Marius Renn | 65953da | 2012-03-27 10:44:45 -0700 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2011 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 | #include "base/logging.h" |
| 18 | |
| 19 | #include "core/geometry.h" |
| 20 | #include "core/gl_buffer_interface.h" |
| 21 | #include "core/gl_env.h" |
| 22 | #include "core/gl_frame.h" |
| 23 | #include "core/shader_program.h" |
| 24 | #include "core/vertex_frame.h" |
| 25 | |
| 26 | #include <string> |
| 27 | #include <sstream> |
| 28 | #include <vector> |
| 29 | |
| 30 | namespace android { |
| 31 | namespace filterfw { |
| 32 | |
| 33 | // VBO attachment keys |
| 34 | static const int kDefaultVboKey = 1; |
| 35 | |
| 36 | static const char* s_default_vertex_shader_source_ = |
| 37 | "attribute vec4 a_position;\n" |
| 38 | "attribute vec2 a_texcoord;\n" |
| 39 | "varying vec2 v_texcoord;\n" |
| 40 | "void main() {\n" |
| 41 | " gl_Position = a_position;\n" |
| 42 | " v_texcoord = a_texcoord;\n" |
| 43 | "}\n"; |
| 44 | |
| 45 | // Helper Functions //////////////////////////////////////////////////////////// |
| 46 | // Maps coordinates x,y in the unit rectangle over to the quadrangle specified |
| 47 | // by the four points in b. The result coordinates are written to xt and yt. |
| 48 | static void GetTileCoords(const float* b, float x, float y, float* xt, float* yt) { |
| 49 | const float w0 = (1.0f - x) * (1.0f - y); |
| 50 | const float w1 = x * (1.0f - y); |
| 51 | const float w2 = (1.0f - x) * y; |
| 52 | const float w3 = x * y; |
| 53 | |
| 54 | *xt = w0 * b[0] + w1 * b[2] + w2 * b[4] + w3 * b[6]; |
| 55 | *yt = w0 * b[1] + w1 * b[3] + w2 * b[5] + w3 * b[7]; |
| 56 | } |
| 57 | |
| 58 | static inline float AdjustRatio(float current, float next) { |
| 59 | return (current + next) / 2.0; |
| 60 | } |
| 61 | |
| 62 | // VertexAttrib implementation ///////////////////////////////////////////////// |
| 63 | ShaderProgram::VertexAttrib::VertexAttrib() |
| 64 | : is_const(true), |
| 65 | index(-1), |
| 66 | normalized(false), |
| 67 | stride(0), |
| 68 | components(0), |
| 69 | offset(0), |
| 70 | type(GL_FLOAT), |
| 71 | vbo(0), |
| 72 | values(NULL), |
| 73 | owned_data(NULL) { |
| 74 | } |
| 75 | |
| 76 | // ShaderProgram implementation //////////////////////////////////////////////// |
| 77 | ShaderProgram::ShaderProgram(GLEnv* gl_env, const std::string& fragment_shader) |
| 78 | : fragment_shader_source_(fragment_shader), |
| 79 | vertex_shader_source_(s_default_vertex_shader_source_), |
| 80 | fragment_shader_(0), |
| 81 | vertex_shader_(0), |
| 82 | program_(0), |
| 83 | gl_env_(gl_env), |
| 84 | base_texture_unit_(GL_TEXTURE0), |
| 85 | source_coords_(NULL), |
| 86 | target_coords_(NULL), |
| 87 | manage_coordinates_(false), |
| 88 | tile_x_count_(1), |
| 89 | tile_y_count_(1), |
| 90 | vertex_count_(4), |
| 91 | draw_mode_(GL_TRIANGLE_STRIP), |
| 92 | clears_(false), |
| 93 | blending_(false), |
| 94 | sfactor_(GL_SRC_ALPHA), |
| 95 | dfactor_(GL_ONE_MINUS_SRC_ALPHA) { |
| 96 | SetDefaultCoords(); |
| 97 | } |
| 98 | |
| 99 | ShaderProgram::ShaderProgram(GLEnv* gl_env, |
| 100 | const std::string& vertex_shader, |
| 101 | const std::string& fragment_shader) |
| 102 | : fragment_shader_source_(fragment_shader), |
| 103 | vertex_shader_source_(vertex_shader), |
| 104 | fragment_shader_(0), |
| 105 | vertex_shader_(0), |
| 106 | program_(0), |
| 107 | gl_env_(gl_env), |
| 108 | base_texture_unit_(GL_TEXTURE0), |
| 109 | source_coords_(NULL), |
| 110 | target_coords_(NULL), |
| 111 | manage_coordinates_(false), |
| 112 | tile_x_count_(1), |
| 113 | tile_y_count_(1), |
| 114 | vertex_count_(4), |
| 115 | draw_mode_(GL_TRIANGLE_STRIP), |
| 116 | clears_(false), |
| 117 | blending_(false), |
| 118 | sfactor_(GL_SRC_ALPHA), |
