Add DaydreamVR native libraries and services
Upstreaming the main VR system components from master-dreamos-dev
into goog/master.
Bug: None
Test: `m -j32` succeeds. Sailfish boots and basic_vr sample app works
Change-Id: I853015872afc443aecee10411ef2d6b79184d051
diff --git a/libs/vr/libdvrgraphics/shader_program.cpp b/libs/vr/libdvrgraphics/shader_program.cpp
new file mode 100644
index 0000000..bf36eff
--- /dev/null
+++ b/libs/vr/libdvrgraphics/shader_program.cpp
@@ -0,0 +1,165 @@
+#include "include/private/dvr/graphics/shader_program.h"
+
+#include <regex>
+#include <sstream>
+
+#include <base/logging.h>
+#include <base/strings/string_util.h>
+
+namespace {
+
+static bool CompileShader(GLuint shader, const std::string& shader_string) {
+ std::string prefix = "";
+ if (!base::StartsWith(shader_string, "#version",
+ base::CompareCase::SENSITIVE)) {
+ prefix = "#version 310 es\n";
+ }
+ std::string string_with_prefix = prefix + shader_string;
+ const char* shader_str[] = {string_with_prefix.data()};
+ glShaderSource(shader, 1, shader_str, nullptr);
+ glCompileShader(shader);
+
+ GLint success;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
+ if (!success) {
+ GLchar infoLog[512];
+ glGetShaderInfoLog(shader, 512, nullptr, infoLog);
+ LOG(ERROR) << "Shader Failed to compile: " << *shader_str << " -- "
+ << infoLog;
+ return false;
+ }
+ return true;
+}
+
+static bool LinkProgram(GLuint program, GLuint vertex_shader,
+ GLuint fragment_shader) {
+ glAttachShader(program, vertex_shader);
+ glAttachShader(program, fragment_shader);
+ glLinkProgram(program);
+
+ // Check for linking errors
+ GLint success;
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+ if (!success) {
+ GLchar infoLog[512];
+ glGetProgramInfoLog(program, 512, nullptr, infoLog);
+ LOG(ERROR) << "Shader failed to link: " << infoLog;
+ return false;
+ }
+
+ return true;
+}
+
+static bool LinkProgram(GLuint program, GLuint compute_shader) {
+ glAttachShader(program, compute_shader);
+ glLinkProgram(program);
+
+ // Check for linking errors
+ GLint success;
+ glGetProgramiv(program, GL_LINK_STATUS, &success);
+ if (!success) {
+ GLchar infoLog[512];
+ glGetProgramInfoLog(program, 512, nullptr, infoLog);
+ LOG(ERROR) << "Shader failed to link: " << infoLog;
+ return false;
+ }
+
+ return true;
+}
+
+} // anonymous namespace
+
+namespace android {
+namespace dvr {
+
+ShaderProgram::ShaderProgram() : program_(0) {}
+
+ShaderProgram::ShaderProgram(const std::string& vertext_source,
+ const std::string& fragment_source)
+ : program_(0) {
+ Link(vertext_source, fragment_source);
+}
+
+ShaderProgram::ShaderProgram(ShaderProgram&& to_move) {
+ std::swap(program_, to_move.program_);
+}
+
+ShaderProgram::~ShaderProgram() {
+ if (program_)
+ glDeleteProgram(program_);
+}
+
+ShaderProgram& ShaderProgram::operator=(ShaderProgram&& to_move) {
+ std::swap(program_, to_move.program_);
+ return *this;
+}
+
+void ShaderProgram::Link(const std::string& vertext_source,
+ const std::string& fragment_source) {
+ if (program_)
+ glDeleteProgram(program_);
+ program_ = glCreateProgram();
+ GLuint vertex_shader = glCreateShader(GL_VERTEX_SHADER);
+ GLuint fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
+
+ bool success = CompileShader(vertex_shader, vertext_source) &&
+ CompileShader(fragment_shader, fragment_source) &&
+ LinkProgram(program_, vertex_shader, fragment_shader);
+
+ glDeleteShader(vertex_shader);
+ glDeleteShader(fragment_shader);
+
+ if (!success) {
+ glDeleteProgram(program_);
+ program_ = 0;
+ }
+}
+
+void ShaderProgram::Link(const std::string& compute_source) {
+ if (program_)
+ glDeleteProgram(program_);
+ program_ = glCreateProgram();
+ GLuint shader = glCreateShader(GL_COMPUTE_SHADER);
+
+ bool success =
+ CompileShader(shader, compute_source) && LinkProgram(program_, shader);
+
+ glDeleteShader(shader);
+
+ if (!success) {
+ glDeleteProgram(program_);
+ program_ = 0;
+ }
+}
+
+void ShaderProgram::Use() const { glUseProgram(program_); }
+
+std::string ComposeShader(const std::string& shader_code,
+ const std::vector<std::string>& variables) {
+ std::stringstream result_stream;
+ std::regex expression("%([0-9]*)");
+ using reg_iter = std::regex_token_iterator<std::string::const_iterator>;
+ reg_iter rend;
+ // match the string and number (drop the %)
+ std::vector<int> submatches = {-1, 1};
+ reg_iter reg(shader_code.begin(), shader_code.end(), expression, submatches);
+ bool is_even = true;
+ while (reg != rend) {
+ if (is_even) {
+ // even entries is the code between the %n's
+ result_stream << *reg;
+ } else {
+ // odd entries are the index into the passed in variables.
+ size_t i = static_cast<size_t>(std::stoi(*reg));
+ if (i < variables.size()) {
+ result_stream << variables[i];
+ }
+ }
+ is_even = !is_even;
+ ++reg;
+ }
+ return result_stream.str();
+}
+
+} // namespace dvr
+} // namespace android