/* * 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. */ #include <utils/Trace.h> #include "Program.h" #include "Vertex.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Base program /////////////////////////////////////////////////////////////////////////////// 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); bindAttrib("position", kBindingPosition); if (description.hasTexture || description.hasExternalTexture) { texCoords = bindAttrib("texCoords", kBindingTexCoords); } else { texCoords = -1; } ATRACE_BEGIN("linkProgram"); glLinkProgram(mProgramId); ATRACE_END(); GLint status; glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); if (status != GL_TRUE) { GLint infoLen = 0; glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen > 1) { GLchar log[infoLen]; glGetProgramInfoLog(mProgramId, infoLen, nullptr, &log[0]); ALOGE("%s", log); } LOG_ALWAYS_FATAL("Error while linking shaders"); } else { mInitialized = true; } } else { glDeleteShader(mVertexShader); } } if (mInitialized) { transform = addUniform("transform"); projection = addUniform("projection"); } } Program::~Program() { if (mInitialized) { // This would ideally happen after linking the program // but Tegra drivers, especially when perfhud is enabled, // sometimes crash if we do so 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) { ATRACE_NAME("Build GL Shader"); GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &source, nullptr); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { ALOGE("Error while compiling this shader:\n===\n%s\n===", source); // Some drivers return wrong values for GL_INFO_LOG_LENGTH // use a fixed size instead GLchar log[512]; glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]); LOG_ALWAYS_FATAL("Shader info log: %s", log); return 0; } return shader; } void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, const mat4& transformMatrix, bool offset) { if (projectionMatrix != mProjection || offset != mOffset) { if (CC_LIKELY(!offset)) { glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]); } else { mat4 p(projectionMatrix); // 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. p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]); } mProjection = projectionMatrix; mOffset = offset; } mat4 t(transformMatrix); t.multiply(modelViewMatrix); glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); } void Program::setColor(FloatColor color) { if (!mHasColorUniform) { mColorUniform = getUniform("color"); mHasColorUniform = true; } glUniform4f(mColorUniform, color.r, color.g, color.b, color.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