| 119 | dfactor_(GL_ONE_MINUS_SRC_ALPHA) { |
| 120 | SetDefaultCoords(); |
| 121 | } |
| 122 | |
| 123 | ShaderProgram::~ShaderProgram() { |
| 124 | // Delete our vertex data |
| 125 | delete[] source_coords_; |
| 126 | delete[] target_coords_; |
| 127 | |
| 128 | // Delete any owned attribute data |
| 129 | VertexAttribMap::const_iterator iter; |
| 130 | for (iter = attrib_values_.begin(); iter != attrib_values_.end(); ++iter) { |
| 131 | const VertexAttrib& attrib = iter->second; |
| 132 | if (attrib.owned_data) |
| 133 | delete[] attrib.owned_data; |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | void ShaderProgram::SetDefaultCoords() { |
| 138 | if (!source_coords_) |
| 139 | source_coords_ = new float[8]; |
| 140 | if (!target_coords_) |
| 141 | target_coords_ = new float[8]; |
| 142 | |
| 143 | source_coords_[0] = 0.0f; |
| 144 | source_coords_[1] = 0.0f; |
| 145 | source_coords_[2] = 1.0f; |
| 146 | source_coords_[3] = 0.0f; |
| 147 | source_coords_[4] = 0.0f; |
| 148 | source_coords_[5] = 1.0f; |
| 149 | source_coords_[6] = 1.0f; |
| 150 | source_coords_[7] = 1.0f; |
| 151 | |
| 152 | target_coords_[0] = -1.0f; |
| 153 | target_coords_[1] = -1.0f; |
| 154 | target_coords_[2] = 1.0f; |
| 155 | target_coords_[3] = -1.0f; |
| 156 | target_coords_[4] = -1.0f; |
| 157 | target_coords_[5] = 1.0f; |
| 158 | target_coords_[6] = 1.0f; |
| 159 | target_coords_[7] = 1.0f; |
| 160 | |
| 161 | } |
| 162 | |
| 163 | ShaderProgram* ShaderProgram::CreateIdentity(GLEnv* gl_env) { |
| 164 | const char* s_id_fragment_shader = |
| 165 | "precision mediump float;\n" |
| 166 | "uniform sampler2D tex_sampler_0;\n" |
| 167 | "varying vec2 v_texcoord;\n" |
| 168 | "void main() {\n" |
| 169 | " gl_FragColor = texture2D(tex_sampler_0, v_texcoord);\n" |
| 170 | "}\n"; |
| 171 | ShaderProgram* result = new ShaderProgram(gl_env, s_id_fragment_shader); |
| 172 | result->CompileAndLink(); |
| 173 | return result; |
| 174 | } |
| 175 | |
| 176 | bool ShaderProgram::IsVarValid(ProgramVar var) { |
| 177 | return var != -1; |
| 178 | } |
| 179 | |
| 180 | bool ShaderProgram::Process(const std::vector<const GLTextureHandle*>& input, |
| 181 | GLFrameBufferHandle* output) { |
| 182 | // TODO: This can be optimized: If the input and output are the same, as in |
| 183 | // the last iteration (typical of a multi-pass filter), a lot of this setup |
| 184 | // may be skipped. |
| 185 | |
| 186 | // Abort if program did not successfully compile and link |
| 187 | if (!IsExecutable()) { |
| 188 | ALOGE("ShaderProgram: unexecutable program!"); |
| 189 | return false; |
| 190 | } |
| 191 | |
| 192 | // Focus the FBO of the output |
| 193 | if (!output->FocusFrameBuffer()) { |
| 194 | ALOGE("Unable to focus frame buffer"); |
| 195 | return false; |
| 196 | } |
| 197 | |
| 198 | // Get all required textures |
| 199 | std::vector<GLuint> textures; |
| 200 | std::vector<GLenum> targets; |
| 201 | for (unsigned i = 0; i < input.size(); ++i) { |
| 202 | // Get the current input frame and make sure it is a GL frame |
| 203 | if (input[i]) { |
| 204 | // Get the texture bound to that frame |
| 205 | const GLuint tex_id = input[i]->GetTextureId(); |
| 206 | const GLenum target = input[i]->GetTextureTarget(); |
| 207 | if (tex_id == 0) { |
| 208 | ALOGE("ShaderProgram: invalid texture id at input: %d!", i); |
| 209 | return false; |
| 210 | } |
| 211 | textures.push_back(tex_id); |
| 212 | targets.push_back(target); |
| 213 | } |
| 214 | } |
| 215 | |
| 216 | // And render! |
| 217 | if (!RenderFrame(textures, targets)) { |
| 218 | ALOGE("Unable to render frame"); |
| 219 | return false; |
| 220 | } |
| 221 | return true; |
| 222 | } |
| 223 | |
| 224 | bool ShaderProgram::Process(const std::vector<const GLFrame*>& input, GLFrame* output) { |
