Romain Guy 7f4307668b Add new Query class for debugging
This class can be used to perform occlusion queries. An occlusion query
can be used to test whether an object is entirely hidden or not.

Change-Id: Ida456df81dbe008a64d3ff4cb7879340785c6abf
2013-06-13 14:58:32 -07:00

102 lines
3.5 KiB
C++

/*
* Copyright (C) 2012 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 "Caches.h"
#include "Dither.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Lifecycle
///////////////////////////////////////////////////////////////////////////////
Dither::Dither(): mCaches(NULL), mInitialized(false), mDitherTexture(0) {
}
void Dither::bindDitherTexture() {
if (!mInitialized) {
bool useFloatTexture = Extensions::getInstance().hasFloatTextures();
glGenTextures(1, &mDitherTexture);
mCaches->bindTexture(mDitherTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (useFloatTexture) {
// We use a R16F texture, let's remap the alpha channel to the
// red channel to avoid changing the shader sampling code on GL ES 3.0+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE);
const GLfloat pattern[] = {
0 * dither, 8 * dither, 2 * dither, 10 * dither,
12 * dither, 4 * dither, 14 * dither, 6 * dither,
3 * dither, 11 * dither, 1 * dither, 9 * dither,
15 * dither, 7 * dither, 13 * dither, 5 * dither
};
glPixelStorei(GL_UNPACK_ALIGNMENT, sizeof(GLfloat));
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
GL_RED, GL_FLOAT, &pattern);
} else {
const uint8_t pattern[] = {
0, 8, 2, 10,
12, 4, 14, 6,
3, 11, 1, 9,
15, 7, 13, 5
};
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
GL_ALPHA, GL_UNSIGNED_BYTE, &pattern);
}
mInitialized = true;
} else {
mCaches->bindTexture(mDitherTexture);
}
}
void Dither::clear() {
if (mInitialized) {
mCaches->deleteTexture(mDitherTexture);
mInitialized = false;
}
}
///////////////////////////////////////////////////////////////////////////////
// Program management
///////////////////////////////////////////////////////////////////////////////
void Dither::setupProgram(Program* program, GLuint* textureUnit) {
if (!mCaches) mCaches = &Caches::getInstance();
GLuint textureSlot = (*textureUnit)++;
mCaches->activeTexture(textureSlot);
bindDitherTexture();
glUniform1i(program->getUniform("ditherSampler"), textureSlot);
}
}; // namespace uirenderer
}; // namespace android