| /* | 
 |  * Copyright (C) 2010 The Android Open Source Project | 
 |  * | 
 |  * Licensed under the Apache License, Version 2.0 (the "License"); | 
 |  * you may not use this file except in compliance with the License. | 
 |  * You may obtain a copy of the License at | 
 |  * | 
 |  *      http://www.apache.org/licenses/LICENSE-2.0 | 
 |  * | 
 |  * Unless required by applicable law or agreed to in writing, software | 
 |  * distributed under the License is distributed on an "AS IS" BASIS, | 
 |  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 |  * See the License for the specific language governing permissions and | 
 |  * limitations under the License. | 
 |  */ | 
 |  | 
 | #define LOG_TAG "OpenGLRenderer" | 
 | #define ATRACE_TAG ATRACE_TAG_VIEW | 
 |  | 
 | #include <utils/Trace.h> | 
 |  | 
 | #include "Program.h" | 
 | #include "Vertex.h" | 
 |  | 
 | namespace android { | 
 | namespace uirenderer { | 
 |  | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 | // Base program | 
 | /////////////////////////////////////////////////////////////////////////////// | 
 |  | 
 | Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { | 
 |     mInitialized = false; | 
 |     mHasColorUniform = false; | 
 |     mHasSampler = false; | 
 |     mUse = false; | 
 |  | 
 |     // No need to cache compiled shaders, rely instead on Android's | 
 |     // persistent shaders cache | 
 |     mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); | 
 |     if (mVertexShader) { | 
 |         mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); | 
 |         if (mFragmentShader) { | 
 |             mProgramId = glCreateProgram(); | 
 |  | 
 |             glAttachShader(mProgramId, mVertexShader); | 
 |             glAttachShader(mProgramId, mFragmentShader); | 
 |  | 
 |             position = bindAttrib("position", kBindingPosition); | 
 |             if (description.hasTexture || description.hasExternalTexture) { | 
 |                 texCoords = bindAttrib("texCoords", kBindingTexCoords); | 
 |             } else { | 
 |                 texCoords = -1; | 
 |             } | 
 |  | 
 |             ATRACE_BEGIN("linkProgram"); | 
 |             glLinkProgram(mProgramId); | 
 |             ATRACE_END(); | 
 |  | 
 |             GLint status; | 
 |             glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); | 
 |             if (status != GL_TRUE) { | 
 |                 GLint infoLen = 0; | 
 |                 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); | 
 |                 if (infoLen > 1) { | 
 |                     GLchar log[infoLen]; | 
 |                     glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); | 
 |                     ALOGE("%s", log); | 
 |                 } | 
 |                 LOG_ALWAYS_FATAL("Error while linking shaders"); | 
 |             } else { | 
 |                 mInitialized = true; | 
 |             } | 
 |         } else { | 
 |             glDeleteShader(mVertexShader); | 
 |         } | 
 |     } | 
 |  | 
 |     if (mInitialized) { | 
 |         transform = addUniform("transform"); | 
 |         projection = addUniform("projection"); | 
 |     } | 
 | } | 
 |  | 
 | Program::~Program() { | 
 |     if (mInitialized) { | 
 |         // This would ideally happen after linking the program | 
 |         // but Tegra drivers, especially when perfhud is enabled, | 
 |         // sometimes crash if we do so | 
 |         glDetachShader(mProgramId, mVertexShader); | 
 |         glDetachShader(mProgramId, mFragmentShader); | 
 |  | 
 |         glDeleteShader(mVertexShader); | 
 |         glDeleteShader(mFragmentShader); | 
 |  | 
 |         glDeleteProgram(mProgramId); | 
 |     } | 
 | } | 
 |  | 
 | int Program::addAttrib(const char* name) { | 
 |     int slot = glGetAttribLocation(mProgramId, name); | 
 |     mAttributes.add(name, slot); | 
 |     return slot; | 
 | } | 
 |  | 
 | int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { | 
 |     glBindAttribLocation(mProgramId, bindingSlot, name); | 
 |     mAttributes.add(name, bindingSlot); | 
 |     return bindingSlot; | 
 | } | 
 |  | 
 | int Program::getAttrib(const char* name) { | 
 |     ssize_t index = mAttributes.indexOfKey(name); | 
 |     if (index >= 0) { | 
 |         return mAttributes.valueAt(index); | 
 |     } | 
 |     return addAttrib(name); | 
 | } | 
 |  | 
 | int Program::addUniform(const char* name) { | 
 |     int slot = glGetUniformLocation(mProgramId, name); | 
 |     mUniforms.add(name, slot); | 
 |     return slot; | 
 | } | 
 |  | 
 | int Program::getUniform(const char* name) { | 
 |     ssize_t index = mUniforms.indexOfKey(name); | 
 |     if (index >= 0) { | 
 |         return mUniforms.valueAt(index); | 
 |     } | 
 |     return addUniform(name); | 
 | } | 
 |  | 
 | GLuint Program::buildShader(const char* source, GLenum type) { | 
 |     ATRACE_CALL(); | 
 |  | 
 |     GLuint shader = glCreateShader(type); | 
 |     glShaderSource(shader, 1, &source, 0); | 
 |     glCompileShader(shader); | 
 |  | 
 |     GLint status; | 
 |     glGetShaderiv(shader, GL_COMPILE_STATUS, &status); | 
 |     if (status != GL_TRUE) { | 
 |         // Some drivers return wrong values for GL_INFO_LOG_LENGTH | 
 |         // use a fixed size instead | 
 |         GLchar log[512]; | 
 |         glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); | 
 |         LOG_ALWAYS_FATAL("Error while compiling shader: %s", log); | 
 |         return 0; | 
 |     } | 
 |  | 
 |     return shader; | 
 | } | 
 |  | 
 | void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, | 
 |         const mat4& transformMatrix, bool offset) { | 
 |     if (projectionMatrix != mProjection || offset != mOffset) { | 
 |         if (CC_LIKELY(!offset)) { | 
 |             glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]); | 
 |         } else { | 
 |             mat4 p(projectionMatrix); | 
 |             // offset screenspace xy by an amount that compensates for typical precision | 
 |             // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted | 
 |             // up and to the left. | 
 |             // This offset value is based on an assumption that some hardware may use as | 
 |             // little as 12.4 precision, so we offset by slightly more than 1/16. | 
 |             p.translate(Vertex::GeometryFudgeFactor(), Vertex::GeometryFudgeFactor()); | 
 |             glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]); | 
 |         } | 
 |         mProjection = projectionMatrix; | 
 |         mOffset = offset; | 
 |     } | 
 |  | 
 |     mat4 t(transformMatrix); | 
 |     t.multiply(modelViewMatrix); | 
 |     glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); | 
 | } | 
 |  | 
 | void Program::setColor(const float r, const float g, const float b, const float a) { | 
 |     if (!mHasColorUniform) { | 
 |         mColorUniform = getUniform("color"); | 
 |         mHasColorUniform = true; | 
 |     } | 
 |     glUniform4f(mColorUniform, r, g, b, a); | 
 | } | 
 |  | 
 | void Program::use() { | 
 |     glUseProgram(mProgramId); | 
 |     if (texCoords >= 0 && !mHasSampler) { | 
 |         glUniform1i(getUniform("baseSampler"), 0); | 
 |         mHasSampler = true; | 
 |     } | 
 |     mUse = true; | 
 | } | 
 |  | 
 | void Program::remove() { | 
 |     mUse = false; | 
 | } | 
 |  | 
 | }; // namespace uirenderer | 
 | }; // namespace android |