| /*Gluint | |
| * Copyright 2013 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. | |
| */ | |
| #include <stdint.h> | |
| #include <log/log.h> | |
| #include <utils/String8.h> | |
| #include <math/mat4.h> | |
| #include "Description.h" | |
| #include "Program.h" | |
| #include "ProgramCache.h" | |
| namespace android { | |
| Program::Program(const ProgramCache::Key& /*needs*/, const char* vertex, const char* fragment) | |
| : mInitialized(false) { | |
| GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER); | |
| GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER); | |
| GLuint programId = glCreateProgram(); | |
| glAttachShader(programId, vertexId); | |
| glAttachShader(programId, fragmentId); | |
| glBindAttribLocation(programId, position, "position"); | |
| glBindAttribLocation(programId, texCoords, "texCoords"); | |
| glLinkProgram(programId); | |
| GLint status; | |
| glGetProgramiv(programId, GL_LINK_STATUS, &status); | |
| if (status != GL_TRUE) { | |
| ALOGE("Error while linking shaders:"); | |
| GLint infoLen = 0; | |
| glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen); | |
| if (infoLen > 1) { | |
| GLchar log[infoLen]; | |
| glGetProgramInfoLog(programId, infoLen, 0, &log[0]); | |
| ALOGE("%s", log); | |
| } | |
| glDetachShader(programId, vertexId); | |
| glDetachShader(programId, fragmentId); | |
| glDeleteShader(vertexId); | |
| glDeleteShader(fragmentId); | |
| glDeleteProgram(programId); | |
| } else { | |
| mProgram = programId; | |
| mVertexShader = vertexId; | |
| mFragmentShader = fragmentId; | |
| mInitialized = true; | |
| mProjectionMatrixLoc = glGetUniformLocation(programId, "projection"); | |
| mTextureMatrixLoc = glGetUniformLocation(programId, "texture"); | |
| mSamplerLoc = glGetUniformLocation(programId, "sampler"); | |
| mColorLoc = glGetUniformLocation(programId, "color"); | |
| mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); | |
| mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); | |
| mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); | |
| // set-up the default values for our uniforms | |
| glUseProgram(programId); | |
| glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray()); | |
| glEnableVertexAttribArray(0); | |
| } | |
| } | |
| Program::~Program() {} | |
| bool Program::isValid() const { | |
| return mInitialized; | |
| } | |
| void Program::use() { | |
| glUseProgram(mProgram); | |
| } | |
| GLuint Program::getAttrib(const char* name) const { | |
| // TODO: maybe use a local cache | |
| return glGetAttribLocation(mProgram, name); | |
| } | |
| GLint Program::getUniform(const char* name) const { | |
| // TODO: maybe use a local cache | |
| return glGetUniformLocation(mProgram, name); | |
| } | |
| GLuint Program::buildShader(const char* source, GLenum type) { | |
| 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); | |
| ALOGE("Error while compiling shader: \n%s\n%s", source, log); | |
| glDeleteShader(shader); | |
| return 0; | |
| } | |
| return shader; | |
| } | |
| String8& Program::dumpShader(String8& result, GLenum /*type*/) { | |
| GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader; | |
| GLint l; | |
| glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l); | |
| char* src = new char[l]; | |
| glGetShaderSource(shader, l, nullptr, src); | |
| result.append(src); | |
| delete[] src; | |
| return result; | |
| } | |
| void Program::setUniforms(const Description& desc) { | |
| // TODO: we should have a mechanism here to not always reset uniforms that | |
| // didn't change for this program. | |
| if (mSamplerLoc >= 0) { | |
| glUniform1i(mSamplerLoc, 0); | |
| glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray()); | |
| } | |
| if (mColorLoc >= 0) { | |
| const float color[4] = {desc.mColor.r, desc.mColor.g, desc.mColor.b, desc.mColor.a}; | |
| glUniform4fv(mColorLoc, 1, color); | |
| } | |
| if (mInputTransformMatrixLoc >= 0) { | |
| // If the input transform matrix is not identity matrix, we want to merge | |
| // the saturation matrix with input transform matrix so that the saturation | |
| // matrix is applied at the correct stage. | |
| mat4 inputTransformMatrix = mat4(desc.mInputTransformMatrix) * desc.mSaturationMatrix; | |
| glUniformMatrix4fv(mInputTransformMatrixLoc, 1, GL_FALSE, inputTransformMatrix.asArray()); | |
| } | |
| if (mOutputTransformMatrixLoc >= 0) { | |
| // The output transform matrix and color matrix can be combined as one matrix | |
| // that is applied right before applying OETF. | |
| mat4 outputTransformMatrix = desc.mColorMatrix * desc.mOutputTransformMatrix; | |
| // If there is no input transform matrix, we want to merge the saturation | |
| // matrix with output transform matrix to avoid extra matrix multiplication | |
| // in shader. | |
| if (mInputTransformMatrixLoc < 0) { | |
| outputTransformMatrix *= desc.mSaturationMatrix; | |
| } | |
| glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, | |
| outputTransformMatrix.asArray()); | |
| } | |
| if (mDisplayMaxLuminanceLoc >= 0) { | |
| glUniform1f(mDisplayMaxLuminanceLoc, desc.mDisplayMaxLuminance); | |
| } | |
| // these uniforms are always present | |
| glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray()); | |
| } | |
| } /* namespace android */ |