| /*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 "Program.h" | 
 |  | 
 | #include <stdint.h> | 
 |  | 
 | #include <log/log.h> | 
 | #include <math/mat4.h> | 
 | #include <utils/String8.h> | 
 | #include "ProgramCache.h" | 
 |  | 
 | namespace android { | 
 | namespace renderengine { | 
 | namespace gl { | 
 |  | 
 | 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"); | 
 |     glBindAttribLocation(programId, cropCoords, "cropCoords"); | 
 |     glBindAttribLocation(programId, shadowColor, "shadowColor"); | 
 |     glBindAttribLocation(programId, shadowParams, "shadowParams"); | 
 |     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"); | 
 |         mDisplayColorMatrixLoc = glGetUniformLocation(programId, "displayColorMatrix"); | 
 |         mDisplayMaxLuminanceLoc = glGetUniformLocation(programId, "displayMaxLuminance"); | 
 |         mMaxMasteringLuminanceLoc = glGetUniformLocation(programId, "maxMasteringLuminance"); | 
 |         mMaxContentLuminanceLoc = glGetUniformLocation(programId, "maxContentLuminance"); | 
 |         mInputTransformMatrixLoc = glGetUniformLocation(programId, "inputTransformMatrix"); | 
 |         mOutputTransformMatrixLoc = glGetUniformLocation(programId, "outputTransformMatrix"); | 
 |         mCornerRadiusLoc = glGetUniformLocation(programId, "cornerRadius"); | 
 |         mCropCenterLoc = glGetUniformLocation(programId, "cropCenter"); | 
 |  | 
 |         // set-up the default values for our uniforms | 
 |         glUseProgram(programId); | 
 |         glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, mat4().asArray()); | 
 |         glEnableVertexAttribArray(0); | 
 |     } | 
 | } | 
 |  | 
 | 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; | 
 | } | 
 |  | 
 | 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.texture.getMatrix().asArray()); | 
 |     } | 
 |     if (mColorLoc >= 0) { | 
 |         const float color[4] = {desc.color.r, desc.color.g, desc.color.b, desc.color.a}; | 
 |         glUniform4fv(mColorLoc, 1, color); | 
 |     } | 
 |     if (mDisplayColorMatrixLoc >= 0) { | 
 |         glUniformMatrix4fv(mDisplayColorMatrixLoc, 1, GL_FALSE, desc.displayColorMatrix.asArray()); | 
 |     } | 
 |     if (mInputTransformMatrixLoc >= 0) { | 
 |         mat4 inputTransformMatrix = desc.inputTransformMatrix; | 
 |         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.colorMatrix * desc.outputTransformMatrix; | 
 |         glUniformMatrix4fv(mOutputTransformMatrixLoc, 1, GL_FALSE, outputTransformMatrix.asArray()); | 
 |     } | 
 |     if (mDisplayMaxLuminanceLoc >= 0) { | 
 |         glUniform1f(mDisplayMaxLuminanceLoc, desc.displayMaxLuminance); | 
 |     } | 
 |     if (mMaxMasteringLuminanceLoc >= 0) { | 
 |         glUniform1f(mMaxMasteringLuminanceLoc, desc.maxMasteringLuminance); | 
 |     } | 
 |     if (mMaxContentLuminanceLoc >= 0) { | 
 |         glUniform1f(mMaxContentLuminanceLoc, desc.maxContentLuminance); | 
 |     } | 
 |     if (mCornerRadiusLoc >= 0) { | 
 |         glUniform1f(mCornerRadiusLoc, desc.cornerRadius); | 
 |     } | 
 |     if (mCropCenterLoc >= 0) { | 
 |         glUniform2f(mCropCenterLoc, desc.cropSize.x / 2.0f, desc.cropSize.y / 2.0f); | 
 |     } | 
 |     // these uniforms are always present | 
 |     glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.projectionMatrix.asArray()); | 
 | } | 
 |  | 
 | } // namespace gl | 
 | } // namespace renderengine | 
 | } // namespace android |