Program.cpp revision 39284b763a09688468ed3799ebd2ebb76ea5dfd5
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 28// TODO: Program instance should be created from a factory method 29Program::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 88Program::~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 100int Program::addAttrib(const char* name) { 101 int slot = glGetAttribLocation(mProgramId, name); 102 mAttributes.add(name, slot); 103 return slot; 104} 105 106int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { 107 glBindAttribLocation(mProgramId, bindingSlot, name); 108 mAttributes.add(name, bindingSlot); 109 return bindingSlot; 110} 111 112int 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 120int Program::addUniform(const char* name) { 121 int slot = glGetUniformLocation(mProgramId, name); 122 mUniforms.add(name, slot); 123 return slot; 124} 125 126int 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 134GLuint 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 154void 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(.375, .375, 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 173void 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 181void Program::use() { 182 glUseProgram(mProgramId); 183 if (texCoords >= 0 && !mHasSampler) { 184 glUniform1i(getUniform("baseSampler"), 0); 185 mHasSampler = true; 186 } 187 mUse = true; 188} 189 190void Program::remove() { 191 mUse = false; 192} 193 194}; // namespace uirenderer 195}; // namespace android 196