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