| 225 | std::vector<const GLTextureHandle*> textures(input.size()); |
| 226 | std::copy(input.begin(), input.end(), textures.begin()); |
| 227 | return Process(textures, output); |
| 228 | } |
| 229 | |
| 230 | void ShaderProgram::SetSourceRect(float x, float y, float width, float height) { |
| 231 | Quad quad(Point(x, y), |
| 232 | Point(x + width, y), |
| 233 | Point(x, y + height), |
| 234 | Point(x + width, y + height)); |
| 235 | SetSourceRegion(quad); |
| 236 | } |
| 237 | |
| 238 | void ShaderProgram::SetSourceRegion(const Quad& quad) { |
| 239 | int index = 0; |
| 240 | for (int i = 0; i < 4; ++i, index += 2) { |
| 241 | source_coords_[index] = quad.point(i).x(); |
| 242 | source_coords_[index+1] = quad.point(i).y(); |
| 243 | } |
| 244 | } |
| 245 | |
| 246 | void ShaderProgram::SetTargetRect(float x, float y, float width, float height) { |
| 247 | Quad quad(Point(x, y), |
| 248 | Point(x + width, y), |
| 249 | Point(x, y + height), |
| 250 | Point(x + width, y + height)); |
| 251 | SetTargetRegion(quad); |
| 252 | } |
| 253 | |
| 254 | void ShaderProgram::SetTargetRegion(const Quad& quad) { |
| 255 | int index = 0; |
| 256 | for (int i = 0; i < 4; ++i, index += 2) { |
| 257 | target_coords_[index] = (quad.point(i).x() * 2.0) - 1.0; |
| 258 | target_coords_[index+1] = (quad.point(i).y() * 2.0) - 1.0; |
| 259 | } |
| 260 | } |
| 261 | |
| 262 | bool ShaderProgram::CompileAndLink() { |
| 263 | // Make sure we haven't compiled and linked already |
| 264 | if (vertex_shader_ != 0 || fragment_shader_ != 0 || program_ != 0) { |
| 265 | ALOGE("Attempting to re-compile shaders!"); |
| 266 | return false; |
| 267 | } |
| 268 | |
| 269 | // Compile vertex shader |
| 270 | vertex_shader_ = CompileShader(GL_VERTEX_SHADER, |
| 271 | vertex_shader_source_.c_str()); |
| 272 | if (!vertex_shader_) { |
| 273 | ALOGE("Shader compilation failed!"); |
| 274 | return false; |
| 275 | } |
| 276 | |
| 277 | // Compile fragment shader |
| 278 | fragment_shader_ = CompileShader(GL_FRAGMENT_SHADER, |
| 279 | fragment_shader_source_.c_str()); |
| 280 | if (!fragment_shader_) |
| 281 | return false; |
| 282 | |
| 283 | // Link |
| 284 | GLuint shaders[2] = { vertex_shader_, fragment_shader_ }; |
| 285 | program_ = LinkProgram(shaders, 2); |
| 286 | |
| 287 | // Scan for all uniforms in the program |
| 288 | ScanUniforms(); |
| 289 | |
| 290 | // Check if we manage all coordinates |
| 291 | if (program_ != 0) { |
| 292 | ProgramVar tex_coord_attr = glGetAttribLocation(program_, TexCoordAttributeName().c_str()); |
| 293 | ProgramVar pos_coord_attr = glGetAttribLocation(program_, PositionAttributeName().c_str()); |
| 294 | manage_coordinates_ = (tex_coord_attr >= 0 && pos_coord_attr >= 0); |
| 295 | } else { |
| 296 | ALOGE("Could not link shader program!"); |
| 297 | return false; |
| 298 | } |
| 299 | |
| 300 | return true; |
| 301 | } |
| 302 | |
| 303 | GLuint ShaderProgram::CompileShader(GLenum shader_type, const char* source) { |
| 304 | LOG_FRAME("Compiling source:\n[%s]", source); |
| 305 | |
| 306 | // Create shader |
| 307 | GLuint shader = glCreateShader(shader_type); |
| 308 | if (shader) { |
| 309 | // Compile source |
| 310 | glShaderSource(shader, 1, &source, NULL); |
| 311 | glCompileShader(shader); |
| 312 | |
| 313 | // Check for compilation errors |
| 314 | GLint compiled = 0; |
| 315 | glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); |
| 316 | if (!compiled) { |
| 317 | // Log the compilation error messages |
| 318 | ALOGE("Problem compiling shader! Source:"); |
| 319 | ALOGE("%s", source); |
| 320 | std::string src(source); |
| 321 | unsigned int cur_pos = 0; |
| 322 | unsigned int next_pos = 0; |
| 323 | int line_number = 1; |
