Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

139 lines
3.7 KiB
C++

/*
* Copyright (C) 2010 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include "Program.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base program
///////////////////////////////////////////////////////////////////////////////
Program::Program(const char* vertex, const char* fragment) {
vertexShader = buildShader(vertex, GL_VERTEX_SHADER);
fragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER);
id = glCreateProgram();
glAttachShader(id, vertexShader);
glAttachShader(id, fragmentShader);
glLinkProgram(id);
GLint status;
glGetProgramiv(id, GL_LINK_STATUS, &status);
if (status != GL_TRUE) {
GLint infoLen = 0;
glGetProgramiv(id, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
GLchar log[infoLen];
glGetProgramInfoLog(id, infoLen, 0, &log[0]);
LOGE("Error while linking shaders: %s", log);
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(id);
}
mUse = false;
position = addAttrib("position");
transform = addUniform("transform");
}
Program::~Program() {
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
glDeleteProgram(id);
}
int Program::addAttrib(const char* name) {
int slot = glGetAttribLocation(id, name);
attributes.add(name, slot);
return slot;
}
int Program::getAttrib(const char* name) {
ssize_t index = attributes.indexOfKey(name);
if (index >= 0) {
return attributes.valueAt(index);
}
return addAttrib(name);
}
int Program::addUniform(const char* name) {
int slot = glGetUniformLocation(id, name);
uniforms.add(name, slot);
return slot;
}
int Program::getUniform(const char* name) {
ssize_t index = uniforms.indexOfKey(name);
if (index >= 0) {
return uniforms.valueAt(index);
}
return addUniform(name);
}
GLuint Program::buildShader(const char* source, GLenum type) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, 0);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
// Some drivers return wrong values for GL_INFO_LOG_LENGTH
// use a fixed size instead
GLchar log[512];
glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]);
LOGE("Error while compiling shader: %s", log);
glDeleteShader(shader);
}
return shader;
}
void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
const mat4& transformMatrix) {
mat4 t(projectionMatrix);
t.multiply(transformMatrix);
t.multiply(modelViewMatrix);
glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]);
}
void Program::setColor(const float r, const float g, const float b, const float a) {
glUniform4f(getUniform("color"), r, g, b, a);
}
void Program::use() {
glUseProgram(id);
mUse = true;
glEnableVertexAttribArray(position);
}
void Program::remove() {
mUse = false;
glDisableVertexAttribArray(position);
}
}; // namespace uirenderer
}; // namespace android