Adding attribute and uniform debug logging. Checking to see if aniso filtering is available. Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
161 lines
4.1 KiB
C++
161 lines
4.1 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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#ifndef ANDROID_RS_BUILD_FOR_HOST
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#include "rsContext.h"
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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#else
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#include "rsContextHostStub.h"
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#include <OpenGL/gl.h>
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#endif
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using namespace android;
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using namespace android::renderscript;
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VertexArray::VertexArray()
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{
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clearAll();
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}
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VertexArray::~VertexArray()
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{
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}
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void VertexArray::clearAll()
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{
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for (uint32_t ct=0; ct < RS_MAX_ATTRIBS; ct++) {
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mAttribs[ct].clear();
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}
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mActiveBuffer = 0;
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mActivePointer = NULL;
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mCount = 0;
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}
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VertexArray::Attrib::Attrib()
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{
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clear();
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}
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void VertexArray::Attrib::set(const Attrib &a)
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{
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buffer = a.buffer;
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ptr = a.ptr;
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offset = a.offset;
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type = a.type;
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size = a.size;
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stride = a.stride;
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normalized = a.normalized;
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name.setTo(a.name);
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}
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void VertexArray::Attrib::clear()
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{
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buffer = 0;
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offset = 0;
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type = 0;
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size = 0;
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stride = 0;
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ptr = NULL;
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normalized = false;
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name.setTo("");
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}
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void VertexArray::clear(uint32_t n)
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{
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mAttribs[n].clear();
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}
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void VertexArray::add(const Attrib &a, uint32_t stride)
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{
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rsAssert(mCount < RS_MAX_ATTRIBS);
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mAttribs[mCount].set(a);
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mAttribs[mCount].buffer = mActiveBuffer;
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mAttribs[mCount].ptr = mActivePointer;
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mAttribs[mCount].stride = stride;
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mCount ++;
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}
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void VertexArray::add(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name)
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{
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rsAssert(mCount < RS_MAX_ATTRIBS);
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mAttribs[mCount].clear();
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mAttribs[mCount].type = type;
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mAttribs[mCount].size = size;
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mAttribs[mCount].offset = offset;
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mAttribs[mCount].normalized = normalized;
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mAttribs[mCount].stride = stride;
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mAttribs[mCount].name.setTo(name);
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mAttribs[mCount].buffer = mActiveBuffer;
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mAttribs[mCount].ptr = mActivePointer;
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mCount ++;
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}
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void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const {
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if(idx == 0) {
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LOGV("Starting vertex attribute binding");
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}
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LOGV("va %i: slot=%i name=%s buf=%i ptr=%p size=%i type=0x%x stride=0x%x norm=%i offset=0x%x",
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idx, slot,
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mAttribs[idx].name.string(),
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mAttribs[idx].buffer,
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mAttribs[idx].ptr,
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mAttribs[idx].size,
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mAttribs[idx].type,
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mAttribs[idx].stride,
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mAttribs[idx].normalized,
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mAttribs[idx].offset);
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}
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void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, ShaderCache *sc) const
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{
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rsc->checkError("VertexArray::setupGL2 start");
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for (uint32_t ct=1; ct <= 0xf/*state->mLastEnableCount*/; ct++) {
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glDisableVertexAttribArray(ct);
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}
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rsc->checkError("VertexArray::setupGL2 disabled");
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for (uint32_t ct=0; ct < mCount; ct++) {
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int32_t slot = sc->vtxAttribSlot(mAttribs[ct].name);
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if(rsc->props.mLogShadersAttr) {
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logAttrib(ct, slot);
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}
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if(slot < 0) {
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continue;
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}
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glEnableVertexAttribArray(slot);
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glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
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glVertexAttribPointer(slot,
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mAttribs[ct].size,
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mAttribs[ct].type,
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mAttribs[ct].normalized,
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mAttribs[ct].stride,
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mAttribs[ct].ptr + mAttribs[ct].offset);
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}
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state->mLastEnableCount = mCount;
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rsc->checkError("VertexArray::setupGL2 done");
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}
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////////////////////////////////////////////
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void VertexArrayState::init(Context *) {
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mLastEnableCount = 0;
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}
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