| 324 | while ( (next_pos = src.find_first_of('\n', cur_pos)) != std::string::npos) { |
| 325 | ALOGE("%03d : %s", line_number, src.substr(cur_pos, next_pos-cur_pos).c_str()); |
| 326 | cur_pos = next_pos + 1; |
| 327 | line_number++; |
| 328 | } |
| 329 | ALOGE("%03d : %s", line_number, src.substr(cur_pos, next_pos-cur_pos).c_str()); |
| 330 | |
| 331 | GLint log_length = 0; |
| 332 | glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); |
| 333 | if (log_length) { |
| 334 | char* error_log = new char[log_length]; |
| 335 | if (error_log) { |
| 336 | glGetShaderInfoLog(shader, log_length, NULL, error_log); |
| 337 | ALOGE("Shader compilation error %d:\n%s\n", shader_type, error_log); |
| 338 | delete[] error_log; |
| 339 | } |
| 340 | } |
| 341 | glDeleteShader(shader); |
| 342 | shader = 0; |
| 343 | } |
| 344 | } |
| 345 | return shader; |
| 346 | } |
| 347 | |
| 348 | GLuint ShaderProgram::LinkProgram(GLuint* shaders, GLuint count) { |
| 349 | GLuint program = glCreateProgram(); |
| 350 | if (program) { |
| 351 | // Attach all compiled shaders |
| 352 | for (GLuint i = 0; i < count; ++i) { |
| 353 | glAttachShader(program, shaders[i]); |
| 354 | if (GLEnv::CheckGLError("glAttachShader")) return 0; |
| 355 | } |
| 356 | |
| 357 | // Link |
| 358 | glLinkProgram(program); |
| 359 | |
| 360 | // Check for linking errors |
| 361 | GLint linked = 0; |
| 362 | glGetProgramiv(program, GL_LINK_STATUS, &linked); |
| 363 | if (linked != GL_TRUE) { |
| 364 | // Log the linker error messages |
| 365 | GLint log_length = 0; |
| 366 | glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); |
| 367 | if (log_length) { |
| 368 | char* error_log = new char[log_length]; |
| 369 | if (error_log) { |
| 370 | glGetProgramInfoLog(program, log_length, NULL, error_log); |
| 371 | ALOGE("Program Linker Error:\n%s\n", error_log); |
| 372 | delete[] error_log; |
| 373 | } |
| 374 | } |
| 375 | glDeleteProgram(program); |
| 376 | program = 0; |
| 377 | } |
| 378 | } |
| 379 | return program; |
| 380 | } |
| 381 | |
| 382 | void ShaderProgram::ScanUniforms() { |
| 383 | int uniform_count; |
| 384 | int buffer_size; |
| 385 | GLenum type; |
| 386 | GLint capacity; |
| 387 | glGetProgramiv(program_, GL_ACTIVE_UNIFORMS, &uniform_count); |
| 388 | glGetProgramiv(program_, GL_ACTIVE_UNIFORM_MAX_LENGTH, &buffer_size); |
| 389 | std::vector<GLchar> name(buffer_size); |
| 390 | for (int i = 0; i < uniform_count; ++i) { |
| 391 | glGetActiveUniform(program_, i, buffer_size, NULL, &capacity, &type, &name[0]); |
| 392 | ProgramVar uniform_id = glGetUniformLocation(program_, &name[0]); |
| 393 | uniform_indices_[uniform_id] = i; |
| 394 | } |
| 395 | } |
| 396 | |
| 397 | bool ShaderProgram::PushCoords(ProgramVar attr, float* coords) { |
| 398 | // If the shader does not define these, we simply ignore the coordinates, and assume that the |
| 399 | // user is managing coordinates. |
| 400 | if (attr >= 0) { |
| 401 | const uint8_t* data = reinterpret_cast<const uint8_t*>(coords); |
| 402 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 403 | glVertexAttribPointer(attr, 2, GL_FLOAT, false, 2 * sizeof(float), data); |
| 404 | glEnableVertexAttribArray(attr); |
| 405 | return !GLEnv::CheckGLError("Pushing vertex coordinates"); |
| 406 | } |
| 407 | return true; |
| 408 | } |
| 409 | |
| 410 | bool ShaderProgram::PushSourceCoords(float* coords) { |
| 411 | ProgramVar tex_coord_attr = glGetAttribLocation(program_, TexCoordAttributeName().c_str()); |
| 412 | return PushCoords(tex_coord_attr, coords); |
| 413 | } |
| 414 | |
| 415 | bool ShaderProgram::PushTargetCoords(float* coords) { |
| 416 | ProgramVar pos_coord_attr = glGetAttribLocation(program_, PositionAttributeName().c_str()); |
| 417 | return PushCoords(pos_coord_attr, coords); |
| 418 | } |
