| /* |
| * Copyright (C) 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. |
| */ |
| #include "ShaderPerfRenderer.h" |
| #include <GLUtils.h> |
| |
| static const int SP_NUM_VERTICES = 6; |
| |
| static const float SP_VERTICES[SP_NUM_VERTICES * 3] = { |
| 1.0f, 1.0f, -1.0f, |
| -1.0f, 1.0f, -1.0f, |
| -1.0f, -1.0f, -1.0f, |
| -1.0f, -1.0f, -1.0f, |
| 1.0f, -1.0f, -1.0f, |
| 1.0f, 1.0f, -1.0f }; |
| |
| static const char* SP_VERTEX = "attribute vec4 a_Position;" |
| "varying vec4 v_Position;" |
| "void main() {" |
| " v_Position = a_Position;" |
| " gl_Position = a_Position;" |
| "}"; |
| |
| // TODO At the moment this a very simple shader. Later on this will get more complex. |
| static const char* SP_FRAGMENT = "precision mediump float;" |
| "varying vec4 v_Position;" |
| "void main() {" |
| " gl_FragColor = v_Position;" |
| "}"; |
| |
| ShaderPerfRenderer::ShaderPerfRenderer(ANativeWindow* window, int workload) : |
| Renderer(window, workload) { |
| } |
| |
| bool ShaderPerfRenderer::setUp() { |
| if (!Renderer::setUp()) { |
| return false; |
| } |
| // Create program. |
| mProgram = GLUtils::createProgram(&SP_VERTEX, &SP_FRAGMENT); |
| if (mProgram == 0) |
| return false; |
| // Bind attributes. |
| mPositionHandle = glGetAttribLocation(mProgram, "a_Position"); |
| |
| return true; |
| } |
| |
| bool ShaderPerfRenderer::draw() { |
| glUseProgram (mProgram); |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| |
| // No culling of back faces |
| glDisable (GL_CULL_FACE); |
| |
| // No depth testing |
| glDisable (GL_DEPTH_TEST); |
| |
| glEnableVertexAttribArray(mPositionHandle); |
| glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, SP_VERTICES); |
| |
| glDrawArrays(GL_TRIANGLES, 0, SP_NUM_VERTICES); |
| |
| return eglSwapBuffers(mEglDisplay, mEglSurface); |
| } |