Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 1 | /*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 | |
Mark Salyzyn | 7823e12 | 2016-09-29 08:08:05 -0700 | [diff] [blame^] | 19 | #include <log/log.h> |
Mark Salyzyn | a5e161b | 2016-09-29 08:08:05 -0700 | [diff] [blame] | 20 | #include <utils/String8.h> |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 21 | |
| 22 | #include "Program.h" |
| 23 | #include "ProgramCache.h" |
| 24 | #include "Description.h" |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 25 | |
| 26 | namespace android { |
| 27 | |
Mark Salyzyn | 92dc3fc | 2014-03-12 13:12:44 -0700 | [diff] [blame] | 28 | Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 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 | |
Mathias Agopian | ff2ed70 | 2013-09-01 21:36:12 -0700 | [diff] [blame] | 61 | mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix"); |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 62 | mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); |
| 63 | mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); |
| 64 | mSamplerLoc = glGetUniformLocation(programId, "sampler"); |
| 65 | mColorLoc = glGetUniformLocation(programId, "color"); |
| 66 | mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane"); |
| 67 | |
| 68 | // set-up the default values for our uniforms |
| 69 | glUseProgram(programId); |
| 70 | const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 }; |
| 71 | glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m); |
| 72 | glEnableVertexAttribArray(0); |
| 73 | } |
| 74 | } |
| 75 | |
| 76 | Program::~Program() { |
| 77 | } |
| 78 | |
| 79 | bool Program::isValid() const { |
| 80 | return mInitialized; |
| 81 | } |
| 82 | |
| 83 | void Program::use() { |
| 84 | glUseProgram(mProgram); |
| 85 | } |
| 86 | |
| 87 | GLuint Program::getAttrib(const char* name) const { |
| 88 | // TODO: maybe use a local cache |
| 89 | return glGetAttribLocation(mProgram, name); |
| 90 | } |
| 91 | |
| 92 | GLint Program::getUniform(const char* name) const { |
| 93 | // TODO: maybe use a local cache |
| 94 | return glGetUniformLocation(mProgram, name); |
| 95 | } |
| 96 | |
| 97 | GLuint Program::buildShader(const char* source, GLenum type) { |
| 98 | GLuint shader = glCreateShader(type); |
| 99 | glShaderSource(shader, 1, &source, 0); |
| 100 | glCompileShader(shader); |
| 101 | GLint status; |
| 102 | glGetShaderiv(shader, GL_COMPILE_STATUS, &status); |
| 103 | if (status != GL_TRUE) { |
| 104 | // Some drivers return wrong values for GL_INFO_LOG_LENGTH |
| 105 | // use a fixed size instead |
| 106 | GLchar log[512]; |
| 107 | glGetShaderInfoLog(shader, sizeof(log), 0, log); |
| 108 | ALOGE("Error while compiling shader: \n%s\n%s", source, log); |
| 109 | glDeleteShader(shader); |
| 110 | return 0; |
| 111 | } |
| 112 | return shader; |
| 113 | } |
| 114 | |
Mark Salyzyn | 92dc3fc | 2014-03-12 13:12:44 -0700 | [diff] [blame] | 115 | String8& Program::dumpShader(String8& result, GLenum /*type*/) { |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 116 | GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; |
| 117 | GLint l; |
| 118 | glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); |
| 119 | char* src = new char[l]; |
| 120 | glGetShaderSource(shader, l, NULL, src); |
| 121 | result.append(src); |
| 122 | delete [] src; |
| 123 | return result; |
| 124 | } |
| 125 | |
| 126 | void Program::setUniforms(const Description& desc) { |
| 127 | |
| 128 | // TODO: we should have a mechanism here to not always reset uniforms that |
| 129 | // didn't change for this program. |
| 130 | |
| 131 | if (mSamplerLoc >= 0) { |
| 132 | glUniform1i(mSamplerLoc, 0); |
Mathias Agopian | a8c386f | 2013-08-26 20:42:07 -0700 | [diff] [blame] | 133 | glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray()); |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 134 | } |
| 135 | if (mAlphaPlaneLoc >= 0) { |
| 136 | glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha); |
| 137 | } |
| 138 | if (mColorLoc >= 0) { |
| 139 | glUniform4fv(mColorLoc, 1, desc.mColor); |
| 140 | } |
Mathias Agopian | ff2ed70 | 2013-09-01 21:36:12 -0700 | [diff] [blame] | 141 | if (mColorMatrixLoc >= 0) { |
| 142 | glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray()); |
| 143 | } |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 144 | // these uniforms are always present |
Mathias Agopian | a8c386f | 2013-08-26 20:42:07 -0700 | [diff] [blame] | 145 | glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray()); |
Mathias Agopian | 3f84483 | 2013-08-07 21:24:32 -0700 | [diff] [blame] | 146 | } |
| 147 | |
| 148 | } /* namespace android */ |