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 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 GLint infoLen = 0; 64 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); 65 if (infoLen > 1) { 66 GLchar log[infoLen]; 67 glGetProgramInfoLog(mProgramId, infoLen, nullptr, &log[0]); 68 ALOGE("%s", log); 69 } 70 LOG_ALWAYS_FATAL("Error while linking shaders"); 71 } else { 72 mInitialized = true; 73 } 74 } else { 75 glDeleteShader(mVertexShader); 76 } 77 } 78 79 if (mInitialized) { 80 transform = addUniform("transform"); 81 projection = addUniform("projection"); 82 } 83 } 84 85 Program::~Program() { 86 if (mInitialized) { 87 // This would ideally happen after linking the program 88 // but Tegra drivers, especially when perfhud is enabled, 89 // sometimes crash if we do so 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 ATRACE_NAME("Build GL Shader"); 136 137 GLuint shader = glCreateShader(type); 138 glShaderSource(shader, 1, &source, nullptr); 139 glCompileShader(shader); 140 141 GLint status; 142 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 143 if (status != GL_TRUE) { 144 ALOGE("Error while compiling this shader:\n===\n%s\n===", source); 145 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 146 // use a fixed size instead 147 GLchar log[512]; 148 glGetShaderInfoLog(shader, sizeof(log), nullptr, &log[0]); 149 LOG_ALWAYS_FATAL("Shader info log: %s", log); 150 return 0; 151 } 152 153 return shader; 154 } 155 156 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 157 const mat4& transformMatrix, bool offset) { 158 if (projectionMatrix != mProjection || offset != mOffset) { 159 if (CC_LIKELY(!offset)) { 160 glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]); 161 } else { 162 mat4 p(projectionMatrix); 163 // offset screenspace xy by an amount that compensates for typical precision 164 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted 165 // up and to the left. 166 // This offset value is based on an assumption that some hardware may use as 167 // little as 12.4 precision, so we offset by slightly more than 1/16. 168 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); 169 glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]); 170 } 171 mProjection = projectionMatrix; 172 mOffset = offset; 173 } 174 175 mat4 t(transformMatrix); 176 t.multiply(modelViewMatrix); 177 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 178 } 179 180 void Program::setColor(FloatColor color) { 181 if (!mHasColorUniform) { 182 mColorUniform = getUniform("color"); 183 mHasColorUniform = true; 184 } 185 glUniform4f(mColorUniform, color.r, color.g, color.b, color.a); 186 } 187 188 void Program::use() { 189 glUseProgram(mProgramId); 190 if (texCoords >= 0 && !mHasSampler) { 191 glUniform1i(getUniform("baseSampler"), 0); 192 mHasSampler = true; 193 } 194 mUse = true; 195 } 196 197 void Program::remove() { 198 mUse = false; 199 } 200 201 }; // namespace uirenderer 202 }; // namespace android 203