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