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1 /*
2  * Copyright (C) 2010 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 #define LOG_TAG "OpenGLRenderer"
18 
19 #include "Program.h"
20 
21 namespace android {
22 namespace uirenderer {
23 
24 ///////////////////////////////////////////////////////////////////////////////
25 // Base program
26 ///////////////////////////////////////////////////////////////////////////////
27 
28 // TODO: Program instance should be created from a factory method
Program(const ProgramDescription & description,const char * vertex,const char * fragment)29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
30     mInitialized = false;
31     mHasColorUniform = false;
32     mHasSampler = false;
33     mUse = false;
34 
35     // No need to cache compiled shaders, rely instead on Android's
36     // persistent shaders cache
37     mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
38     if (mVertexShader) {
39         mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
40         if (mFragmentShader) {
41             mProgramId = glCreateProgram();
42 
43             glAttachShader(mProgramId, mVertexShader);
44             glAttachShader(mProgramId, mFragmentShader);
45 
46             position = bindAttrib("position", kBindingPosition);
47             if (description.hasTexture || description.hasExternalTexture) {
48                 texCoords = bindAttrib("texCoords", kBindingTexCoords);
49             } else {
50                 texCoords = -1;
51             }
52 
53             glLinkProgram(mProgramId);
54 
55             GLint status;
56             glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
57             if (status != GL_TRUE) {
58                 ALOGE("Error while linking shaders:");
59                 GLint infoLen = 0;
60                 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
61                 if (infoLen > 1) {
62                     GLchar log[infoLen];
63                     glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
64                     ALOGE("%s", log);
65                 }
66 
67                 glDetachShader(mProgramId, mVertexShader);
68                 glDetachShader(mProgramId, mFragmentShader);
69 
70                 glDeleteShader(mVertexShader);
71                 glDeleteShader(mFragmentShader);
72 
73                 glDeleteProgram(mProgramId);
74             } else {
75                 mInitialized = true;
76             }
77         } else {
78             glDeleteShader(mVertexShader);
79         }
80     }
81 
82     if (mInitialized) {
83         transform = addUniform("transform");
84         projection = addUniform("projection");
85     }
86 }
87 
~Program()88 Program::~Program() {
89     if (mInitialized) {
90         glDetachShader(mProgramId, mVertexShader);
91         glDetachShader(mProgramId, mFragmentShader);
92 
93         glDeleteShader(mVertexShader);
94         glDeleteShader(mFragmentShader);
95 
96         glDeleteProgram(mProgramId);
97     }
98 }
99 
addAttrib(const char * name)100 int Program::addAttrib(const char* name) {
101     int slot = glGetAttribLocation(mProgramId, name);
102     mAttributes.add(name, slot);
103     return slot;
104 }
105 
bindAttrib(const char * name,ShaderBindings bindingSlot)106 int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
107     glBindAttribLocation(mProgramId, bindingSlot, name);
108     mAttributes.add(name, bindingSlot);
109     return bindingSlot;
110 }
111 
getAttrib(const char * name)112 int Program::getAttrib(const char* name) {
113     ssize_t index = mAttributes.indexOfKey(name);
114     if (index >= 0) {
115         return mAttributes.valueAt(index);
116     }
117     return addAttrib(name);
118 }
119 
addUniform(const char * name)120 int Program::addUniform(const char* name) {
121     int slot = glGetUniformLocation(mProgramId, name);
122     mUniforms.add(name, slot);
123     return slot;
124 }
125 
getUniform(const char * name)126 int Program::getUniform(const char* name) {
127     ssize_t index = mUniforms.indexOfKey(name);
128     if (index >= 0) {
129         return mUniforms.valueAt(index);
130     }
131     return addUniform(name);
132 }
133 
buildShader(const char * source,GLenum type)134 GLuint Program::buildShader(const char* source, GLenum type) {
135     GLuint shader = glCreateShader(type);
136     glShaderSource(shader, 1, &source, 0);
137     glCompileShader(shader);
138 
139     GLint status;
140     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
141     if (status != GL_TRUE) {
142         // Some drivers return wrong values for GL_INFO_LOG_LENGTH
143         // use a fixed size instead
144         GLchar log[512];
145         glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
146         ALOGE("Error while compiling shader: %s", log);
147         glDeleteShader(shader);
148         return 0;
149     }
150 
151     return shader;
152 }
153 
set(const mat4 & projectionMatrix,const mat4 & modelViewMatrix,const mat4 & transformMatrix,bool offset)154 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
155         const mat4& transformMatrix, bool offset) {
156     mat4 p(projectionMatrix);
157     if (offset) {
158         // offset screenspace xy by an amount that compensates for typical precision
159         // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
160         // up and to the left.
161         // This offset value is based on an assumption that some hardware may use as
162         // little as 12.4 precision, so we offset by slightly more than 1/16.
163         p.translate(.065, .065, 0);
164     }
165 
166     mat4 t(transformMatrix);
167     t.multiply(modelViewMatrix);
168 
169     glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
170     glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
171 }
172 
setColor(const float r,const float g,const float b,const float a)173 void Program::setColor(const float r, const float g, const float b, const float a) {
174     if (!mHasColorUniform) {
175         mColorUniform = getUniform("color");
176         mHasColorUniform = true;
177     }
178     glUniform4f(mColorUniform, r, g, b, a);
179 }
180 
use()181 void Program::use() {
182     glUseProgram(mProgramId);
183     if (texCoords >= 0 && !mHasSampler) {
184         glUniform1i(getUniform("baseSampler"), 0);
185         mHasSampler = true;
186     }
187     mUse = true;
188 }
189 
remove()190 void Program::remove() {
191     mUse = false;
192 }
193 
194 }; // namespace uirenderer
195 }; // namespace android
196