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 #define ATRACE_TAG ATRACE_TAG_VIEW
19
20 #include <utils/Trace.h>
21
22 #include "Program.h"
23 #include "Vertex.h"
24
25 namespace android {
26 namespace uirenderer {
27
28 ///////////////////////////////////////////////////////////////////////////////
29 // Base program
30 ///////////////////////////////////////////////////////////////////////////////
31
Program(const ProgramDescription & description,const char * vertex,const char * fragment)32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
33 mInitialized = false;
34 mHasColorUniform = false;
35 mHasSampler = false;
36 mUse = false;
37
38 // No need to cache compiled shaders, rely instead on Android's
39 // persistent shaders cache
40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
41 if (mVertexShader) {
42 mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
43 if (mFragmentShader) {
44 mProgramId = glCreateProgram();
45
46 glAttachShader(mProgramId, mVertexShader);
47 glAttachShader(mProgramId, mFragmentShader);
48
49 position = bindAttrib("position", kBindingPosition);
50 if (description.hasTexture || description.hasExternalTexture) {
51 texCoords = bindAttrib("texCoords", kBindingTexCoords);
52 } else {
53 texCoords = -1;
54 }
55
56 ATRACE_BEGIN("linkProgram");
57 glLinkProgram(mProgramId);
58 ATRACE_END();
59
60 GLint status;
61 glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
62 if (status != GL_TRUE) {
63 GLint infoLen = 0;
64 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
65 if (infoLen > 1) {
66 GLchar log[infoLen];
67 glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
68 ALOGE("%s", log);
69 }
70 LOG_ALWAYS_FATAL("Error while linking shaders");
71 } else {
72 mInitialized = true;
73 }
74 } else {
75 glDeleteShader(mVertexShader);
76 }
77 }
78
79 if (mInitialized) {
80 transform = addUniform("transform");
81 projection = addUniform("projection");
82 }
83 }
84
~Program()85 Program::~Program() {
86 if (mInitialized) {
87 // This would ideally happen after linking the program
88 // but Tegra drivers, especially when perfhud is enabled,
89 // sometimes crash if we do so
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 ATRACE_CALL();
136
137 GLuint shader = glCreateShader(type);
138 glShaderSource(shader, 1, &source, 0);
139 glCompileShader(shader);
140
141 GLint status;
142 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
143 if (status != GL_TRUE) {
144 // Some drivers return wrong values for GL_INFO_LOG_LENGTH
145 // use a fixed size instead
146 GLchar log[512];
147 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
148 LOG_ALWAYS_FATAL("Error while compiling shader: %s", log);
149 return 0;
150 }
151
152 return shader;
153 }
154
set(const mat4 & projectionMatrix,const mat4 & modelViewMatrix,const mat4 & transformMatrix,bool offset)155 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
156 const mat4& transformMatrix, bool offset) {
157 if (projectionMatrix != mProjection || offset != mOffset) {
158 if (CC_LIKELY(!offset)) {
159 glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
160 } else {
161 mat4 p(projectionMatrix);
162 // offset screenspace xy by an amount that compensates for typical precision
163 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
164 // up and to the left.
165 // This offset value is based on an assumption that some hardware may use as
166 // little as 12.4 precision, so we offset by slightly more than 1/16.
167 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor());
168 glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
169 }
170 mProjection = projectionMatrix;
171 mOffset = offset;
172 }
173
174 mat4 t(transformMatrix);
175 t.multiply(modelViewMatrix);
176 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
177 }
178
setColor(const float r,const float g,const float b,const float a)179 void Program::setColor(const float r, const float g, const float b, const float a) {
180 if (!mHasColorUniform) {
181 mColorUniform = getUniform("color");
182 mHasColorUniform = true;
183 }
184 glUniform4f(mColorUniform, r, g, b, a);
185 }
186
use()187 void Program::use() {
188 glUseProgram(mProgramId);
189 if (texCoords >= 0 && !mHasSampler) {
190 glUniform1i(getUniform("baseSampler"), 0);
191 mHasSampler = true;
192 }
193 mUse = true;
194 }
195
remove()196 void Program::remove() {
197 mUse = false;
198 }
199
200 }; // namespace uirenderer
201 }; // namespace android
202