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/*
* Copyright (C) 2009 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 ANDROID_RS_BUILD_FOR_HOST
#include "rsContext.h"
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#else
#include "rsContextHostStub.h"
#include <OpenGL/gl.h>
#endif
using namespace android;
using namespace android::renderscript;
VertexArray::VertexArray(const Attrib *attribs, uint32_t numAttribs) {
mAttribs = attribs;
mCount = numAttribs;
}
VertexArray::~VertexArray() {
}
VertexArray::Attrib::Attrib() {
clear();
}
void VertexArray::Attrib::clear() {
buffer = 0;
offset = 0;
type = 0;
size = 0;
stride = 0;
ptr = NULL;
normalized = false;
name.setTo("");
}
void VertexArray::Attrib::set(uint32_t type, uint32_t size, uint32_t stride,
bool normalized, uint32_t offset,
const char *name) {
clear();
this->type = type;
this->size = size;
this->offset = offset;
this->normalized = normalized;
this->stride = stride;
this->name.setTo(name);
}
void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const {
if (idx == 0) {
LOGV("Starting vertex attribute binding");
}
LOGV("va %i: slot=%i name=%s buf=%i ptr=%p size=%i type=0x%x stride=0x%x norm=%i offset=0x%x",
idx, slot,
mAttribs[idx].name.string(),
mAttribs[idx].buffer,
mAttribs[idx].ptr,
mAttribs[idx].size,
mAttribs[idx].type,
mAttribs[idx].stride,
mAttribs[idx].normalized,
mAttribs[idx].offset);
}
void VertexArray::setupGL2(const Context *rsc,
class VertexArrayState *state,
ShaderCache *sc) const {
rsc->checkError("VertexArray::setupGL2 start");
for (uint32_t ct=1; ct <= 0xf/*state->mLastEnableCount*/; ct++) {
glDisableVertexAttribArray(ct);
}
rsc->checkError("VertexArray::setupGL2 disabled");
for (uint32_t ct=0; ct < mCount; ct++) {
int32_t slot = sc->vtxAttribSlot(mAttribs[ct].name);
if (rsc->props.mLogShadersAttr) {
logAttrib(ct, slot);
}
if (slot < 0) {
continue;
}
glEnableVertexAttribArray(slot);
glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
glVertexAttribPointer(slot,
mAttribs[ct].size,
mAttribs[ct].type,
mAttribs[ct].normalized,
mAttribs[ct].stride,
mAttribs[ct].ptr + mAttribs[ct].offset);
}
state->mLastEnableCount = mCount;
rsc->checkError("VertexArray::setupGL2 done");
}
////////////////////////////////////////////
void VertexArrayState::init(Context *) {
mLastEnableCount = 0;
}