a8c386f1c3
Change-Id: I8283a989cfd2b74d53958150bc90298bc083fee7
145 lines
4.6 KiB
C++
145 lines
4.6 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;
|
|
|
|
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);
|
|
}
|
|
// these uniforms are always present
|
|
glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray());
|
|
}
|
|
|
|
} /* namespace android */
|