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 "Program.h"
18
19 #include <stdint.h>
20
21 #include <log/log.h>
22 #include <math/mat4.h>
23 #include <utils/String8.h>
24 #include "ProgramCache.h"
25
26 namespace android {
27 namespace renderengine {
28 namespace gl {
29
Program(const ProgramCache::Key &,const char * vertex,const char * fragment)30 Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment)
31 : mInitialized(false) {
32 GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
33 GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
34 GLuint programId = glCreateProgram();
35 glAttachShader(programId, vertexId);
36 glAttachShader(programId, fragmentId);
37 glBindAttribLocation(programId, position, "position");
38 glBindAttribLocation(programId, texCoords, "texCoords");
39 glBindAttribLocation(programId, cropCoords, "cropCoords");
40 glLinkProgram(programId);
41
42 GLint status;
43 glGetProgramiv(programId, GL_LINK_STATUS, &status);
44 if (status != GL_TRUE) {
45 ALOGE("Error while linking shaders:");
46 GLint infoLen = 0;
47 glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
48 if (infoLen > 1) {
49 GLchar log[infoLen];
50 glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
51 ALOGE("%s", log);
52 }
53 glDetachShader(programId, vertexId);
54 glDetachShader(programId, fragmentId);
55 glDeleteShader(vertexId);
56 glDeleteShader(fragmentId);
57 glDeleteProgram(programId);
58 } else {
59 mProgram = programId;
60 mVertexShader = vertexId;
61 mFragmentShader = fragmentId;
62 mInitialized = true;
63 mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
64 mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
65 mSamplerLoc = glGetUniformLocation(programId, "sampler");
66 mColorLoc = glGetUniformLocation(programId, "color");
67 mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance");
68 mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix");
69 mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix");
70 mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius");
71 mCropCenterLoc = glGetUniformLocation(programId, "cropCenter");
72
73 // set-up the default values for our uniforms
74 glUseProgram(programId);
75 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray());
76 glEnableVertexAttribArray(0);
77 }
78 }
79
isValid() const80 bool Program::isValid() const {
81 return mInitialized;
82 }
83
use()84 void Program::use() {
85 glUseProgram(mProgram);
86 }
87
getAttrib(const char * name) const88 GLuint Program::getAttrib(const char* name) const {
89 // TODO: maybe use a local cache
90 return glGetAttribLocation(mProgram, name);
91 }
92
getUniform(const char * name) const93 GLint Program::getUniform(const char* name) const {
94 // TODO: maybe use a local cache
95 return glGetUniformLocation(mProgram, name);
96 }
97
buildShader(const char * source,GLenum type)98 GLuint Program::buildShader(const char* source, GLenum type) {
99 GLuint shader = glCreateShader(type);
100 glShaderSource(shader, 1, &source, 0);
101 glCompileShader(shader);
102 GLint status;
103 glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
104 if (status != GL_TRUE) {
105 // Some drivers return wrong values for GL_INFO_LOG_LENGTH
106 // use a fixed size instead
107 GLchar log[512];
108 glGetShaderInfoLog(shader, sizeof(log), 0, log);
109 ALOGE("Error while compiling shader: \n%s\n%s", source, log);
110 glDeleteShader(shader);
111 return 0;
112 }
113 return shader;
114 }
115
setUniforms(const Description & desc)116 void Program::setUniforms(const Description& desc) {
117 // TODO: we should have a mechanism here to not always reset uniforms that
118 // didn't change for this program.
119
120 if (mSamplerLoc >= 0) {
121 glUniform1i(mSamplerLoc, 0);
122 glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.texture.getMatrix().asArray());
123 }
124 if (mColorLoc >= 0) {
125 const float color[4] = {desc.color.r, desc.color.g, desc.color.b, desc.color.a};
126 glUniform4fv(mColorLoc, 1, color);
127 }
128 if (mInputTransformMatrixLoc >= 0) {
129 mat4 inputTransformMatrix = desc.inputTransformMatrix;
130 glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray());
131 }
132 if (mOutputTransformMatrixLoc >= 0) {
133 // The output transform matrix and color matrix can be combined as one matrix
134 // that is applied right before applying OETF.
135 mat4 outputTransformMatrix = desc.colorMatrix * desc.outputTransformMatrix;
136 glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray());
137 }
138 if (mDisplayMaxLuminanceLoc >= 0) {
139 glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance);
140 }
141 if (mCornerRadiusLoc >= 0) {
142 glUniform1f(mCornerRadiusLoc, desc.cornerRadius);
143 }
144 if (mCropCenterLoc >= 0) {
145 glUniform2f(mCropCenterLoc, desc.cropSize.x / 2.0f, desc.cropSize.y / 2.0f);
146 }
147 // these uniforms are always present
148 glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray());
149 }
150
151 } // namespace gl
152 } // namespace renderengine
153 } // namespace android
154