1/*Gluint 2 * Copyright 2013 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#include <stdint.h> 18 19#include <log/log.h> 20#include <utils/String8.h> 21 22#include <math/mat4.h> 23#include "Description.h" 24#include "Program.h" 25#include "ProgramCache.h" 26 27namespace android { 28 29Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) 30 : mInitialized(false) { 31 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); 32 GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER); 33 GLuint programId = glCreateProgram(); 34 glAttachShader(programId, vertexId); 35 glAttachShader(programId, fragmentId); 36 glBindAttribLocation(programId, position, "position"); 37 glBindAttribLocation(programId, texCoords, "texCoords"); 38 glLinkProgram(programId); 39 40 GLint status; 41 glGetProgramiv(programId, GL_LINK_STATUS, &status); 42 if (status != GL_TRUE) { 43 ALOGE("Error while linking shaders:"); 44 GLint infoLen = 0; 45 glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen); 46 if (infoLen > 1) { 47 GLchar log[infoLen]; 48 glGetProgramInfoLog(programId, infoLen, 0, &log[0]); 49 ALOGE("%s", log); 50 } 51 glDetachShader(programId, vertexId); 52 glDetachShader(programId, fragmentId); 53 glDeleteShader(vertexId); 54 glDeleteShader(fragmentId); 55 glDeleteProgram(programId); 56 } else { 57 mProgram = programId; 58 mVertexShader = vertexId; 59 mFragmentShader = fragmentId; 60 mInitialized = true; 61 mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); 62 mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); 63 mSamplerLoc = glGetUniformLocation(programId, "sampler"); 64 mColorLoc = glGetUniformLocation(programId, "color"); 65 mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); 66 mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); 67 mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); 68 69 // set-up the default values for our uniforms 70 glUseProgram(programId); 71 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray()); 72 glEnableVertexAttribArray(0); 73 } 74} 75 76Program::~Program() {} 77 78bool Program::isValid() const { 79 return mInitialized; 80} 81 82void Program::use() { 83 glUseProgram(mProgram); 84} 85 86GLuint Program::getAttrib(const char* name) const { 87 // TODO: maybe use a local cache 88 return glGetAttribLocation(mProgram, name); 89} 90 91GLint Program::getUniform(const char* name) const { 92 // TODO: maybe use a local cache 93 return glGetUniformLocation(mProgram, name); 94} 95 96GLuint Program::buildShader(const char* source, GLenum type) { 97 GLuint shader = glCreateShader(type); 98 glShaderSource(shader, 1, &source, 0); 99 glCompileShader(shader); 100 GLint status; 101 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 102 if (status != GL_TRUE) { 103 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 104 // use a fixed size instead 105 GLchar log[512]; 106 glGetShaderInfoLog(shader, sizeof(log), 0, log); 107 ALOGE("Error while compiling shader: \n%s\n%s", source, log); 108 glDeleteShader(shader); 109 return 0; 110 } 111 return shader; 112} 113 114String8& Program::dumpShader(String8& result, GLenum /*type*/) { 115 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; 116 GLint l; 117 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); 118 char* src = new char[l]; 119 glGetShaderSource(shader, l, nullptr, src); 120 result.append(src); 121 delete[] src; 122 return result; 123} 124 125void Program::setUniforms(const Description& desc) { 126 // TODO: we should have a mechanism here to not always reset uniforms that 127 // didn't change for this program. 128 129 if (mSamplerLoc >= 0) { 130 glUniform1i(mSamplerLoc, 0); 131 glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray()); 132 } 133 if (mColorLoc >= 0) { 134 const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a}; 135 glUniform4fv(mColorLoc, 1, color); 136 } 137 if (mInputTransformMatrixLoc >= 0) { 138 // If the input transform matrix is not identity matrix, we want to merge 139 // the saturation matrix with input transform matrix so that the saturation 140 // matrix is applied at the correct stage. 141 mat4 inputTransformMatrix = mat4(desc.mInputTransformMatrix) * desc.mSaturationMatrix; 142 glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray()); 143 } 144 if (mOutputTransformMatrixLoc >= 0) { 145 // The output transform matrix and color matrix can be combined as one matrix 146 // that is applied right before applying OETF. 147 mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix; 148 // If there is no input transform matrix, we want to merge the saturation 149 // matrix with output transform matrix to avoid extra matrix multiplication 150 // in shader. 151 if (mInputTransformMatrixLoc < 0) { 152 outputTransformMatrix *= desc.mSaturationMatrix; 153 } 154 glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, 155 outputTransformMatrix.asArray()); 156 } 157 if (mDisplayMaxLuminanceLoc >= 0) { 158 glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance); 159 } 160 // these uniforms are always present 161 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray()); 162} 163 164} /* namespace android */ 165