39284b763a
Bug #7239634 This change passes two matrices to the vertex shader instead of one. We used to compute the final MVP matrix on the CPU to minimize the number of operations in the vertex shaders. Shader compilers are however smart enough to perform this optimization for us. Since we need the MV matrix to properly compute gradients dithering, this change splits the MVP matrix into two. This has the advantage of removing one matrix multiplication per drawing operation on the CPU. The SGX 540 shader compiler produces the same number of instructions in both cases. There is no penalty hit with having two matrices instead of one. We also send so few vertices per frame that it does not matter very much. Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
196 lines
5.9 KiB
C++
196 lines
5.9 KiB
C++
/*
|
|
* Copyright (C) 2010 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.
|
|
*/
|
|
|
|
#define LOG_TAG "OpenGLRenderer"
|
|
|
|
#include "Program.h"
|
|
|
|
namespace android {
|
|
namespace uirenderer {
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
// Base program
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
// TODO: Program instance should be created from a factory method
|
|
Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
|
|
mInitialized = false;
|
|
mHasColorUniform = false;
|
|
mHasSampler = false;
|
|
mUse = false;
|
|
|
|
// No need to cache compiled shaders, rely instead on Android's
|
|
// persistent shaders cache
|
|
mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
|
|
if (mVertexShader) {
|
|
mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
|
|
if (mFragmentShader) {
|
|
mProgramId = glCreateProgram();
|
|
|
|
glAttachShader(mProgramId, mVertexShader);
|
|
glAttachShader(mProgramId, mFragmentShader);
|
|
|
|
position = bindAttrib("position", kBindingPosition);
|
|
if (description.hasTexture || description.hasExternalTexture) {
|
|
texCoords = bindAttrib("texCoords", kBindingTexCoords);
|
|
} else {
|
|
texCoords = -1;
|
|
}
|
|
|
|
glLinkProgram(mProgramId);
|
|
|
|
GLint status;
|
|
glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
|
|
if (status != GL_TRUE) {
|
|
ALOGE("Error while linking shaders:");
|
|
GLint infoLen = 0;
|
|
glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
|
|
if (infoLen > 1) {
|
|
GLchar log[infoLen];
|
|
glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
|
|
ALOGE("%s", log);
|
|
}
|
|
|
|
glDetachShader(mProgramId, mVertexShader);
|
|
glDetachShader(mProgramId, mFragmentShader);
|
|
|
|
glDeleteShader(mVertexShader);
|
|
glDeleteShader(mFragmentShader);
|
|
|
|
glDeleteProgram(mProgramId);
|
|
} else {
|
|
mInitialized = true;
|
|
}
|
|
} else {
|
|
glDeleteShader(mVertexShader);
|
|
}
|
|
}
|
|
|
|
if (mInitialized) {
|
|
transform = addUniform("transform");
|
|
projection = addUniform("projection");
|
|
}
|
|
}
|
|
|
|
Program::~Program() {
|
|
if (mInitialized) {
|
|
glDetachShader(mProgramId, mVertexShader);
|
|
glDetachShader(mProgramId, mFragmentShader);
|
|
|
|
glDeleteShader(mVertexShader);
|
|
glDeleteShader(mFragmentShader);
|
|
|
|
glDeleteProgram(mProgramId);
|
|
}
|
|
}
|
|
|
|
int Program::addAttrib(const char* name) {
|
|
int slot = glGetAttribLocation(mProgramId, name);
|
|
mAttributes.add(name, slot);
|
|
return slot;
|
|
}
|
|
|
|
int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
|
|
glBindAttribLocation(mProgramId, bindingSlot, name);
|
|
mAttributes.add(name, bindingSlot);
|
|
return bindingSlot;
|
|
}
|
|
|
|
int Program::getAttrib(const char* name) {
|
|
ssize_t index = mAttributes.indexOfKey(name);
|
|
if (index >= 0) {
|
|
return mAttributes.valueAt(index);
|
|
}
|
|
return addAttrib(name);
|
|
}
|
|
|
|
int Program::addUniform(const char* name) {
|
|
int slot = glGetUniformLocation(mProgramId, name);
|
|
mUniforms.add(name, slot);
|
|
return slot;
|
|
}
|
|
|
|
int Program::getUniform(const char* name) {
|
|
ssize_t index = mUniforms.indexOfKey(name);
|
|
if (index >= 0) {
|
|
return mUniforms.valueAt(index);
|
|
}
|
|
return addUniform(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[0]);
|
|
ALOGE("Error while compiling shader: %s", log);
|
|
glDeleteShader(shader);
|
|
return 0;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
|
|
const mat4& transformMatrix, bool offset) {
|
|
mat4 p(projectionMatrix);
|
|
if (offset) {
|
|
// offset screenspace xy by an amount that compensates for typical precision
|
|
// issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
|
|
// up and to the left.
|
|
// This offset value is based on an assumption that some hardware may use as
|
|
// little as 12.4 precision, so we offset by slightly more than 1/16.
|
|
p.translate(.375, .375, 0);
|
|
}
|
|
|
|
mat4 t(transformMatrix);
|
|
t.multiply(modelViewMatrix);
|
|
|
|
glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
|
|
glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
|
|
}
|
|
|
|
void Program::setColor(const float r, const float g, const float b, const float a) {
|
|
if (!mHasColorUniform) {
|
|
mColorUniform = getUniform("color");
|
|
mHasColorUniform = true;
|
|
}
|
|
glUniform4f(mColorUniform, r, g, b, a);
|
|
}
|
|
|
|
void Program::use() {
|
|
glUseProgram(mProgramId);
|
|
if (texCoords >= 0 && !mHasSampler) {
|
|
glUniform1i(getUniform("baseSampler"), 0);
|
|
mHasSampler = true;
|
|
}
|
|
mUse = true;
|
|
}
|
|
|
|
void Program::remove() {
|
|
mUse = false;
|
|
}
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|