Program.cpp revision 73842582fe1d1268fb9561a59885e1714948d737
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#define ATRACE_TAG ATRACE_TAG_VIEW 19 20#include <utils/Trace.h> 21 22#include "Program.h" 23#include "Vertex.h" 24 25namespace android { 26namespace uirenderer { 27 28/////////////////////////////////////////////////////////////////////////////// 29// Base program 30/////////////////////////////////////////////////////////////////////////////// 31 32Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { 33 mInitialized = false; 34 mHasColorUniform = false; 35 mHasSampler = false; 36 mUse = false; 37 38 // No need to cache compiled shaders, rely instead on Android's 39 // persistent shaders cache 40 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); 41 if (mVertexShader) { 42 mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); 43 if (mFragmentShader) { 44 mProgramId = glCreateProgram(); 45 46 glAttachShader(mProgramId, mVertexShader); 47 glAttachShader(mProgramId, mFragmentShader); 48 49 position = bindAttrib("position", kBindingPosition); 50 if (description.hasTexture || description.hasExternalTexture) { 51 texCoords = bindAttrib("texCoords", kBindingTexCoords); 52 } else { 53 texCoords = -1; 54 } 55 56 ATRACE_BEGIN("linkProgram"); 57 glLinkProgram(mProgramId); 58 ATRACE_END(); 59 60 GLint status; 61 glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); 62 if (status != GL_TRUE) { 63 GLint infoLen = 0; 64 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); 65 if (infoLen > 1) { 66 GLchar log[infoLen]; 67 glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); 68 ALOGE("%s", log); 69 } 70 LOG_ALWAYS_FATAL("Error while linking shaders"); 71 } else { 72 mInitialized = true; 73 } 74 } else { 75 glDeleteShader(mVertexShader); 76 } 77 } 78 79 if (mInitialized) { 80 transform = addUniform("transform"); 81 projection = addUniform("projection"); 82 } 83} 84 85Program::~Program() { 86 if (mInitialized) { 87 // This would ideally happen after linking the program 88 // but Tegra drivers, especially when perfhud is enabled, 89 // sometimes crash if we do so 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 ATRACE_CALL(); 136 137 GLuint shader = glCreateShader(type); 138 glShaderSource(shader, 1, &source, 0); 139 glCompileShader(shader); 140 141 GLint status; 142 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 143 if (status != GL_TRUE) { 144 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 145 // use a fixed size instead 146 GLchar log[512]; 147 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); 148 LOG_ALWAYS_FATAL("Error while compiling shader: %s", log); 149 return 0; 150 } 151 152 return shader; 153} 154 155void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 156 const mat4& transformMatrix, bool offset) { 157 if (projectionMatrix != mProjection || offset != mOffset) { 158 if (CC_LIKELY(!offset)) { 159 glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]); 160 } else { 161 mat4 p(projectionMatrix); 162 // offset screenspace xy by an amount that compensates for typical precision 163 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted 164 // up and to the left. 165 // This offset value is based on an assumption that some hardware may use as 166 // little as 12.4 precision, so we offset by slightly more than 1/16. 167 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); 168 glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]); 169 } 170 mProjection = projectionMatrix; 171 mOffset = offset; 172 } 173 174 mat4 t(transformMatrix); 175 t.multiply(modelViewMatrix); 176 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 177} 178 179void Program::setColor(const float r, const float g, const float b, const float a) { 180 if (!mHasColorUniform) { 181 mColorUniform = getUniform("color"); 182 mHasColorUniform = true; 183 } 184 glUniform4f(mColorUniform, r, g, b, a); 185} 186 187void Program::use() { 188 glUseProgram(mProgramId); 189 if (texCoords >= 0 && !mHasSampler) { 190 glUniform1i(getUniform("baseSampler"), 0); 191 mHasSampler = true; 192 } 193 mUse = true; 194} 195 196void Program::remove() { 197 mUse = false; 198} 199 200}; // namespace uirenderer 201}; // namespace android 202