/*Gluint * Copyright 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include #include "Description.h" #include "Program.h" #include "ProgramCache.h" namespace android { Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) : mInitialized(false) { GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER); GLuint programId = glCreateProgram(); glAttachShader(programId, vertexId); glAttachShader(programId, fragmentId); glBindAttribLocation(programId, position, "position"); glBindAttribLocation(programId, texCoords, "texCoords"); glLinkProgram(programId); GLint status; glGetProgramiv(programId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { ALOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(programId, infoLen, 0, &log[0]); ALOGE("%s", log); } glDetachShader(programId, vertexId); glDetachShader(programId, fragmentId); glDeleteShader(vertexId); glDeleteShader(fragmentId); glDeleteProgram(programId); } else { mProgram = programId; mVertexShader = vertexId; mFragmentShader = fragmentId; mInitialized = true; mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); mSamplerLoc = glGetUniformLocation(programId, "sampler"); mColorLoc = glGetUniformLocation(programId, "color"); mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); // set-up the default values for our uniforms glUseProgram(programId); glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray()); glEnableVertexAttribArray(0); } } Program::~Program() {} bool Program::isValid() const { return mInitialized; } void Program::use() { glUseProgram(mProgram); } GLuint Program::getAttrib(const char* name) const { // TODO: maybe use a local cache return glGetAttribLocation(mProgram, name); } GLint Program::getUniform(const char* name) const { // TODO: maybe use a local cache return glGetUniformLocation(mProgram, name); } GLuint Program::buildShader(const char* source, GLenum type) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), 0, log); ALOGE("Error while compiling shader: \n%s\n%s", source, log); glDeleteShader(shader); return 0; } return shader; } String8& Program::dumpShader(String8& result, GLenum /*type*/) { GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; GLint l; glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); char* src = new char[l]; glGetShaderSource(shader, l, nullptr, src); result.append(src); delete[] src; return result; } void Program::setUniforms(const Description& desc) { // TODO: we should have a mechanism here to not always reset uniforms that // didn't change for this program. if (mSamplerLoc >= 0) { glUniform1i(mSamplerLoc, 0); glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray()); } if (mColorLoc >= 0) { const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a}; glUniform4fv(mColorLoc, 1, color); } if (mInputTransformMatrixLoc >= 0) { // If the input transform matrix is not identity matrix, we want to merge // the saturation matrix with input transform matrix so that the saturation // matrix is applied at the correct stage. mat4 inputTransformMatrix = mat4(desc.mInputTransformMatrix) * desc.mSaturationMatrix; glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray()); } if (mOutputTransformMatrixLoc >= 0) { // The output transform matrix and color matrix can be combined as one matrix // that is applied right before applying OETF. mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix; // If there is no input transform matrix, we want to merge the saturation // matrix with output transform matrix to avoid extra matrix multiplication // in shader. if (mInputTransformMatrixLoc < 0) { outputTransformMatrix *= desc.mSaturationMatrix; } glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray()); } if (mDisplayMaxLuminanceLoc >= 0) { glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance); } // these uniforms are always present glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray()); } } /* namespace android */