Program.cpp revision f44e66fcf70aa4a354deca72dfbd3b29c29302be
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 char* vertex, const char* fragment) { 30 mInitialized = false; 31 mHasColorUniform = false; 32 mUse = false; 33 34 // No need to cache compiled shaders, rely instead on Android's 35 // persistent shaders cache 36 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); 37 if (mVertexShader) { 38 mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); 39 if (mFragmentShader) { 40 mProgramId = glCreateProgram(); 41 42 glAttachShader(mProgramId, mVertexShader); 43 glAttachShader(mProgramId, mFragmentShader); 44 45 position = bindAttrib("position", kBindingPosition); 46 glLinkProgram(mProgramId); 47 48 GLint status; 49 glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); 50 if (status != GL_TRUE) { 51 LOGE("Error while linking shaders:"); 52 GLint infoLen = 0; 53 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); 54 if (infoLen > 1) { 55 GLchar log[infoLen]; 56 glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); 57 LOGE("%s", log); 58 } 59 60 glDetachShader(mProgramId, mVertexShader); 61 glDetachShader(mProgramId, mFragmentShader); 62 63 glDeleteShader(mVertexShader); 64 glDeleteShader(mFragmentShader); 65 66 glDeleteProgram(mProgramId); 67 } else { 68 mInitialized = true; 69 } 70 } else { 71 glDeleteShader(mVertexShader); 72 } 73 } 74 75 if (mInitialized) { 76 transform = addUniform("transform"); 77 } 78} 79 80Program::~Program() { 81 if (mInitialized) { 82 glDetachShader(mProgramId, mVertexShader); 83 glDetachShader(mProgramId, mFragmentShader); 84 85 glDeleteShader(mVertexShader); 86 glDeleteShader(mFragmentShader); 87 88 glDeleteProgram(mProgramId); 89 } 90} 91 92int Program::addAttrib(const char* name) { 93 int slot = glGetAttribLocation(mProgramId, name); 94 mAttributes.add(name, slot); 95 return slot; 96} 97 98int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { 99 glBindAttribLocation(mProgramId, bindingSlot, name); 100 mAttributes.add(name, bindingSlot); 101 return bindingSlot; 102} 103 104int Program::getAttrib(const char* name) { 105 ssize_t index = mAttributes.indexOfKey(name); 106 if (index >= 0) { 107 return mAttributes.valueAt(index); 108 } 109 return addAttrib(name); 110} 111 112int Program::addUniform(const char* name) { 113 int slot = glGetUniformLocation(mProgramId, name); 114 mUniforms.add(name, slot); 115 return slot; 116} 117 118int Program::getUniform(const char* name) { 119 ssize_t index = mUniforms.indexOfKey(name); 120 if (index >= 0) { 121 return mUniforms.valueAt(index); 122 } 123 return addUniform(name); 124} 125 126GLuint Program::buildShader(const char* source, GLenum type) { 127 GLuint shader = glCreateShader(type); 128 glShaderSource(shader, 1, &source, 0); 129 glCompileShader(shader); 130 131 GLint status; 132 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 133 if (status != GL_TRUE) { 134 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 135 // use a fixed size instead 136 GLchar log[512]; 137 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); 138 LOGE("Error while compiling shader: %s", log); 139 glDeleteShader(shader); 140 return 0; 141 } 142 143 return shader; 144} 145 146void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 147 const mat4& transformMatrix, bool offset) { 148 mat4 t(projectionMatrix); 149 if (offset) { 150 // offset screenspace xy by an amount that compensates for typical precision 151 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted 152 // up and to the left. 153 // This offset value is based on an assumption that some hardware may use as 154 // little as 12.4 precision, so we offset by slightly more than 1/16. 155 t.translate(.375, .375, 0); 156 } 157 t.multiply(transformMatrix); 158 t.multiply(modelViewMatrix); 159 160 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 161} 162 163void Program::setColor(const float r, const float g, const float b, const float a) { 164 if (!mHasColorUniform) { 165 mColorUniform = getUniform("color"); 166 mHasColorUniform = true; 167 } 168 glUniform4f(mColorUniform, r, g, b, a); 169} 170 171void Program::use() { 172 glUseProgram(mProgramId); 173 mUse = true; 174} 175 176void Program::remove() { 177 mUse = false; 178} 179 180}; // namespace uirenderer 181}; // namespace android 182