|  | /*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 |