|  | /*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 */ |