blob: 586d1adeb749d0f8e6d3ba78db05e72b8fded6d1 [file] [log] [blame]
Mathias Agopian3f844832013-08-07 21:24:32 -07001/*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 <stdint.h>
18
19#include <log/log.h>
20
21#include "Program.h"
22#include "ProgramCache.h"
23#include "Description.h"
24#include <utils/String8.h>
25
26namespace android {
27
28Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment)
29 : mInitialized(false) {
30 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
31 GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
32 GLuint programId = glCreateProgram();
33 glAttachShader(programId, vertexId);
34 glAttachShader(programId, fragmentId);
35 glBindAttribLocation(programId, position, "position");
36 glBindAttribLocation(programId, texCoords, "texCoords");
37 glLinkProgram(programId);
38
39 GLint status;
40 glGetProgramiv(programId, GL_LINK_STATUS, &status);
41 if (status != GL_TRUE) {
42 ALOGE("Error while linking shaders:");
43 GLint infoLen = 0;
44 glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
45 if (infoLen > 1) {
46 GLchar log[infoLen];
47 glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
48 ALOGE("%s", log);
49 }
50 glDetachShader(programId, vertexId);
51 glDetachShader(programId, fragmentId);
52 glDeleteShader(vertexId);
53 glDeleteShader(fragmentId);
54 glDeleteProgram(programId);
55 } else {
56 mProgram = programId;
57 mVertexShader = vertexId;
58 mFragmentShader = fragmentId;
59 mInitialized = true;
60
61 mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
62 mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
63 mSamplerLoc = glGetUniformLocation(programId, "sampler");
64 mColorLoc = glGetUniformLocation(programId, "color");
65 mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane");
66
67 // set-up the default values for our uniforms
68 glUseProgram(programId);
69 const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
70 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m);
71 glEnableVertexAttribArray(0);
72 }
73}
74
75Program::~Program() {
76}
77
78bool Program::isValid() const {
79 return mInitialized;
80}
81
82void Program::use() {
83 glUseProgram(mProgram);
84}
85
86GLuint Program::getAttrib(const char* name) const {
87 // TODO: maybe use a local cache
88 return glGetAttribLocation(mProgram, name);
89}
90
91GLint Program::getUniform(const char* name) const {
92 // TODO: maybe use a local cache
93 return glGetUniformLocation(mProgram, name);
94}
95
96GLuint Program::buildShader(const char* source, GLenum type) {
97 GLuint shader = glCreateShader(type);
98 glShaderSource(shader, 1, &source, 0);
99 glCompileShader(shader);
100 GLint status;
101 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
102 if (status != GL_TRUE) {
103 // Some drivers return wrong values for GL_INFO_LOG_LENGTH
104 // use a fixed size instead
105 GLchar log[512];
106 glGetShaderInfoLog(shader, sizeof(log), 0, log);
107 ALOGE("Error while compiling shader: \n%s\n%s", source, log);
108 glDeleteShader(shader);
109 return 0;
110 }
111 return shader;
112}
113
114String8& Program::dumpShader(String8& result, GLenum type) {
115 GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader;
116 GLint l;
117 glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l);
118 char* src = new char[l];
119 glGetShaderSource(shader, l, NULL, src);
120 result.append(src);
121 delete [] src;
122 return result;
123}
124
125void Program::setUniforms(const Description& desc) {
126
127 // TODO: we should have a mechanism here to not always reset uniforms that
128 // didn't change for this program.
129
130 if (mSamplerLoc >= 0) {
131 glUniform1i(mSamplerLoc, 0);
132 glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTextureMatrix);
133 }
134 if (mAlphaPlaneLoc >= 0) {
135 glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);
136 }
137 if (mColorLoc >= 0) {
138 glUniform4fv(mColorLoc, 1, desc.mColor);
139 }
140 // these uniforms are always present
141 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix);
142}
143
144} /* namespace android */