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121 lines
3.1 KiB
121 lines
3.1 KiB
/*
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* Copyright 2013 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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#ifndef SF_RENDER_ENGINE_PROGRAM_H
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#define SF_RENDER_ENGINE_PROGRAM_H
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#include <stdint.h>
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#include <GLES2/gl2.h>
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#include <renderengine/private/Description.h>
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#include "ProgramCache.h"
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namespace android {
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class String8;
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namespace renderengine {
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namespace gl {
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/*
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* Abstracts a GLSL program comprising a vertex and fragment shader
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*/
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class Program {
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public:
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// known locations for position and texture coordinates
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enum {
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/* position of each vertex for vertex shader */
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position = 0,
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/* UV coordinates for texture mapping */
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texCoords = 1,
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/* Crop coordinates, in pixels */
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cropCoords = 2,
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/* Shadow color */
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shadowColor = 3,
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/* Shadow params */
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shadowParams = 4,
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};
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Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
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~Program();
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/* whether this object is usable */
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bool isValid() const;
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/* Binds this program to the GLES context */
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void use();
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/* Returns the location of the specified attribute */
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GLuint getAttrib(const char* name) const;
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/* Returns the location of the specified uniform */
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GLint getUniform(const char* name) const;
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/* set-up uniforms from the description */
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void setUniforms(const Description& desc);
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private:
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GLuint buildShader(const char* source, GLenum type);
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// whether the initialization succeeded
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bool mInitialized;
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// Name of the OpenGL program and shaders
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GLuint mProgram;
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GLuint mVertexShader;
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GLuint mFragmentShader;
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/* location of the projection matrix uniform */
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GLint mProjectionMatrixLoc;
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/* location of the texture matrix uniform */
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GLint mTextureMatrixLoc;
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/* location of the sampler uniform */
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GLint mSamplerLoc;
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/* location of the color uniform */
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GLint mColorLoc;
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/* location of display luminance uniform */
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GLint mDisplayMaxLuminanceLoc;
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/* location of max mastering luminance uniform */
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GLint mMaxMasteringLuminanceLoc;
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/* location of max content luminance uniform */
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GLint mMaxContentLuminanceLoc;
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/* location of transform matrix */
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GLint mInputTransformMatrixLoc;
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GLint mOutputTransformMatrixLoc;
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GLint mDisplayColorMatrixLoc;
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/* location of corner radius uniform */
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GLint mCornerRadiusLoc;
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/* location of surface crop origin uniform, for rounded corner clipping */
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GLint mCropCenterLoc;
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};
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} // namespace gl
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} // namespace renderengine
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} // namespace android
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#endif /* SF_RENDER_ENGINE_PROGRAM_H */
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