| 419 | |
| 420 | std::string ShaderProgram::InputTextureUniformName(int index) { |
| 421 | std::stringstream tex_name; |
| 422 | tex_name << "tex_sampler_" << index; |
| 423 | return tex_name.str(); |
| 424 | } |
| 425 | |
| 426 | bool ShaderProgram::BindInputTextures(const std::vector<GLuint>& textures, |
| 427 | const std::vector<GLenum>& targets) { |
| 428 | for (unsigned i = 0; i < textures.size(); ++i) { |
| 429 | // Activate texture unit i |
| 430 | glActiveTexture(BaseTextureUnit() + i); |
| 431 | if (GLEnv::CheckGLError("Activating Texture Unit")) |
| 432 | return false; |
| 433 | |
| 434 | // Bind our texture |
| 435 | glBindTexture(targets[i], textures[i]); |
| 436 | LOG_FRAME("Binding texture %d", textures[i]); |
| 437 | if (GLEnv::CheckGLError("Binding Texture")) |
| 438 | return false; |
| 439 | |
| 440 | // Set the texture handle in the shader to unit i |
| 441 | ProgramVar tex_var = GetUniform(InputTextureUniformName(i)); |
| 442 | if (tex_var >= 0) { |
| 443 | glUniform1i(tex_var, i); |
| 444 | } else { |
| 445 | ALOGE("ShaderProgram: Shader does not seem to support %d number of " |
| 446 | "inputs! Missing uniform 'tex_sampler_%d'!", textures.size(), i); |
| 447 | return false; |
| 448 | } |
| 449 | |
| 450 | if (GLEnv::CheckGLError("Texture Variable Binding")) |
| 451 | return false; |
| 452 | } |
| 453 | |
| 454 | return true; |
| 455 | } |
| 456 | |
| 457 | bool ShaderProgram::UseProgram() { |
| 458 | if (GLEnv::GetCurrentProgram() != program_) { |
| 459 | LOG_FRAME("Using program %d", program_); |
| 460 | glUseProgram(program_); |
| 461 | return !GLEnv::CheckGLError("Use Program"); |
| 462 | } |
| 463 | return true; |
| 464 | } |
| 465 | |
| 466 | bool ShaderProgram::RenderFrame(const std::vector<GLuint>& textures, |
| 467 | const std::vector<GLenum>& targets) { |
| 468 | // Make sure we have enough texture units to accomodate the textures |
| 469 | if (textures.size() > static_cast<unsigned>(MaxTextureUnits())) { |
| 470 | ALOGE("ShaderProgram: Number of input textures is unsupported on this " |
| 471 | "platform!"); |
| 472 | return false; |
| 473 | } |
| 474 | |
| 475 | // Prepare to render |
| 476 | if (!BeginDraw()) { |
| 477 | ALOGE("ShaderProgram: couldn't initialize gl for drawing!"); |
| 478 | return false; |
| 479 | } |
| 480 | |
| 481 | // Bind input textures |
| 482 | if (!BindInputTextures(textures, targets)) { |
| 483 | ALOGE("BindInputTextures failed"); |
| 484 | return false; |
| 485 | } |
| 486 | |
| 487 | if (LOG_EVERY_FRAME) { |
| 488 | int fbo, program, buffer; |
| 489 | glGetIntegerv(GL_FRAMEBUFFER_BINDING, &fbo); |
| 490 | glGetIntegerv(GL_CURRENT_PROGRAM, &program); |
| 491 | glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &buffer); |
| 492 | ALOGV("RenderFrame: fbo %d prog %d buff %d", fbo, program, buffer); |
| 493 | } |
| 494 | |
| 495 | // Render! |
| 496 | const bool requestTile = (tile_x_count_ != 1 || tile_y_count_ != 1); |
| 497 | const bool success = (!requestTile || !manage_coordinates_ || vertex_count_ != 4) |
| 498 | ? Draw() |
| 499 | : DrawTiled(); |
| 500 | |
| 501 | // Pop vertex attributes |
| 502 | PopAttributes(); |
| 503 | |
| 504 | return success && !GLEnv::CheckGLError("Rendering"); |
| 505 | } |
| 506 | |
| 507 | bool ShaderProgram::Draw() { |
| 508 | if (PushSourceCoords(source_coords_) && PushTargetCoords(target_coords_)) { |
| 509 | glDrawArrays(draw_mode_, 0, vertex_count_); |
| 510 | return true; |
| 511 | } |
| 512 | return false; |
| 513 | } |
| 514 | |
| 515 | bool ShaderProgram::DrawTiled() { |
| 516 | // Target coordinate step size |
| 517 | float s[8]; |
| 518 | float t[8]; |
| 519 | |
| 520 | // Step sizes |
| 521 | const float xs = 1.0f / static_cast<float>(tile_x_count_); |
