribLocation(programId, shadowParams, "shadowParams");
42     glLinkProgram(programId);
43 
44     GLint status;
45     glGetProgramiv(programId, GL_LINK_STATUS, &status);
46     if (status != GL_TRUE) {
47         ALOGE("Error while linking shaders:");
48         GLint infoLen = 0;
49         glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
50         if (infoLen > 1) {
51             GLchar log[infoLen];
52             glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
53             ALOGE("%s", log);
54         }
55         glDetachShader(programId, vertexId);
56         glDetachShader(programId, fragmentId);
57         glDeleteShader(vertexId);
58         glDeleteShader(fragmentId);
59         glDeleteProgram(programId);
60     } else {
61         mProgram = programId;
62         mVertexShader = vertexId;
63         mFragmentShader = fragmentId;
64         mInitialized = true;
65         mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
66         mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
67         mSamplerLoc = glGetUniformLocation(programId, "sampler");
68         mColorLoc = glGetUniformLocation(programId, "color");
69         mDisplayColorMatrixLoc = glGetUniformLocation(programId, "displayColorMatrix");
70         mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
71         mMaxMasteringLuminanceLoc = glGetUniformLocation(programId, "maxMasteringLuminance");
72         mMaxContentLuminanceLoc = glGetUniformLocation(programId, "maxContentLuminance");
73         mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
74         mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
75         mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
76         mCropCenterLoc = glGetUniformLocation(programId, "cropCenter");
77 
78         // set-up the default values for our uniforms
79         glUseProgram(programId);
80         glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
81         glEnableVertexAttribArray(0);
82     }
83 }
84 
~Program()85 Program::~Program() {
86     glDetachShader(mProgram, mVertexShader);
87     glDetachShader(mProgram, mFragmentShader);
88     glDeleteShader(mVertexShader);
89     glDeleteShader(mFragmentShader);
90     glDeleteProgram(mProgram);
91 }
92 
isValid() const93 bool Program::isValid() const {
94     return mInitialized;
95 }
96 
use()97 void Program::use() {
98     glUseProgram(mProgram);
99 }
100 
getAttrib(const char * name) const101 GLuint Program::getAttrib(const char* name) const {
102     // TODO: maybe use a local cache
103     return glGetAttribLocation(mProgram, name);
104 }
105 
getUniform(const char * name) const106 GLint Program::getUniform(const char* name) const {
107     // TODO: maybe use a local cache
108     return glGetUniformLocation(mProgram, name);
109 }
110 
buildShader(const char * source,GLenum type)111 GLuint Program::buildShader(const char* source, GLenum type) {
112     GLuint shader = glCreateShader(type);
113     glShaderSource(shader, 1, &source, 0);
114     glCompileShader(shader);
115     GLint status;
116     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
117     if (status != GL_TRUE) {
118         // Some drivers return wrong values for GL_INFO_LOG_LENGTH
119         // use a fixed size instead
120         GLchar log[512];
121         glGetShaderInfoLog(shader, sizeof(log), 0, log);
122         ALOGE("Error while compiling shader: \n%s\n%s", source, log);
123         glDeleteShader(shader);
124         return 0;
125     }
126     return shader;
127 }
128 
setUniforms(const Description & desc)129 void Program::setUniforms(const Description& desc) {
130     // TODO: we should have a mechanism here to not always reset uniforms that
131     // didn't change for this program.
132 
133     if (mSamplerLoc >= 0) {
134         glUniform1i(mSamplerLoc, 0);
135         glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.texture.getMatrix().asArray());
136     }
137     if (mColorLoc >= 0) {
138         const float color[4] = {desc.color.r, desc.color.g, desc.color.b, desc.color.a};
139         glUniform4fv(mColorLoc, 1, color);
140     }
141     if (mDisplayColorMatrixLoc >= 0) {
142         glUniformMatrix4fv(mDisplayColorMatrixLoc, 1, GL_FALSE, desc.displayColorMatrix.asArray());
143     }
144     if (mInputTransformMatrixLoc >= 0) {
145         mat4 inputTransformMatrix = desc.inputTransformMatrix;
146         glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray());
147     }
148     if (mOutputTransformMatrixLoc >= 0) {
149         // The output transform matrix and color matrix can be combined as one matrix
150         // that is applied right before applying OETF.
151         mat4 outputTransformMatrix = desc.colorMatrix * desc.outputTransformMatrix;
152         glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray());
153     }
154     if (mDisplayMaxLuminanceLoc >= 0) {
155         glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance);
156     }
157     if (mMaxMasteringLuminanceLoc >= 0) {
158         glUniform1f(mMaxMasteringLuminanceLoc, desc.maxMasteringLuminance);
159     }
160     if (mMaxContentLuminanceLoc >= 0) {
161         glUniform1f(mMaxContentLuminanceLoc, desc.maxContentLuminance);
162     }
163     if (mCornerRadiusLoc >= 0) {
164         glUniform1f(mCornerRadiusLoc, desc.cornerRadius);
165     }
166     if (mCropCenterLoc >= 0) {
167         glUniform2f(mCropCenterLoc, desc.cropSize.x / 2.0f, desc.cropSize.y / 2.0f);
168     }
169     // these uniforms are always present
170     glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray());
171 }
172 
173 } // namespace gl
174 } // namespace renderengine
175 } // namespace android
176