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Diffstat (limited to 'services/surfaceflinger/RenderEngine/Program.cpp')
-rw-r--r-- | services/surfaceflinger/RenderEngine/Program.cpp | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/services/surfaceflinger/RenderEngine/Program.cpp b/services/surfaceflinger/RenderEngine/Program.cpp new file mode 100644 index 0000000..586d1ad --- /dev/null +++ b/services/surfaceflinger/RenderEngine/Program.cpp @@ -0,0 +1,144 @@ +/*Gluint + * Copyright 2013 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. + */ + +#include <stdint.h> + +#include <log/log.h> + +#include "Program.h" +#include "ProgramCache.h" +#include "Description.h" +#include <utils/String8.h> + +namespace android { + +Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment) + : mInitialized(false) { + GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); + GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER); + GLuint programId = glCreateProgram(); + glAttachShader(programId, vertexId); + glAttachShader(programId, fragmentId); + glBindAttribLocation(programId, position, "position"); + glBindAttribLocation(programId, texCoords, "texCoords"); + glLinkProgram(programId); + + GLint status; + glGetProgramiv(programId, GL_LINK_STATUS, &status); + if (status != GL_TRUE) { + ALOGE("Error while linking shaders:"); + GLint infoLen = 0; + glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen); + if (infoLen > 1) { + GLchar log[infoLen]; + glGetProgramInfoLog(programId, infoLen, 0, &log[0]); + ALOGE("%s", log); + } + glDetachShader(programId, vertexId); + glDetachShader(programId, fragmentId); + glDeleteShader(vertexId); + glDeleteShader(fragmentId); + glDeleteProgram(programId); + } else { + mProgram = programId; + mVertexShader = vertexId; + mFragmentShader = fragmentId; + mInitialized = true; + + mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); + mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); + mSamplerLoc = glGetUniformLocation(programId, "sampler"); + mColorLoc = glGetUniformLocation(programId, "color"); + mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane"); + + // set-up the default values for our uniforms + glUseProgram(programId); + const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; + glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m); + glEnableVertexAttribArray(0); + } +} + +Program::~Program() { +} + +bool Program::isValid() const { + return mInitialized; +} + +void Program::use() { + glUseProgram(mProgram); +} + +GLuint Program::getAttrib(const char* name) const { + // TODO: maybe use a local cache + return glGetAttribLocation(mProgram, name); +} + +GLint Program::getUniform(const char* name) const { + // TODO: maybe use a local cache + return glGetUniformLocation(mProgram, 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); + ALOGE("Error while compiling shader: \n%s\n%s", source, log); + glDeleteShader(shader); + return 0; + } + return shader; +} + +String8& Program::dumpShader(String8& result, GLenum type) { + GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; + GLint l; + glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); + char* src = new char[l]; + glGetShaderSource(shader, l, NULL, src); + result.append(src); + delete [] src; + return result; +} + +void Program::setUniforms(const Description& desc) { + + // TODO: we should have a mechanism here to not always reset uniforms that + // didn't change for this program. + + if (mSamplerLoc >= 0) { + glUniform1i(mSamplerLoc, 0); + glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTextureMatrix); + } + if (mAlphaPlaneLoc >= 0) { + glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha); + } + if (mColorLoc >= 0) { + glUniform4fv(mColorLoc, 1, desc.mColor); + } + // these uniforms are always present + glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix); +} + +} /* namespace android */ |