/*
* 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("sampler"), 0);
mHasSampler = true;
}
mUse = true;
}
void Program::remove() {
mUse = false;
}
}; // namespace uirenderer
}; // namespace android