diff options
Diffstat (limited to 'libs/hwui/Program.cpp')
-rw-r--r-- | libs/hwui/Program.cpp | 68 |
1 files changed, 40 insertions, 28 deletions
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp index 972dd87..516546f 100644 --- a/libs/hwui/Program.cpp +++ b/libs/hwui/Program.cpp @@ -27,35 +27,45 @@ namespace uirenderer { Program::Program(const char* vertex, const char* fragment) { mInitialized = false; + mHasColorUniform = false; - vertexShader = buildShader(vertex, GL_VERTEX_SHADER); + GLuint vertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (vertexShader) { - fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); + GLuint fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (fragmentShader) { - id = glCreateProgram(); - glAttachShader(id, vertexShader); - glAttachShader(id, fragmentShader); - glLinkProgram(id); + mProgramId = glCreateProgram(); + glAttachShader(mProgramId, vertexShader); + glAttachShader(mProgramId, fragmentShader); + glLinkProgram(mProgramId); GLint status; - glGetProgramiv(id, GL_LINK_STATUS, &status); + glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { LOGE("Error while linking shaders:"); GLint infoLen = 0; - glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen); + glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; - glGetProgramInfoLog(id, infoLen, 0, &log[0]); + glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); LOGE("%s", log); } - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - glDeleteProgram(id); } else { mInitialized = true; } + + glDetachShader(mProgramId, vertexShader); + glDetachShader(mProgramId, fragmentShader); + + glDeleteShader(vertexShader); + glDeleteShader(fragmentShader); + + if (!mInitialized) { + glDeleteProgram(mProgramId); + } + } else { + glDeleteShader(vertexShader); } } @@ -69,36 +79,34 @@ Program::Program(const char* vertex, const char* fragment) { Program::~Program() { if (mInitialized) { - glDeleteShader(vertexShader); - glDeleteShader(fragmentShader); - glDeleteProgram(id); + glDeleteProgram(mProgramId); } } int Program::addAttrib(const char* name) { - int slot = glGetAttribLocation(id, name); - attributes.add(name, slot); + int slot = glGetAttribLocation(mProgramId, name); + mAttributes.add(name, slot); return slot; } int Program::getAttrib(const char* name) { - ssize_t index = attributes.indexOfKey(name); + ssize_t index = mAttributes.indexOfKey(name); if (index >= 0) { - return attributes.valueAt(index); + return mAttributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { - int slot = glGetUniformLocation(id, name); - uniforms.add(name, slot); + int slot = glGetUniformLocation(mProgramId, name); + mUniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { - ssize_t index = uniforms.indexOfKey(name); + ssize_t index = mUniforms.indexOfKey(name); if (index >= 0) { - return uniforms.valueAt(index); + return mUniforms.valueAt(index); } return addUniform(name); } @@ -140,20 +148,24 @@ void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, } void Program::setColor(const float r, const float g, const float b, const float a) { - glUniform4f(getUniform("color"), r, g, b, a); + if (!mHasColorUniform) { + mColorUniform = getUniform("color"); + mHasColorUniform = false; + } + glUniform4f(mColorUniform, r, g, b, a); } void Program::use() { - glUseProgram(id); + glUseProgram(mProgramId); mUse = true; - glEnableVertexAttribArray(position); } void Program::remove() { mUse = false; - - glDisableVertexAttribArray(position); + // TODO: Is this necessary? It should not be since all of our shaders + // use slot 0 for the position attrib + // glDisableVertexAttribArray(position); } }; // namespace uirenderer |