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      1 /*
      2  * Copyright (C) 2010 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 #define LOG_TAG "OpenGLRenderer"
     18 
     19 #include "Program.h"
     20 
     21 namespace android {
     22 namespace uirenderer {
     23 
     24 ///////////////////////////////////////////////////////////////////////////////
     25 // Base program
     26 ///////////////////////////////////////////////////////////////////////////////
     27 
     28 // TODO: Program instance should be created from a factory method
     29 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
     30     mInitialized = false;
     31     mHasColorUniform = false;
     32     mHasSampler = false;
     33     mUse = false;
     34 
     35     // No need to cache compiled shaders, rely instead on Android's
     36     // persistent shaders cache
     37     mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
     38     if (mVertexShader) {
     39         mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
     40         if (mFragmentShader) {
     41             mProgramId = glCreateProgram();
     42 
     43             glAttachShader(mProgramId, mVertexShader);
     44             glAttachShader(mProgramId, mFragmentShader);
     45 
     46             position = bindAttrib("position", kBindingPosition);
     47             if (description.hasTexture || description.hasExternalTexture) {
     48                 texCoords = bindAttrib("texCoords", kBindingTexCoords);
     49             } else {
     50                 texCoords = -1;
     51             }
     52 
     53             glLinkProgram(mProgramId);
     54 
     55             GLint status;
     56             glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
     57             if (status != GL_TRUE) {
     58                 ALOGE("Error while linking shaders:");
     59                 GLint infoLen = 0;
     60                 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
     61                 if (infoLen > 1) {
     62                     GLchar log[infoLen];
     63                     glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
     64                     ALOGE("%s", log);
     65                 }
     66 
     67                 glDetachShader(mProgramId, mVertexShader);
     68                 glDetachShader(mProgramId, mFragmentShader);
     69 
     70                 glDeleteShader(mVertexShader);
     71                 glDeleteShader(mFragmentShader);
     72 
     73                 glDeleteProgram(mProgramId);
     74             } else {
     75                 mInitialized = true;
     76             }
     77         } else {
     78             glDeleteShader(mVertexShader);
     79         }
     80     }
     81 
     82     if (mInitialized) {
     83         transform = addUniform("transform");
     84         projection = addUniform("projection");
     85     }
     86 }
     87 
     88 Program::~Program() {
     89     if (mInitialized) {
     90         glDetachShader(mProgramId, mVertexShader);
     91         glDetachShader(mProgramId, mFragmentShader);
     92 
     93         glDeleteShader(mVertexShader);
     94         glDeleteShader(mFragmentShader);
     95 
     96         glDeleteProgram(mProgramId);
     97     }
     98 }
     99 
    100 int Program::addAttrib(const char* name) {
    101     int slot = glGetAttribLocation(mProgramId, name);
    102     mAttributes.add(name, slot);
    103     return slot;
    104 }
    105 
    106 int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
    107     glBindAttribLocation(mProgramId, bindingSlot, name);
    108     mAttributes.add(name, bindingSlot);
    109     return bindingSlot;
    110 }
    111 
    112 int Program::getAttrib(const char* name) {
    113     ssize_t index = mAttributes.indexOfKey(name);
    114     if (index >= 0) {
    115         return mAttributes.valueAt(index);
    116     }
    117     return addAttrib(name);
    118 }
    119 
    120 int Program::addUniform(const char* name) {
    121     int slot = glGetUniformLocation(mProgramId, name);
    122     mUniforms.add(name, slot);
    123     return slot;
    124 }
    125 
    126 int Program::getUniform(const char* name) {
    127     ssize_t index = mUniforms.indexOfKey(name);
    128     if (index >= 0) {
    129         return mUniforms.valueAt(index);
    130     }
    131     return addUniform(name);
    132 }
    133 
    134 GLuint Program::buildShader(const char* source, GLenum type) {
    135     GLuint shader = glCreateShader(type);
    136     glShaderSource(shader, 1, &source, 0);
    137     glCompileShader(shader);
    138 
    139     GLint status;
    140     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    141     if (status != GL_TRUE) {
    142         // Some drivers return wrong values for GL_INFO_LOG_LENGTH
    143         // use a fixed size instead
    144         GLchar log[512];
    145         glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
    146         ALOGE("Error while compiling shader: %s", log);
    147         glDeleteShader(shader);
    148         return 0;
    149     }
    150 
    151     return shader;
    152 }
    153 
    154 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
    155         const mat4& transformMatrix, bool offset) {
    156     mat4 p(projectionMatrix);
    157     if (offset) {
    158         // offset screenspace xy by an amount that compensates for typical precision
    159         // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
    160         // up and to the left.
    161         // This offset value is based on an assumption that some hardware may use as
    162         // little as 12.4 precision, so we offset by slightly more than 1/16.
    163         p.translate(.065, .065, 0);
    164     }
    165 
    166     mat4 t(transformMatrix);
    167     t.multiply(modelViewMatrix);
    168 
    169     glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
    170     glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
    171 }
    172 
    173 void Program::setColor(const float r, const float g, const float b, const float a) {
    174     if (!mHasColorUniform) {
    175         mColorUniform = getUniform("color");
    176         mHasColorUniform = true;
    177     }
    178     glUniform4f(mColorUniform, r, g, b, a);
    179 }
    180 
    181 void Program::use() {
    182     glUseProgram(mProgramId);
    183     if (texCoords >= 0 && !mHasSampler) {
    184         glUniform1i(getUniform("baseSampler"), 0);
    185         mHasSampler = true;
    186     }
    187     mUse = true;
    188 }
    189 
    190 void Program::remove() {
    191     mUse = false;
    192 }
    193 
    194 }; // namespace uirenderer
    195 }; // namespace android
    196