Program.cpp revision 24edca8b526515979778e577191089a57f5277d7
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    // No need to cache compiled shaders, rely instead on Android's
33    // persistent shaders cache
34    GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
35    if (vertexShader) {
36
37        GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
38        if (fragmentShader) {
39
40            mProgramId = glCreateProgram();
41            glAttachShader(mProgramId, vertexShader);
42            glAttachShader(mProgramId, fragmentShader);
43            glLinkProgram(mProgramId);
44
45            GLint status;
46            glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
47            if (status != GL_TRUE) {
48                LOGE("Error while linking shaders:");
49                GLint infoLen = 0;
50                glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
51                if (infoLen > 1) {
52                    GLchar log[infoLen];
53                    glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
54                    LOGE("%s", log);
55                }
56            } else {
57                mInitialized = true;
58            }
59
60            glDetachShader(mProgramId, vertexShader);
61            glDetachShader(mProgramId, fragmentShader);
62
63            glDeleteShader(vertexShader);
64            glDeleteShader(fragmentShader);
65
66            if (!mInitialized) {
67                glDeleteProgram(mProgramId);
68            }
69        } else {
70            glDeleteShader(vertexShader);
71        }
72    }
73
74    mUse = false;
75
76    if (mInitialized) {
77        position = addAttrib("position");
78        transform = addUniform("transform");
79    }
80}
81
82Program::~Program() {
83    if (mInitialized) {
84        glDeleteProgram(mProgramId);
85    }
86}
87
88int Program::addAttrib(const char* name) {
89    int slot = glGetAttribLocation(mProgramId, name);
90    mAttributes.add(name, slot);
91    return slot;
92}
93
94int Program::getAttrib(const char* name) {
95    ssize_t index = mAttributes.indexOfKey(name);
96    if (index >= 0) {
97        return mAttributes.valueAt(index);
98    }
99    return addAttrib(name);
100}
101
102int Program::addUniform(const char* name) {
103    int slot = glGetUniformLocation(mProgramId, name);
104    mUniforms.add(name, slot);
105    return slot;
106}
107
108int Program::getUniform(const char* name) {
109    ssize_t index = mUniforms.indexOfKey(name);
110    if (index >= 0) {
111        return mUniforms.valueAt(index);
112    }
113    return addUniform(name);
114}
115
116GLuint Program::buildShader(const char* source, GLenum type) {
117    GLuint shader = glCreateShader(type);
118    glShaderSource(shader, 1, &source, 0);
119    glCompileShader(shader);
120
121    GLint status;
122    glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
123    if (status != GL_TRUE) {
124        // Some drivers return wrong values for GL_INFO_LOG_LENGTH
125        // use a fixed size instead
126        GLchar log[512];
127        glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
128        LOGE("Error while compiling shader: %s", log);
129        glDeleteShader(shader);
130        return 0;
131    }
132
133    return shader;
134}
135
136void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
137        const mat4& transformMatrix, bool offset) {
138    mat4 t(projectionMatrix);
139    if (offset) {
140        // offset screenspace xy by an amount that compensates for typical precision
141        // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
142        // up and to the left.
143        // This offset value is based on an assumption that some hardware may use as
144        // little as 12.4 precision, so we offset by slightly more than 1/16.
145        t.translate(.375, .375, 0);
146    }
147    t.multiply(transformMatrix);
148    t.multiply(modelViewMatrix);
149
150    glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
151}
152
153void Program::setColor(const float r, const float g, const float b, const float a) {
154    if (!mHasColorUniform) {
155        mColorUniform = getUniform("color");
156        mHasColorUniform = false;
157    }
158    glUniform4f(mColorUniform, r, g, b, a);
159}
160
161void Program::use() {
162    glUseProgram(mProgramId);
163    mUse = true;
164    glEnableVertexAttribArray(position);
165}
166
167void Program::remove() {
168    mUse = false;
169    // TODO: Is this necessary? It should not be since all of our shaders
170    //       use slot 0 for the position attrib
171    // glDisableVertexAttribArray(position);
172}
173
174}; // namespace uirenderer
175}; // namespace android
176