/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define LOG_TAG "OpenGLRenderer" #include "Program.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Base program /////////////////////////////////////////////////////////////////////////////// // TODO: Program instance should be created from a factory method Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { mInitialized = false; mHasColorUniform = false; mHasSampler = false; mUse = false; // No need to cache compiled shaders, rely instead on Android's // persistent shaders cache mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); if (mVertexShader) { mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); if (mFragmentShader) { mProgramId = glCreateProgram(); glAttachShader(mProgramId, mVertexShader); glAttachShader(mProgramId, mFragmentShader); position = bindAttrib("position", kBindingPosition); if (description.hasTexture || description.hasExternalTexture) { texCoords = bindAttrib("texCoords", kBindingTexCoords); } else { texCoords = -1; } glLinkProgram(mProgramId); GLint status; glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { ALOGE("Error while linking shaders:"); GLint infoLen = 0; glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); ALOGE("%s", log); } glDetachShader(mProgramId, mVertexShader); glDetachShader(mProgramId, mFragmentShader); glDeleteShader(mVertexShader); glDeleteShader(mFragmentShader); glDeleteProgram(mProgramId); } else { mInitialized = true; } } else { glDeleteShader(mVertexShader); } } if (mInitialized) { transform = addUniform("transform"); } } Program::~Program() { if (mInitialized) { glDetachShader(mProgramId, mVertexShader); glDetachShader(mProgramId, mFragmentShader); glDeleteShader(mVertexShader); glDeleteShader(mFragmentShader); glDeleteProgram(mProgramId); } } int Program::addAttrib(const char* name) { int slot = glGetAttribLocation(mProgramId, name); mAttributes.add(name, slot); return slot; } int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { glBindAttribLocation(mProgramId, bindingSlot, name); mAttributes.add(name, bindingSlot); return bindingSlot; } int Program::getAttrib(const char* name) { ssize_t index = mAttributes.indexOfKey(name); if (index >= 0) { return mAttributes.valueAt(index); } return addAttrib(name); } int Program::addUniform(const char* name) { int slot = glGetUniformLocation(mProgramId, name); mUniforms.add(name, slot); return slot; } int Program::getUniform(const char* name) { ssize_t index = mUniforms.indexOfKey(name); if (index >= 0) { return mUniforms.valueAt(index); } return addUniform(name); } GLuint Program::buildShader(const char* source, GLenum type) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, 0); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); ALOGE("Error while compiling shader: %s", log); glDeleteShader(shader); return 0; } return shader; } void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, const mat4& transformMatrix, bool offset) { mat4 t(projectionMatrix); if (offset) { // offset screenspace xy by an amount that compensates for typical precision // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted // up and to the left. // This offset value is based on an assumption that some hardware may use as // little as 12.4 precision, so we offset by slightly more than 1/16. t.translate(.375, .375, 0); } t.multiply(transformMatrix); t.multiply(modelViewMatrix); glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); } void Program::setColor(const float r, const float g, const float b, const float a) { if (!mHasColorUniform) { mColorUniform = getUniform("color"); mHasColorUniform = true; } glUniform4f(mColorUniform, r, g, b, a); } void Program::use() { glUseProgram(mProgramId); if (texCoords >= 0 && !mHasSampler) { glUniform1i(getUniform("baseSampler"), 0); mHasSampler = true; } mUse = true; } void Program::remove() { mUse = false; } }; // namespace uirenderer }; // namespace android