replicant-frameworks_native/services/surfaceflinger/RenderEngine/Program.cpp
Mathias Agopian ff2ed70fa3 color blindness enhancement
This is an attempt at improving the experience of
users with color vision impairement.

At this time this feature can only be enabled for
debugging:

  adb shell service call SurfaceFlinger 1014 i32 PARAM

  with PARAM:
   0 : disabled
   1 : protanomaly/protanopia simulation
   2 : deuteranomaly/deuteranopia simulation
   3 : tritanopia/tritanomaly simulation
  11, 12, 13: same as above w/ attempted correction/enhancement

The enhancement algorithm tries to spread the "error"
such that tones that would otherwise appear similar can be
distinguished.

Bug: 9465644

Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
2013-09-04 22:11:15 -07:00

149 lines
4.8 KiB
C++

/*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 "Program.h"
#include "ProgramCache.h"
#include "Description.h"
#include <utils/String8.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;
mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix");
mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
mSamplerLoc = glGetUniformLocation(programId, "sampler");
mColorLoc = glGetUniformLocation(programId, "color");
mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane");
// set-up the default values for our uniforms
glUseProgram(programId);
const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m);
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, NULL, 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 (mAlphaPlaneLoc >= 0) {
glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);
}
if (mColorLoc >= 0) {
glUniform4fv(mColorLoc, 1, desc.mColor);
}
if (mColorMatrixLoc >= 0) {
glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray());
}
// these uniforms are always present
glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray());
}
} /* namespace android */