| 522 | const float ys = 1.0f / static_cast<float>(tile_y_count_); |
| 523 | |
| 524 | // Tile drawing loop |
| 525 | for (int i = 0; i < tile_x_count_; ++i) { |
| 526 | for (int j = 0; j < tile_y_count_; ++j) { |
| 527 | // Current coordinates in unit rectangle |
| 528 | const float x = i / static_cast<float>(tile_x_count_); |
| 529 | const float y = j / static_cast<float>(tile_y_count_); |
| 530 | |
| 531 | // Source coords |
| 532 | GetTileCoords(source_coords_, x, y, &s[0], &s[1]); |
| 533 | GetTileCoords(source_coords_, x + xs, y, &s[2], &s[3]); |
| 534 | GetTileCoords(source_coords_, x, y + ys, &s[4], &s[5]); |
| 535 | GetTileCoords(source_coords_, x + xs, y + ys, &s[6], &s[7]); |
| 536 | |
| 537 | // Target coords |
| 538 | GetTileCoords(target_coords_, x, y, &t[0], &t[1]); |
| 539 | GetTileCoords(target_coords_, x + xs, y, &t[2], &t[3]); |
| 540 | GetTileCoords(target_coords_, x, y + ys, &t[4], &t[5]); |
| 541 | GetTileCoords(target_coords_, x + xs, y + ys, &t[6], &t[7]); |
| 542 | |
| 543 | if (PushSourceCoords(s) && PushTargetCoords(t)) { |
| 544 | glDrawArrays(draw_mode_, 0, vertex_count_); |
| 545 | Yield(); |
| 546 | } else { |
| 547 | return false; |
| 548 | } |
| 549 | } |
| 550 | } |
| 551 | return true; |
| 552 | } |
| 553 | |
| 554 | void ShaderProgram::Yield() { |
| 555 | glFinish(); |
| 556 | } |
| 557 | |
| 558 | bool ShaderProgram::BeginDraw() { |
| 559 | // Activate shader program |
| 560 | if (!UseProgram()) |
| 561 | return false; |
| 562 | |
| 563 | // Push vertex attributes |
| 564 | PushAttributes(); |
| 565 | |
| 566 | // Clear output, if requested |
| 567 | if (clears_) { |
| 568 | glClearColor(clear_color_.red, |
| 569 | clear_color_.green, |
| 570 | clear_color_.blue, |
| 571 | clear_color_.alpha); |
| 572 | glClear(GL_COLOR_BUFFER_BIT); |
| 573 | } |
| 574 | |
| 575 | // Enable/Disable blending |
| 576 | if (blending_) { |
| 577 | glEnable(GL_BLEND); |
| 578 | glBlendFunc(sfactor_, dfactor_); |
| 579 | } else glDisable(GL_BLEND); |
| 580 | |
| 581 | return true; |
| 582 | } |
| 583 | |
| 584 | int ShaderProgram::MaxVaryingCount() { |
| 585 | GLint result; |
| 586 | glGetIntegerv(GL_MAX_VARYING_VECTORS, &result); |
| 587 | return result; |
| 588 | } |
| 589 | |
| 590 | int ShaderProgram::MaxTextureUnits() { |
| 591 | return GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS - 1; |
| 592 | } |
| 593 | |
| 594 | void ShaderProgram::SetDrawMode(GLenum mode) { |
| 595 | draw_mode_ = mode; |
| 596 | } |
| 597 | |
| 598 | void ShaderProgram::SetClearsOutput(bool clears) { |
| 599 | clears_ = clears; |
| 600 | } |
| 601 | |
| 602 | void ShaderProgram::SetClearColor(float red, float green, float blue, float alpha) { |
| 603 | clear_color_.red = red; |
| 604 | clear_color_.green = green; |
| 605 | clear_color_.blue = blue; |
| 606 | clear_color_.alpha = alpha; |
| 607 | } |
| 608 | |
| 609 | void ShaderProgram::SetTileCounts(int x_count, int y_count) { |
| 610 | tile_x_count_ = x_count; |
| 611 | tile_y_count_ = y_count; |
| 612 | } |
| 613 | |
| 614 | // Variable Value Setting Helpers ////////////////////////////////////////////// |
| 615 | bool ShaderProgram::CheckValueCount(const std::string& var_type, |
| 616 | const std::string& var_name, |
| 617 | int expected_count, |
| 618 | int components, |
| 619 | int value_size) { |
| 620 | if (expected_count != (value_size / components)) { |
| 621 | ALOGE("Shader Program: %s Value Error (%s): Expected value length %d " |
| 622 | "(%d components), but received length of %d (%d components)!", |
| 623 | var_type.c_str(), var_name.c_str(), |
| 624 | expected_count, components * expected_count, |
| 625 | value_size / components, value_size); |
| 626 | return false; |
| 627 | } |
| 628 | return true; |
| 629 | } |
| 630 | |
