| /* |
| * Copyright 2019 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 "GenericProgram.h" |
| |
| #include <GLES/gl.h> |
| #include <GLES/glext.h> |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| namespace android { |
| namespace renderengine { |
| namespace gl { |
| |
| GenericProgram::GenericProgram(GLESRenderEngine& engine) : mEngine(engine) {} |
| |
| GenericProgram::~GenericProgram() { |
| if (mVertexShaderHandle != 0) { |
| if (mProgramHandle != 0) { |
| glDetachShader(mProgramHandle, mVertexShaderHandle); |
| } |
| glDeleteShader(mVertexShaderHandle); |
| } |
| |
| if (mFragmentShaderHandle != 0) { |
| if (mProgramHandle != 0) { |
| glDetachShader(mProgramHandle, mFragmentShaderHandle); |
| } |
| glDeleteShader(mFragmentShaderHandle); |
| } |
| |
| if (mProgramHandle != 0) { |
| glDeleteProgram(mProgramHandle); |
| } |
| } |
| |
| void GenericProgram::compile(string vertexShader, string fragmentShader) { |
| mVertexShaderHandle = compileShader(GL_VERTEX_SHADER, vertexShader); |
| mFragmentShaderHandle = compileShader(GL_FRAGMENT_SHADER, fragmentShader); |
| if (mVertexShaderHandle == 0 || mFragmentShaderHandle == 0) { |
| ALOGE("Aborting program creation."); |
| return; |
| } |
| mProgramHandle = createAndLink(mVertexShaderHandle, mFragmentShaderHandle); |
| mEngine.checkErrors("Linking program"); |
| } |
| |
| void GenericProgram::useProgram() const { |
| glUseProgram(mProgramHandle); |
| } |
| |
| GLuint GenericProgram::compileShader(GLuint type, string src) const { |
| const GLuint shader = glCreateShader(type); |
| if (shader == 0) { |
| mEngine.checkErrors("Creating shader"); |
| return 0; |
| } |
| const GLchar* charSrc = (const GLchar*)src.c_str(); |
| glShaderSource(shader, 1, &charSrc, nullptr); |
| glCompileShader(shader); |
| |
| GLint isCompiled = 0; |
| glGetShaderiv(shader, GL_COMPILE_STATUS, &isCompiled); |
| if (isCompiled == GL_FALSE) { |
| GLint maxLength = 0; |
| glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &maxLength); |
| string errorLog; |
| errorLog.reserve(maxLength); |
| glGetShaderInfoLog(shader, maxLength, &maxLength, errorLog.data()); |
| glDeleteShader(shader); |
| ALOGE("Error compiling shader: %s", errorLog.c_str()); |
| return 0; |
| } |
| return shader; |
| } |
| GLuint GenericProgram::createAndLink(GLuint vertexShader, GLuint fragmentShader) const { |
| const GLuint program = glCreateProgram(); |
| mEngine.checkErrors("Creating program"); |
| |
| glAttachShader(program, vertexShader); |
| glAttachShader(program, fragmentShader); |
| glLinkProgram(program); |
| mEngine.checkErrors("Linking program"); |
| return program; |
| } |
| |
| GLuint GenericProgram::getUniformLocation(const string name) const { |
| if (mProgramHandle == 0) { |
| ALOGE("Can't get location of %s on an invalid program.", name.c_str()); |
| return -1; |
| } |
| return glGetUniformLocation(mProgramHandle, (const GLchar*)name.c_str()); |
| } |
| |
| GLuint GenericProgram::getAttributeLocation(const string name) const { |
| if (mProgramHandle == 0) { |
| ALOGE("Can't get location of %s on an invalid program.", name.c_str()); |
| return -1; |
| } |
| return glGetAttribLocation(mProgramHandle, (const GLchar*)name.c_str()); |
| } |
| |
| bool GenericProgram::isValid() const { |
| return mProgramHandle != 0; |
| } |
| |
| } // namespace gl |
| } // namespace renderengine |
| } // namespace android |