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1 /*
2  * Copyright 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef SF_RENDER_ENGINE_PROGRAM_H
18 #define SF_RENDER_ENGINE_PROGRAM_H
19 
20 #include <stdint.h>
21 
22 #include <GLES2/gl2.h>
23 #include <renderengine/private/Description.h>
24 #include "ProgramCache.h"
25 
26 namespace android {
27 
28 class String8;
29 
30 namespace renderengine {
31 namespace gl {
32 
33 /*
34  * Abstracts a GLSL program comprising a vertex and fragment shader
35  */
36 class Program {
37 public:
38     // known locations for position and texture coordinates
39     enum {
40         /* position of each vertex for vertex shader */
41         position = 0,
42 
43         /* UV coordinates for texture mapping */
44         texCoords = 1,
45 
46         /* Crop coordinates, in pixels */
47         cropCoords = 2,
48 
49         /* Shadow color */
50         shadowColor = 3,
51 
52         /* Shadow params */
53         shadowParams = 4,
54     };
55 
56     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
57     ~Program();
58 
59     /* whether this object is usable */
60     bool isValid() const;
61 
62     /* Binds this program to the GLES context */
63     void use();
64 
65     /* Returns the location of the specified attribute */
66     GLuint getAttrib(const char* name) const;
67 
68     /* Returns the location of the specified uniform */
69     GLint getUniform(const char* name) const;
70 
71     /* set-up uniforms from the description */
72     void setUniforms(const Description& desc);
73 
74 private:
75     GLuint buildShader(const char* source, GLenum type);
76 
77     // whether the initialization succeeded
78     bool mInitialized;
79 
80     // Name of the OpenGL program and shaders
81     GLuint mProgram;
82     GLuint mVertexShader;
83     GLuint mFragmentShader;
84 
85     /* location of the projection matrix uniform */
86     GLint mProjectionMatrixLoc;
87 
88     /* location of the texture matrix uniform */
89     GLint mTextureMatrixLoc;
90 
91     /* location of the sampler uniform */
92     GLint mSamplerLoc;
93 
94     /* location of the color uniform */
95     GLint mColorLoc;
96 
97     /* location of display luminance uniform */
98     GLint mDisplayMaxLuminanceLoc;
99     /* location of max mastering luminance uniform */
100     GLint mMaxMasteringLuminanceLoc;
101     /* location of max content luminance uniform */
102     GLint mMaxContentLuminanceLoc;
103 
104     /* location of transform matrix */
105     GLint mInputTransformMatrixLoc;
106     GLint mOutputTransformMatrixLoc;
107     GLint mDisplayColorMatrixLoc;
108 
109     /* location of corner radius uniform */
110     GLint mCornerRadiusLoc;
111 
112     /* location of surface crop origin uniform, for rounded corner clipping */
113     GLint mCropCenterLoc;
114 };
115 
116 } // namespace gl
117 } // namespace renderengine
118 } // namespace android
119 
120 #endif /* SF_RENDER_ENGINE_PROGRAM_H */
121