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      1 /*Gluint
      2  * Copyright 2013 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "Program.h"
     18 
     19 #include <stdint.h>
     20 
     21 #include <log/log.h>
     22 #include <math/mat4.h>
     23 #include <utils/String8.h>
     24 #include "ProgramCache.h"
     25 
     26 namespace android {
     27 namespace renderengine {
     28 namespace gl {
     29 
     30 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment)
     31       : mInitialized(false) {
     32     GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
     33     GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
     34     GLuint programId = glCreateProgram();
     35     glAttachShader(programId, vertexId);
     36     glAttachShader(programId, fragmentId);
     37     glBindAttribLocation(programId, position, "position");
     38     glBindAttribLocation(programId, texCoords, "texCoords");
     39     glBindAttribLocation(programId, cropCoords, "cropCoords");
     40     glLinkProgram(programId);
     41 
     42     GLint status;
     43     glGetProgramiv(programId, GL_LINK_STATUS, &status);
     44     if (status != GL_TRUE) {
     45         ALOGE("Error while linking shaders:");
     46         GLint infoLen = 0;
     47         glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
     48         if (infoLen > 1) {
     49             GLchar log[infoLen];
     50             glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
     51             ALOGE("%s", log);
     52         }
     53         glDetachShader(programId, vertexId);
     54         glDetachShader(programId, fragmentId);
     55         glDeleteShader(vertexId);
     56         glDeleteShader(fragmentId);
     57         glDeleteProgram(programId);
     58     } else {
     59         mProgram = programId;
     60         mVertexShader = vertexId;
     61         mFragmentShader = fragmentId;
     62         mInitialized = true;
     63         mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
     64         mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
     65         mSamplerLoc = glGetUniformLocation(programId, "sampler");
     66         mColorLoc = glGetUniformLocation(programId, "color");
     67         mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
     68         mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
     69         mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
     70         mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
     71         mCropCenterLoc = glGetUniformLocation(programId, "cropCenter");
     72 
     73         // set-up the default values for our uniforms
     74         glUseProgram(programId);
     75         glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
     76         glEnableVertexAttribArray(0);
     77     }
     78 }
     79 
     80 bool Program::isValid() const {
     81     return mInitialized;
     82 }
     83 
     84 void Program::use() {
     85     glUseProgram(mProgram);
     86 }
     87 
     88 GLuint Program::getAttrib(const char* name) const {
     89     // TODO: maybe use a local cache
     90     return glGetAttribLocation(mProgram, name);
     91 }
     92 
     93 GLint Program::getUniform(const char* name) const {
     94     // TODO: maybe use a local cache
     95     return glGetUniformLocation(mProgram, name);
     96 }
     97 
     98 GLuint Program::buildShader(const char* source, GLenum type) {
     99     GLuint shader = glCreateShader(type);
    100     glShaderSource(shader, 1, &source, 0);
    101     glCompileShader(shader);
    102     GLint status;
    103     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    104     if (status != GL_TRUE) {
    105         // Some drivers return wrong values for GL_INFO_LOG_LENGTH
    106         // use a fixed size instead
    107         GLchar log[512];
    108         glGetShaderInfoLog(shader, sizeof(log), 0, log);
    109         ALOGE("Error while compiling shader: \n%s\n%s", source, log);
    110         glDeleteShader(shader);
    111         return 0;
    112     }
    113     return shader;
    114 }
    115 
    116 void Program::setUniforms(const Description& desc) {
    117     // TODO: we should have a mechanism here to not always reset uniforms that
    118     // didn't change for this program.
    119 
    120     if (mSamplerLoc >= 0) {
    121         glUniform1i(mSamplerLoc, 0);
    122         glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.texture.getMatrix().asArray());
    123     }
    124     if (mColorLoc >= 0) {
    125         const float color[4] = {desc.color.r, desc.color.g, desc.color.b, desc.color.a};
    126         glUniform4fv(mColorLoc, 1, color);
    127     }
    128     if (mInputTransformMatrixLoc >= 0) {
    129         mat4 inputTransformMatrix = desc.inputTransformMatrix;
    130         glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray());
    131     }
    132     if (mOutputTransformMatrixLoc >= 0) {
    133         // The output transform matrix and color matrix can be combined as one matrix
    134         // that is applied right before applying OETF.
    135         mat4 outputTransformMatrix = desc.colorMatrix * desc.outputTransformMatrix;
    136         glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray());
    137     }
    138     if (mDisplayMaxLuminanceLoc >= 0) {
    139         glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance);
    140     }
    141     if (mCornerRadiusLoc >= 0) {
    142         glUniform1f(mCornerRadiusLoc, desc.cornerRadius);
    143     }
    144     if (mCropCenterLoc >= 0) {
    145         glUniform2f(mCropCenterLoc, desc.cropSize.x / 2.0f, desc.cropSize.y / 2.0f);
    146     }
    147     // these uniforms are always present
    148     glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray());
    149 }
    150 
    151 } // namespace gl
    152 } // namespace renderengine
    153 } // namespace android
    154