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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 
     50     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
     51     ~Program() = default;
     52 
     53     /* whether this object is usable */
     54     bool isValid() const;
     55 
     56     /* Binds this program to the GLES context */
     57     void use();
     58 
     59     /* Returns the location of the specified attribute */
     60     GLuint getAttrib(const char* name) const;
     61 
     62     /* Returns the location of the specified uniform */
     63     GLint getUniform(const char* name) const;
     64 
     65     /* set-up uniforms from the description */
     66     void setUniforms(const Description& desc);
     67 
     68 private:
     69     GLuint buildShader(const char* source, GLenum type);
     70 
     71     // whether the initialization succeeded
     72     bool mInitialized;
     73 
     74     // Name of the OpenGL program and shaders
     75     GLuint mProgram;
     76     GLuint mVertexShader;
     77     GLuint mFragmentShader;
     78 
     79     /* location of the projection matrix uniform */
     80     GLint mProjectionMatrixLoc;
     81 
     82     /* location of the texture matrix uniform */
     83     GLint mTextureMatrixLoc;
     84 
     85     /* location of the sampler uniform */
     86     GLint mSamplerLoc;
     87 
     88     /* location of the color uniform */
     89     GLint mColorLoc;
     90 
     91     /* location of display luminance uniform */
     92     GLint mDisplayMaxLuminanceLoc;
     93 
     94     /* location of transform matrix */
     95     GLint mInputTransformMatrixLoc;
     96     GLint mOutputTransformMatrixLoc;
     97 
     98     /* location of corner radius uniform */
     99     GLint mCornerRadiusLoc;
    100 
    101     /* location of surface crop origin uniform, for rounded corner clipping */
    102     GLint mCropCenterLoc;
    103 };
    104 
    105 } // namespace gl
    106 } // namespace renderengine
    107 } // namespace android
    108 
    109 #endif /* SF_RENDER_ENGINE_PROGRAM_H */
    110