105 lines
2.5 KiB
C++
105 lines
2.5 KiB
C++
/*
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* Copyright (C) 2009 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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#include "rsContext.h"
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#include "rsProgram.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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using namespace android;
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using namespace android::renderscript;
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Program::Program(Context *rsc, Element *in, Element *out) : ObjectBase(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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mDirty = true;
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mShaderID = 0;
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mAttribCount = 0;
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mUniformCount = 0;
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mElementIn.set(in);
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mElementOut.set(out);
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}
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Program::~Program()
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{
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bindAllocation(NULL);
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}
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void Program::bindAllocation(Allocation *alloc)
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{
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if (mConstants.get() == alloc) {
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return;
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}
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if (mConstants.get()) {
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mConstants.get()->removeProgramToDirty(this);
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}
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mConstants.set(alloc);
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if (alloc) {
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alloc->addProgramToDirty(this);
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}
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mDirty = true;
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}
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void Program::createShader()
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{
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}
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bool Program::loadShader(uint32_t type)
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{
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mShaderID = glCreateShader(type);
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rsAssert(mShaderID);
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LOGV("Loading shader type %x, ID %i", type, mShaderID);
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LOGE(mShader.string());
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if (mShaderID) {
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const char * ss = mShader.string();
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glShaderSource(mShaderID, 1, &ss, NULL);
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glCompileShader(mShaderID);
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GLint compiled = 0;
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glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(mShaderID, infoLen, NULL, buf);
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LOGE("Could not compile shader \n%s\n", buf);
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free(buf);
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}
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glDeleteShader(mShaderID);
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mShaderID = 0;
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return false;
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}
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}
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}
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LOGV("--Shader load result %x ", glGetError());
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return true;
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}
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void Program::setShader(const char *txt, uint32_t len)
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{
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mUserShader.setTo(txt, len);
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}
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