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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 #define ATRACE_TAG ATRACE_TAG_VIEW
     19 
     20 #include <utils/Trace.h>
     21 
     22 #include "Program.h"
     23 #include "Vertex.h"
     24 
     25 namespace android {
     26 namespace uirenderer {
     27 
     28 ///////////////////////////////////////////////////////////////////////////////
     29 // Base program
     30 ///////////////////////////////////////////////////////////////////////////////
     31 
     32 Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
     33     mInitialized = false;
     34     mHasColorUniform = false;
     35     mHasSampler = false;
     36     mUse = false;
     37 
     38     // No need to cache compiled shaders, rely instead on Android's
     39     // persistent shaders cache
     40     mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
     41     if (mVertexShader) {
     42         mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
     43         if (mFragmentShader) {
     44             mProgramId = glCreateProgram();
     45 
     46             glAttachShader(mProgramId, mVertexShader);
     47             glAttachShader(mProgramId, mFragmentShader);
     48 
     49             position = bindAttrib("position", kBindingPosition);
     50             if (description.hasTexture || description.hasExternalTexture) {
     51                 texCoords = bindAttrib("texCoords", kBindingTexCoords);
     52             } else {
     53                 texCoords = -1;
     54             }
     55 
     56             ATRACE_BEGIN("linkProgram");
     57             glLinkProgram(mProgramId);
     58             ATRACE_END();
     59 
     60             GLint status;
     61             glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
     62             if (status != GL_TRUE) {
     63                 ALOGE("Error while linking shaders:");
     64                 GLint infoLen = 0;
     65                 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
     66                 if (infoLen > 1) {
     67                     GLchar log[infoLen];
     68                     glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
     69                     ALOGE("%s", log);
     70                 }
     71 
     72                 glDetachShader(mProgramId, mVertexShader);
     73                 glDetachShader(mProgramId, mFragmentShader);
     74 
     75                 glDeleteShader(mVertexShader);
     76                 glDeleteShader(mFragmentShader);
     77 
     78                 glDeleteProgram(mProgramId);
     79             } else {
     80                 mInitialized = true;
     81             }
     82         } else {
     83             glDeleteShader(mVertexShader);
     84         }
     85     }
     86 
     87     if (mInitialized) {
     88         transform = addUniform("transform");
     89         projection = addUniform("projection");
     90     }
     91 }
     92 
     93 Program::~Program() {
     94     if (mInitialized) {
     95         // This would ideally happen after linking the program
     96         // but Tegra drivers, especially when perfhud is enabled,
     97         // sometimes crash if we do so
     98         glDetachShader(mProgramId, mVertexShader);
     99         glDetachShader(mProgramId, mFragmentShader);
    100 
    101         glDeleteShader(mVertexShader);
    102         glDeleteShader(mFragmentShader);
    103 
    104         glDeleteProgram(mProgramId);
    105     }
    106 }
    107 
    108 int Program::addAttrib(const char* name) {
    109     int slot = glGetAttribLocation(mProgramId, name);
    110     mAttributes.add(name, slot);
    111     return slot;
    112 }
    113 
    114 int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
    115     glBindAttribLocation(mProgramId, bindingSlot, name);
    116     mAttributes.add(name, bindingSlot);
    117     return bindingSlot;
    118 }
    119 
    120 int Program::getAttrib(const char* name) {
    121     ssize_t index = mAttributes.indexOfKey(name);
    122     if (index >= 0) {
    123         return mAttributes.valueAt(index);
    124     }
    125     return addAttrib(name);
    126 }
    127 
    128 int Program::addUniform(const char* name) {
    129     int slot = glGetUniformLocation(mProgramId, name);
    130     mUniforms.add(name, slot);
    131     return slot;
    132 }
    133 
    134 int Program::getUniform(const char* name) {
    135     ssize_t index = mUniforms.indexOfKey(name);
    136     if (index >= 0) {
    137         return mUniforms.valueAt(index);
    138     }
    139     return addUniform(name);
    140 }
    141 
    142 GLuint Program::buildShader(const char* source, GLenum type) {
    143     ATRACE_CALL();
    144 
    145     GLuint shader = glCreateShader(type);
    146     glShaderSource(shader, 1, &source, 0);
    147     glCompileShader(shader);
    148 
    149     GLint status;
    150     glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
    151     if (status != GL_TRUE) {
    152         // Some drivers return wrong values for GL_INFO_LOG_LENGTH
    153         // use a fixed size instead
    154         GLchar log[512];
    155         glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
    156         ALOGE("Error while compiling shader: %s", log);
    157         glDeleteShader(shader);
    158         return 0;
    159     }
    160 
    161     return shader;
    162 }
    163 
    164 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
    165         const mat4& transformMatrix, bool offset) {
    166     if (projectionMatrix != mProjection) {
    167         if (CC_LIKELY(!offset)) {
    168             glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
    169         } else {
    170             mat4 p(projectionMatrix);
    171             // offset screenspace xy by an amount that compensates for typical precision
    172             // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
    173             // up and to the left.
    174             // This offset value is based on an assumption that some hardware may use as
    175             // little as 12.4 precision, so we offset by slightly more than 1/16.
    176             p.translate(Vertex::gGeometryFudgeFactor, Vertex::gGeometryFudgeFactor);
    177             glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
    178         }
    179         mProjection = projectionMatrix;
    180     }
    181 
    182     mat4 t(transformMatrix);
    183     t.multiply(modelViewMatrix);
    184     glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
    185 }
    186 
    187 void Program::setColor(const float r, const float g, const float b, const float a) {
    188     if (!mHasColorUniform) {
    189         mColorUniform = getUniform("color");
    190         mHasColorUniform = true;
    191     }
    192     glUniform4f(mColorUniform, r, g, b, a);
    193 }
    194 
    195 void Program::use() {
    196     glUseProgram(mProgramId);
    197     if (texCoords >= 0 && !mHasSampler) {
    198         glUniform1i(getUniform("baseSampler"), 0);
    199         mHasSampler = true;
    200     }
    201     mUse = true;
    202 }
    203 
    204 void Program::remove() {
    205     mUse = false;
    206 }
    207 
    208 }; // namespace uirenderer
    209 }; // namespace android
    210