blob: 4d501246298e64e55e7db6673af48d02333dbbd0 [file] [log] [blame]
/*
* 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()
{
clearAll();
}
VertexArray::~VertexArray()
{
}
void VertexArray::clearAll()
{
for (uint32_t ct=0; ct < RS_MAX_ATTRIBS; ct++) {
mAttribs[ct].clear();
}
mActiveBuffer = 0;
mActivePointer = NULL;
mCount = 0;
}
VertexArray::Attrib::Attrib()
{
clear();
}
void VertexArray::Attrib::set(const Attrib &a)
{
buffer = a.buffer;
ptr = a.ptr;
offset = a.offset;
type = a.type;
size = a.size;
stride = a.stride;
normalized = a.normalized;
name.setTo(a.name);
}
void VertexArray::Attrib::clear()
{
buffer = 0;
offset = 0;
type = 0;
size = 0;
stride = 0;
ptr = NULL;
normalized = false;
name.setTo("");
}
void VertexArray::clear(uint32_t n)
{
mAttribs[n].clear();
}
void VertexArray::add(const Attrib &a, uint32_t stride)
{
rsAssert(mCount < RS_MAX_ATTRIBS);
mAttribs[mCount].set(a);
mAttribs[mCount].buffer = mActiveBuffer;
mAttribs[mCount].ptr = mActivePointer;
mAttribs[mCount].stride = stride;
mCount ++;
}
void VertexArray::add(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name)
{
rsAssert(mCount < RS_MAX_ATTRIBS);
mAttribs[mCount].clear();
mAttribs[mCount].type = type;
mAttribs[mCount].size = size;
mAttribs[mCount].offset = offset;
mAttribs[mCount].normalized = normalized;
mAttribs[mCount].stride = stride;
mAttribs[mCount].name.setTo(name);
mAttribs[mCount].buffer = mActiveBuffer;
mAttribs[mCount].ptr = mActivePointer;
mCount ++;
}
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;
}