| 631 | bool ShaderProgram::CheckValueMult(const std::string& var_type, |
| 632 | const std::string& var_name, |
| 633 | int components, |
| 634 | int value_size) { |
| 635 | if (value_size % components != 0) { |
| 636 | ALOGE("Shader Program: %s Value Error (%s): Value must be multiple of %d, " |
| 637 | "but %d elements were passed!", var_type.c_str(), var_name.c_str(), |
| 638 | components, value_size); |
| 639 | return false; |
| 640 | } |
| 641 | return true; |
| 642 | } |
| 643 | |
| 644 | bool ShaderProgram::CheckVarValid(ProgramVar var) { |
| 645 | if (!IsVarValid(var)) { |
| 646 | ALOGE("Shader Program: Attempting to access invalid variable!"); |
| 647 | return false; |
| 648 | } |
| 649 | return true; |
| 650 | } |
| 651 | |
| 652 | // Uniforms //////////////////////////////////////////////////////////////////// |
| 653 | bool ShaderProgram::CheckUniformValid(ProgramVar var) { |
| 654 | if (!IsVarValid(var) || uniform_indices_.find(var) == uniform_indices_.end()) { |
| 655 | ALOGE("Shader Program: Attempting to access unknown uniform %d!", var); |
| 656 | return false; |
| 657 | } |
| 658 | return true; |
| 659 | } |
| 660 | |
| 661 | int ShaderProgram::MaxUniformCount() { |
| 662 | // Here we return the minimum of the max uniform count for fragment and vertex |
| 663 | // shaders. |
| 664 | GLint count1, count2; |
| 665 | glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &count1); |
| 666 | glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &count2); |
| 667 | return count1 < count2 ? count1 : count2; |
| 668 | } |
| 669 | |
| 670 | ProgramVar ShaderProgram::GetUniform(const std::string& name) const { |
| 671 | if (!IsExecutable()) { |
| 672 | ALOGE("ShaderProgram: Error: Must link program before querying uniforms!"); |
| 673 | return -1; |
| 674 | } |
| 675 | return glGetUniformLocation(program_, name.c_str()); |
| 676 | } |
| 677 | |
| 678 | bool ShaderProgram::SetUniformValue(ProgramVar var, int value) { |
| 679 | if (!CheckVarValid(var)) |
| 680 | return false; |
| 681 | |
| 682 | // Uniforms are local to the currently used program. |
| 683 | if (UseProgram()) { |
| 684 | glUniform1i(var, value); |
| 685 | return !GLEnv::CheckGLError("Set Uniform Value (int)"); |
| 686 | } |
| 687 | return false; |
| 688 | } |
| 689 | |
| 690 | bool ShaderProgram::SetUniformValue(ProgramVar var, float value) { |
| 691 | if (!CheckVarValid(var)) |
| 692 | return false; |
| 693 | |
| 694 | // Uniforms are local to the currently used program. |
| 695 | if (UseProgram()) { |
| 696 | glUniform1f(var, value); |
| 697 | return !GLEnv::CheckGLError("Set Uniform Value (float)"); |
| 698 | } |
| 699 | return false; |
| 700 | } |
| 701 | |
| 702 | bool ShaderProgram::SetUniformValue(ProgramVar var, |
| 703 | const int* values, |
| 704 | int count) { |
| 705 | if (!CheckUniformValid(var)) |
| 706 | return false; |
| 707 | |
| 708 | // Make sure we have values at all |
| 709 | if (count == 0) |
| 710 | return false; |
| 711 | |
| 712 | // Uniforms are local to the currently used program. |
| 713 | if (UseProgram()) { |
| 714 | // Get uniform information |
| 715 | GLint capacity; |
| 716 | GLenum type; |
| 717 | char name[128]; |
| 718 | glGetActiveUniform(program_, IndexOfUniform(var), 128, NULL, &capacity, &type, name); |
| 719 | |
| 720 | // Make sure passed values are compatible |
| 721 | const int components = GLEnv::NumberOfComponents(type); |
| 722 | if (!CheckValueCount("Uniform (int)", name, capacity, components, count) |
| 723 | || !CheckValueMult ("Uniform (int)", name, components, count)) |
| 724 | return false; |
| 725 | |
| 726 | // Set value based on type |
| 727 | const int n = count / components; |
| 728 | switch(type) { |
| 729 | case GL_INT: |
| 730 | glUniform1iv(var, n, values); |
| 731 | break; |
