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 #include <utils/Trace.h> 18 19 #include "Program.h" 20 #include "Vertex.h" 21 22 namespace android { 23 namespace uirenderer { 24 25 /////////////////////////////////////////////////////////////////////////////// 26 // Base program 27 /////////////////////////////////////////////////////////////////////////////// 28 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 bindAttrib("position", kBindingPosition); 47 if (description.hasTexture || description.hasExternalTexture) { 48 texCoords = bindAttrib("texCoords", kBindingTexCoords); 49 } else { 50 texCoords = -1; 51 } 52 53 ATRACE_BEGIN("linkProgram"); 54 glLinkProgram(mProgramId); 55 ATRACE_END(); 56 57 GLint status; 58 glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); 59 if (status != GL_TRUE) { 60 GLint infoLen = 0; 61 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); 62 if (infoLen > 1) { 63 GLchar log[infoLen]; 64 glGetProgramInfoLog(mProgramId, infoLen, nullptr, &log[0]); 65 ALOGE("%s", log); 66 } 67 LOG_ALWAYS_FATAL("Error while linking shaders"); 68 } else { 69 mInitialized = true; 70 } 71 } else { 72 glDeleteShader(mVertexShader); 73 } 74 } 75 76 if (mInitialized) { 77 transform = addUniform("transform"); 78 projection = addUniform("projection"); 79 } 80 } 81 82 Program::~Program() { 83 if (mInitialized) { 84 // This would ideally happen after linking the program 85 // but Tegra drivers, especially when perfhud is enabled, 86 // sometimes crash if we do so 87 glDetachShader(mProgramId, mVertexShader); 88 glDetachShader(mProgramId, mFragmentShader); 89 90 glDeleteShader(mVertexShader); 91 glDeleteShader(mFragmentShader); 92 93 glDeleteProgram(mProgramId); 94 } 95 } 96 97 int Program::addAttrib(const char* name) { 98 int slot = glGetAttribLocation(mProgramId, name); 99 mAttributes.add(name, slot); 100 return slot; 101 } 102 103 int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { 104 glBindAttribLocation(mProgramId, bindingSlot, name); 105 mAttributes.add(name, bindingSlot); 106 return bindingSlot; 107 } 108 109 int Program::getAttrib(const char* name) { 110 ssize_t index = mAttributes.indexOfKey(name); 111 if (index >= 0) { 112 return mAttributes.valueAt(index); 113 } 114 return addAttrib(name); 115 } 116 117 int Program::addUniform(const char* name) { 118 int slot = glGetUniformLocation(mProgramId, name); 119 mUniforms.add(name, slot); 120 return slot; 121 } 122 123 int Program::getUniform(const char* name) { 124 ssize_t index = mUniforms.indexOfKey(name); 125 if (index >= 0) { 126 return mUniforms.valueAt(index); 127 } 128 return addUniform(name); 129 } 130 131 GLuint Program::buildShader(const char* source, GLenum type) { 132 ATRACE_NAME("Build GL Shader"); 133 134 GLuint shader = glCreateShader(type); 135 glShaderSource(shader, 1, &source, nullptr); 136 glCompileShader(shader); 137 138 GLint status; 139 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 140 if (status != GL_TRUE) { 141 ALOGE("Error while compiling this shader:\n===\n%s\n===", source); 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), nullptr, &log[0]); 146 LOG_ALWAYS_FATAL("Shader info log: %s", log); 147 return 0; 148 } 149 150 return shader; 151 } 152 153 void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 154 const mat4& transformMatrix, bool offset) { 155 if (projectionMatrix != mProjection || offset != mOffset) { 156 if (CC_LIKELY(!offset)) { 157 glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]); 158 } else { 159 mat4 p(projectionMatrix); 160 // offset screenspace xy by an amount that compensates for typical precision 161 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted 162 // up and to the left. 163 // This offset value is based on an assumption that some hardware may use as 164 // little as 12.4 precision, so we offset by slightly more than 1/16. 165 p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); 166 glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]); 167 } 168 mProjection = projectionMatrix; 169 mOffset = offset; 170 } 171 172 mat4 t(transformMatrix); 173 t.multiply(modelViewMatrix); 174 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 175 } 176 177 void Program::setColor(FloatColor color) { 178 if (!mHasColorUniform) { 179 mColorUniform = getUniform("color"); 180 mHasColorUniform = true; 181 } 182 glUniform4f(mColorUniform, color.r, color.g, color.b, color.a); 183 } 184 185 void Program::use() { 186 glUseProgram(mProgramId); 187 if (texCoords >= 0 && !mHasSampler) { 188 glUniform1i(getUniform("baseSampler"), 0); 189 mHasSampler = true; 190 } 191 mUse = true; 192 } 193 194 void Program::remove() { 195 mUse = false; 196 } 197 198 }; // namespace uirenderer 199 }; // namespace android 200