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path: root/modules/gles/gl_program.cpp
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/*
 * gl_program.cpp - GL Program
 *
 *  Copyright (c) 2018 Intel Corporation
 *
 * 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.
 *
 * Author: Wind Yuan <feng.yuan@intel.com>
 */

#include "gl_program.h"

namespace XCam {

GLProgram::GLProgram (GLuint id, const char *name)
    : _program_id (id)
    , _state (GLProgram::StateIntiated)
{
    strncpy (_name, XCAM_STR (name), XCAM_GL_NAME_LENGTH - 1);
}

GLProgram::~GLProgram ()
{
    disuse ();
    clear_shaders ();
    if (_program_id) {
        glDeleteProgram (_program_id);

        GLenum error = gl_error ();
        if (error != GL_NO_ERROR) {
            XCAM_LOG_WARNING (
                "GL Program delete program failed, error flag: %s",
                gl_error_string (error));
        }
    }
}

SmartPtr<GLProgram>
GLProgram::create_program (const char *name)
{
    GLuint program_id = glCreateProgram ();
    XCAM_FAIL_RETURN (
        ERROR, program_id, NULL,
        "Create GL program(%s) failed, error flag: %s",
        XCAM_STR (name), gl_error_string (gl_error ()));

    return new GLProgram (program_id, name ? name : "null");
}

XCamReturn
GLProgram::attach_shader (const SmartPtr<GLShader> &shader)
{
    GLuint shader_id = shader->get_shader_id ();
    XCAM_ASSERT (shader_id);
    XCAM_FAIL_RETURN (
        ERROR, _shaders.find (shader_id) == _shaders.end (),
        XCAM_RETURN_ERROR_PARAM,
        "GL program(:%s) already have shader (id:%d), do not attach twice",
        get_name(), shader_id);

    glAttachShader (_program_id, shader_id);
    GLenum error = gl_error ();
    XCAM_FAIL_RETURN (
        ERROR, error == GL_NO_ERROR, XCAM_RETURN_ERROR_GLES,
        "GL program(:%s) attach shader (id:%d) failed, error flag: %s",
        get_name(), shader_id, gl_error_string (error));

    _shaders.insert (ShaderList::value_type (shader_id, shader));
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::detach_shader (const SmartPtr<GLShader> &shader)
{
    GLuint shader_id = shader->get_shader_id ();
    XCAM_ASSERT (shader_id);
    ShaderList::iterator pos = _shaders.find (shader_id);

    XCAM_FAIL_RETURN (
        WARNING, pos == _shaders.end (),
        XCAM_RETURN_ERROR_PARAM,
        "GL program(:%s) do not need to detach shader (id:%d) which is not exist",
        get_name(), shader_id);

    glDetachShader (_program_id, shader_id);
    GLenum error = gl_error ();
    if (error != GL_NO_ERROR) {
        XCAM_LOG_WARNING (
            "GL program(:%s) detach shader (id:%d) failed but continued, error flag: %s",
            get_name(), shader_id, gl_error_string (error));
    }
    _shaders.erase (pos);
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::clear_shaders ()
{
    for (ShaderList::iterator i = _shaders.begin (); i != _shaders.end (); ++i) {
        SmartPtr<GLShader> shader = i->second;
        glDetachShader (_program_id, shader->get_shader_id ());

        GLenum error = gl_error ();
        if (error != GL_NO_ERROR) {
            XCAM_LOG_WARNING (
                "GL program(:%s) detach shader (id:%d) failed, error flag: %s",
                get_name(), shader->get_shader_id (), gl_error_string (error));
        }
    }
    _shaders.clear ();
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::link ()
{
    XCAM_ASSERT (_program_id);

    glLinkProgram (_program_id);
    GLenum error = gl_error ();

    GLint status;
    std::vector<char> link_log;
    glGetProgramiv (_program_id, GL_LINK_STATUS, &status);
    if(status == GL_FALSE) {
        GLint length;
        glGetProgramiv (_program_id, GL_INFO_LOG_LENGTH, &length);
        link_log.resize (length + 1);
        glGetProgramInfoLog (_program_id, length, &length, &link_log[0]);
        XCAM_LOG_ERROR(
            "GL program(:%s) link failed, error flag: %s, link log:%s",
            get_name(), gl_error_string (error), link_log.data());
        return XCAM_RETURN_ERROR_GLES;
    }

    _state = StateLinked;

    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::use ()
{
    XCAM_ASSERT (_program_id);
    XCAM_FAIL_RETURN (
        WARNING, _state == StateLinked && !_shaders.empty (), XCAM_RETURN_ERROR_PARAM,
        "GL program(:%s) use must be called after link", get_name());

    glUseProgram (_program_id);
    GLenum error = gl_error ();
    XCAM_FAIL_RETURN (
        ERROR, error == GL_NO_ERROR, XCAM_RETURN_ERROR_GLES,
        "GL program(:%s) use failed, error flag: %s",
        get_name(), gl_error_string (error));

    _state = StateInUse;
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::disuse ()
{
    if (_state != StateInUse)
        return XCAM_RETURN_BYPASS;

    glUseProgram (0);
    GLenum error = gl_error ();
    if (error != GL_NO_ERROR) {
        XCAM_LOG_WARNING (
            "GL program(:%s) disuse failed, error flag: %s",
            get_name(), gl_error_string (error));
    }

    _state = StateLinked;
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::link_shader (const GLShaderInfo &info)
{
    SmartPtr<GLShader> shader = GLShader::compile_shader (info);
    XCAM_FAIL_RETURN (
        ERROR, shader->get_shader_id (), XCAM_RETURN_ERROR_GLES,
        "GLProgram(%s) create shader(%s) failed", get_name (), info.name);

    XCamReturn ret = attach_shader (shader);
    XCAM_FAIL_RETURN (
        ERROR, ret == XCAM_RETURN_NO_ERROR, ret,
        "GLProgram(%s) attach shader(%s) failed", get_name (), info.name);

    ret = link ();
    XCAM_FAIL_RETURN (
        ERROR, ret == XCAM_RETURN_NO_ERROR, ret,
        "GLProgram(%s) link program failed", get_name ());

    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::link_shaders (const GLShaderInfoList &infos)
{
    XCamReturn ret = XCAM_RETURN_NO_ERROR;
    for (GLShaderInfoList::const_iterator iter = infos.begin (); iter != infos.end (); ++iter) {
        const GLShaderInfo &info = *(*iter);

        SmartPtr<GLShader> shader = GLShader::compile_shader (info);
        XCAM_FAIL_RETURN (
            ERROR, shader->get_shader_id (), XCAM_RETURN_ERROR_GLES,
            "GLProgram(%s) create shader(%s) failed", get_name (), info.name);

        ret = attach_shader (shader);
        XCAM_FAIL_RETURN (
            ERROR, ret == XCAM_RETURN_NO_ERROR, ret,
            "GLProgram(%s) attach shader(%s) failed", get_name (), info.name);
    }

    ret = link ();
    XCAM_FAIL_RETURN (
        ERROR, ret == XCAM_RETURN_NO_ERROR, ret,
        "GLProgram(%s) link program(%s) failed", get_name ());

    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::work ()
{
    return XCAM_RETURN_NO_ERROR;
}

XCamReturn
GLProgram::finish ()
{
    return XCAM_RETURN_NO_ERROR;
}

}