/* * Copyright (C) 2009 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 "rsContext.h" #include "rsProgram.h" #include #include using namespace android; using namespace android::renderscript; Program::Program(Context *rsc, Element *in, Element *out) : ObjectBase(rsc) { mAllocFile = __FILE__; mAllocLine = __LINE__; mDirty = true; mShaderID = 0; mAttribCount = 0; mUniformCount = 0; mElementIn.set(in); mElementOut.set(out); } Program::~Program() { bindAllocation(NULL); } void Program::bindAllocation(Allocation *alloc) { if (mConstants.get() == alloc) { return; } if (mConstants.get()) { mConstants.get()->removeProgramToDirty(this); } mConstants.set(alloc); if (alloc) { alloc->addProgramToDirty(this); } mDirty = true; } void Program::createShader() { } bool Program::loadShader(uint32_t type) { mShaderID = glCreateShader(type); rsAssert(mShaderID); LOGV("Loading shader type %x, ID %i", type, mShaderID); LOGE(mShader.string()); if (mShaderID) { const char * ss = mShader.string(); glShaderSource(mShaderID, 1, &ss, NULL); glCompileShader(mShaderID); GLint compiled = 0; glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* buf = (char*) malloc(infoLen); if (buf) { glGetShaderInfoLog(mShaderID, infoLen, NULL, buf); LOGE("Could not compile shader \n%s\n", buf); free(buf); } glDeleteShader(mShaderID); mShaderID = 0; return false; } } } LOGV("--Shader load result %x ", glGetError()); return true; } void Program::setShader(const char *txt, uint32_t len) { mUserShader.setTo(txt, len); }