Chris Craik 32f05e343c Conservatively estimate geometry bounds
bug:10761696

Avoids a case where a rect with top coordinate of (e.g.) 0.51f is
assumed to not draw in the first row of pixels, which leads to it not
being clipped. Since rounding can cause it to render in this first
pixel anyway, we very slightly expand geometry bounds.

Now, in ambiguous cases, the geometry bounds are expanded so clipping
is more likely to happen.

Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
2013-09-17 17:48:14 -07:00

210 lines
6.5 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"
#define ATRACE_TAG ATRACE_TAG_VIEW
#include <utils/Trace.h>
#include "Program.h"
#include "Vertex.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base program
///////////////////////////////////////////////////////////////////////////////
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;
}
ATRACE_BEGIN("linkProgram");
glLinkProgram(mProgramId);
ATRACE_END();
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) {
// This would ideally happen after linking the program
// but Tegra drivers, especially when perfhud is enabled,
// sometimes crash if we do so
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) {
ATRACE_CALL();
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) {
if (projectionMatrix != mProjection) {
if (CC_LIKELY(!offset)) {
glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
} else {
mat4 p(projectionMatrix);
// 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(Vertex::gGeometryFudgeFactor, Vertex::gGeometryFudgeFactor);
glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
}
mProjection = projectionMatrix;
}
mat4 t(transformMatrix);
t.multiply(modelViewMatrix);
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