4c2547fa92
This optimization saves up to 0.3ms per frame on the Play Store's front page, on a Nexus 4 device. Change-Id: Iaa4ef33c6e3b37e175efd5b9eea9ef59b43f14f3
209 lines
6.4 KiB
C++
209 lines
6.4 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#define ATRACE_TAG ATRACE_TAG_VIEW
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#include <utils/Trace.h>
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#include "Program.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Base program
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///////////////////////////////////////////////////////////////////////////////
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Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) {
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mInitialized = false;
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mHasColorUniform = false;
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mHasSampler = false;
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mUse = false;
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// No need to cache compiled shaders, rely instead on Android's
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// persistent shaders cache
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mVertexShader = buildShader(vertex, GL_VERTEX_SHADER);
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if (mVertexShader) {
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mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
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if (mFragmentShader) {
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mProgramId = glCreateProgram();
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glAttachShader(mProgramId, mVertexShader);
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glAttachShader(mProgramId, mFragmentShader);
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position = bindAttrib("position", kBindingPosition);
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if (description.hasTexture || description.hasExternalTexture) {
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texCoords = bindAttrib("texCoords", kBindingTexCoords);
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} else {
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texCoords = -1;
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}
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ATRACE_BEGIN("linkProgram");
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glLinkProgram(mProgramId);
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ATRACE_END();
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GLint status;
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glGetProgramiv(mProgramId, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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ALOGE("Error while linking shaders:");
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GLint infoLen = 0;
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glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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GLchar log[infoLen];
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glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]);
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ALOGE("%s", log);
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}
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glDetachShader(mProgramId, mVertexShader);
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glDetachShader(mProgramId, mFragmentShader);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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glDeleteProgram(mProgramId);
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} else {
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mInitialized = true;
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}
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} else {
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glDeleteShader(mVertexShader);
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}
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}
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if (mInitialized) {
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transform = addUniform("transform");
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projection = addUniform("projection");
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}
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}
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Program::~Program() {
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if (mInitialized) {
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// This would ideally happen after linking the program
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// but Tegra drivers, especially when perfhud is enabled,
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// sometimes crash if we do so
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glDetachShader(mProgramId, mVertexShader);
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glDetachShader(mProgramId, mFragmentShader);
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glDeleteShader(mVertexShader);
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glDeleteShader(mFragmentShader);
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glDeleteProgram(mProgramId);
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}
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}
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int Program::addAttrib(const char* name) {
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int slot = glGetAttribLocation(mProgramId, name);
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mAttributes.add(name, slot);
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return slot;
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}
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int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) {
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glBindAttribLocation(mProgramId, bindingSlot, name);
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mAttributes.add(name, bindingSlot);
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return bindingSlot;
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}
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int Program::getAttrib(const char* name) {
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ssize_t index = mAttributes.indexOfKey(name);
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if (index >= 0) {
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return mAttributes.valueAt(index);
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}
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return addAttrib(name);
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}
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int Program::addUniform(const char* name) {
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int slot = glGetUniformLocation(mProgramId, name);
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mUniforms.add(name, slot);
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return slot;
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}
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int Program::getUniform(const char* name) {
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ssize_t index = mUniforms.indexOfKey(name);
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if (index >= 0) {
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return mUniforms.valueAt(index);
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}
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return addUniform(name);
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}
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GLuint Program::buildShader(const char* source, GLenum type) {
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ATRACE_CALL();
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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// Some drivers return wrong values for GL_INFO_LOG_LENGTH
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// use a fixed size instead
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GLchar log[512];
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glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
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ALOGE("Error while compiling shader: %s", log);
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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const mat4& transformMatrix, bool offset) {
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if (projectionMatrix != mProjection) {
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if (CC_LIKELY(!offset)) {
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glUniformMatrix4fv(projection, 1, GL_FALSE, &projectionMatrix.data[0]);
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} else {
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mat4 p(projectionMatrix);
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// offset screenspace xy by an amount that compensates for typical precision
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// issues in GPU hardware that tends to paint hor/vert lines in pixels shifted
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// up and to the left.
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// This offset value is based on an assumption that some hardware may use as
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// little as 12.4 precision, so we offset by slightly more than 1/16.
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p.translate(.065, .065);
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glUniformMatrix4fv(projection, 1, GL_FALSE, &p.data[0]);
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}
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mProjection = projectionMatrix;
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}
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mat4 t(transformMatrix);
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t.multiply(modelViewMatrix);
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glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
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}
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void Program::setColor(const float r, const float g, const float b, const float a) {
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if (!mHasColorUniform) {
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mColorUniform = getUniform("color");
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mHasColorUniform = true;
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}
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glUniform4f(mColorUniform, r, g, b, a);
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}
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void Program::use() {
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glUseProgram(mProgramId);
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if (texCoords >= 0 && !mHasSampler) {
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glUniform1i(getUniform("baseSampler"), 0);
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mHasSampler = true;
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}
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mUse = true;
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}
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void Program::remove() {
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mUse = false;
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}
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}; // namespace uirenderer
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}; // namespace android
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