Program.cpp revision 05bbde70fd2a3af737656b9f8c5a25b56429632e
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
21namespace android {
22namespace uirenderer {
23
24///////////////////////////////////////////////////////////////////////////////
25// Base program
26///////////////////////////////////////////////////////////////////////////////
27
28Program::Program(const char* vertex, const char* fragment) {
29    mInitialized = false;
30    mHasColorUniform = false;
31
32    GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
33    if (vertexShader) {
34
35        GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
36        if (fragmentShader) {
37
38            mProgramId = glCreateProgram();
39            glAttachShader(mProgramId, vertexShader);
40            glAttachShader(mProgramId, fragmentShader);
41            glLinkProgram(mProgramId);
42
43            GLint status;
44            glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
45            if (status != GL_TRUE) {
46                LOGE("Error while linking shaders:");
47                GLint infoLen = 0;
48                glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
49                if (infoLen > 1) {
50                    GLchar log[infoLen];
51                    glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
52                    LOGE("%s", log);
53                }
54            } else {
55                mInitialized = true;
56            }
57
58            glDetachShader(mProgramId, vertexShader);
59            glDetachShader(mProgramId, fragmentShader);
60
61            glDeleteShader(vertexShader);
62            glDeleteShader(fragmentShader);
63
64            if (!mInitialized) {
65                glDeleteProgram(mProgramId);
66            }
67        } else {
68            glDeleteShader(vertexShader);
69        }
70    }
71
72    mUse = false;
73
74    if (mInitialized) {
75        position = addAttrib("position");
76        transform = addUniform("transform");
77    }
78}
79
80Program::~Program() {
81    if (mInitialized) {
82        glDeleteProgram(mProgramId);
83    }
84}
85
86int Program::addAttrib(const char* name) {
87    int slot = glGetAttribLocation(mProgramId, name);
88    mAttributes.add(name, slot);
89    return slot;
90}
91
92int Program::getAttrib(const char* name) {
93    ssize_t index = mAttributes.indexOfKey(name);
94    if (index >= 0) {
95        return mAttributes.valueAt(index);
96    }
97    return addAttrib(name);
98}
99
100int Program::addUniform(const char* name) {
101    int slot = glGetUniformLocation(mProgramId, name);
102    mUniforms.add(name, slot);
103    return slot;
104}
105
106int Program::getUniform(const char* name) {
107    ssize_t index = mUniforms.indexOfKey(name);
108    if (index >= 0) {
109        return mUniforms.valueAt(index);
110    }
111    return addUniform(name);
112}
113
114GLuint Program::buildShader(const char* source, GLenum type) {
115    GLuint shader = glCreateShader(type);
116    glShaderSource(shader, 1, &source, 0);
117    glCompileShader(shader);
118
119    GLint status;
120    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
121    if (status != GL_TRUE) {
122        // Some drivers return wrong values for GL_INFO_LOG_LENGTH
123        // use a fixed size instead
124        GLchar log[512];
125        glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
126        LOGE("Error while compiling shader: %s", log);
127        glDeleteShader(shader);
128        return 0;
129    }
130
131    return shader;
132}
133
134void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
135        const mat4& transformMatrix, bool offset) {
136    mat4 t(projectionMatrix);
137    if (offset) {
138        // offset screenspace xy by an amount that compensates for typical precision issues
139        // in GPU hardware that tends to paint hor/vert lines in pixels shifted up and to the left.
140        // This offset value is based on an assumption that some hardware may use as little
141        // as 12.4 precision, so we offset by slightly more than 1/16.
142        t.translate(.375, .375, 0);
143    }
144    t.multiply(transformMatrix);
145    t.multiply(modelViewMatrix);
146
147    glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
148}
149
150void Program::setColor(const float r, const float g, const float b, const float a) {
151    if (!mHasColorUniform) {
152        mColorUniform = getUniform("color");
153        mHasColorUniform = false;
154    }
155    glUniform4f(mColorUniform, r, g, b, a);
156}
157
158void Program::use() {
159    glUseProgram(mProgramId);
160    mUse = true;
161    glEnableVertexAttribArray(position);
162}
163
164void Program::remove() {
165    mUse = false;
166    // TODO: Is this necessary? It should not be since all of our shaders
167    //       use slot 0 for the position attrib
168    // glDisableVertexAttribArray(position);
169}
170
171}; // namespace uirenderer
172}; // namespace android
173