/* * Copyright 2013 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. */ #ifndef SF_RENDER_ENGINE_PROGRAM_H #define SF_RENDER_ENGINE_PROGRAM_H #include #include #include #include "ProgramCache.h" namespace android { class String8; namespace renderengine { namespace gl { /* * Abstracts a GLSL program comprising a vertex and fragment shader */ class Program { public: // known locations for position and texture coordinates enum { /* position of each vertex for vertex shader */ position = 0, /* UV coordinates for texture mapping */ texCoords = 1, /* Crop coordinates, in pixels */ cropCoords = 2, /* Shadow color */ shadowColor = 3, /* Shadow params */ shadowParams = 4, }; Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment); ~Program(); /* whether this object is usable */ bool isValid() const; /* Binds this program to the GLES context */ void use(); /* Returns the location of the specified attribute */ GLuint getAttrib(const char* name) const; /* Returns the location of the specified uniform */ GLint getUniform(const char* name) const; /* set-up uniforms from the description */ void setUniforms(const Description& desc); private: GLuint buildShader(const char* source, GLenum type); // whether the initialization succeeded bool mInitialized; // Name of the OpenGL program and shaders GLuint mProgram; GLuint mVertexShader; GLuint mFragmentShader; /* location of the projection matrix uniform */ GLint mProjectionMatrixLoc; /* location of the texture matrix uniform */ GLint mTextureMatrixLoc; /* location of the sampler uniform */ GLint mSamplerLoc; /* location of the color uniform */ GLint mColorLoc; /* location of display luminance uniform */ GLint mDisplayMaxLuminanceLoc; /* location of max mastering luminance uniform */ GLint mMaxMasteringLuminanceLoc; /* location of max content luminance uniform */ GLint mMaxContentLuminanceLoc; /* location of transform matrix */ GLint mInputTransformMatrixLoc; GLint mOutputTransformMatrixLoc; GLint mDisplayColorMatrixLoc; /* location of corner radius uniform */ GLint mCornerRadiusLoc; /* location of surface crop origin uniform, for rounded corner clipping */ GLint mCropCenterLoc; }; } // namespace gl } // namespace renderengine } // namespace android #endif /* SF_RENDER_ENGINE_PROGRAM_H */