| 732 | |
| 733 | case GL_INT_VEC2: |
| 734 | glUniform2iv(var, n, values); |
| 735 | break; |
| 736 | |
| 737 | case GL_INT_VEC3: |
| 738 | glUniform3iv(var, n, values); |
| 739 | break; |
| 740 | |
| 741 | case GL_INT_VEC4: |
| 742 | glUniform4iv(var, n, values); |
| 743 | break; |
| 744 | |
| 745 | default: |
| 746 | return false; |
| 747 | }; |
| 748 | return !GLEnv::CheckGLError("Set Uniform Value"); |
| 749 | } |
| 750 | return false; |
| 751 | } |
| 752 | |
| 753 | bool ShaderProgram::SetUniformValue(ProgramVar var, |
| 754 | const float* values, |
| 755 | int count) { |
| 756 | if (!CheckUniformValid(var)) |
| 757 | return false; |
| 758 | |
| 759 | // Make sure we have values at all |
| 760 | if (count == 0) |
| 761 | return false; |
| 762 | |
| 763 | // Uniforms are local to the currently used program. |
| 764 | if (UseProgram()) { |
| 765 | // Get uniform information |
| 766 | GLint capacity; |
| 767 | GLenum type; |
| 768 | char name[128]; |
| 769 | glGetActiveUniform(program_, IndexOfUniform(var), 128, NULL, &capacity, &type, name); |
| 770 | |
| 771 | // Make sure passed values are compatible |
| 772 | const int components = GLEnv::NumberOfComponents(type); |
| 773 | if (!CheckValueCount("Uniform (float)", name, capacity, components, count) |
| 774 | || !CheckValueMult ("Uniform (float)", name, components, count)) |
| 775 | return false; |
| 776 | |
| 777 | // Set value based on type |
| 778 | const int n = count / components; |
| 779 | switch(type) { |
| 780 | case GL_FLOAT: |
| 781 | glUniform1fv(var, n, values); |
| 782 | break; |
| 783 | |
| 784 | case GL_FLOAT_VEC2: |
| 785 | glUniform2fv(var, n, values); |
| 786 | break; |
| 787 | |
| 788 | case GL_FLOAT_VEC3: |
| 789 | glUniform3fv(var, n, values); |
| 790 | break; |
| 791 | |
| 792 | case GL_FLOAT_VEC4: |
| 793 | glUniform4fv(var, n, values); |
| 794 | break; |
| 795 | |
| 796 | case GL_FLOAT_MAT2: |
| 797 | glUniformMatrix2fv(var, n, GL_FALSE, values); |
| 798 | break; |
| 799 | |
| 800 | case GL_FLOAT_MAT3: |
| 801 | glUniformMatrix3fv(var, n, GL_FALSE, values); |
| 802 | break; |
| 803 | |
| 804 | case GL_FLOAT_MAT4: |
| 805 | glUniformMatrix4fv(var, n, GL_FALSE, values); |
| 806 | break; |
| 807 | |
| 808 | default: |
| 809 | return false; |
| 810 | }; |
| 811 | return !GLEnv::CheckGLError("Set Uniform Value"); |
| 812 | } |
| 813 | return false; |
| 814 | } |
| 815 | |
| 816 | bool ShaderProgram::SetUniformValue(ProgramVar var, const std::vector<int>& values) { |
| 817 | return SetUniformValue(var, &values[0], values.size()); |
| 818 | } |
| 819 | |
| 820 | bool ShaderProgram::SetUniformValue(ProgramVar var, |
| 821 | const std::vector<float>& values) { |
| 822 | return SetUniformValue(var, &values[0], values.size()); |
| 823 | } |
| 824 | |
| 825 | bool ShaderProgram::SetUniformValue(const std::string& name, const Value& value) { |
| 826 | if (ValueIsFloat(value)) |
| 827 | return SetUniformValue(GetUniform(name), GetFloatValue(value)); |
| 828 | else if (ValueIsInt(value)) |
| 829 | return SetUniformValue(GetUniform(name), GetIntValue(value)); |
| 830 | else if (ValueIsFloatArray(value)) |
| 831 | return SetUniformValue(GetUniform(name), GetFloatArrayValue(value), GetValueCount(value)); |
| 832 | else if (ValueIsIntArray(value)) |
| 833 | return SetUniformValue(GetUniform(name), GetIntArrayValue(value), GetValueCount(value)); |
| 834 | else |
| 835 | return false; |
| 836 | } |
| 837 | |
| 838 | Value ShaderProgram::GetUniformValue(const std::string& name) { |
| 839 | ProgramVar var = GetUniform(name); |
| 840 | if (CheckUniformValid(var)) { |
| 841 | // Get uniform information |
| 842 | GLint capacity; |
| 843 | GLenum type; |
| 844 | glGetActiveUniform(program_, IndexOfUniform(var), 0, NULL, &capacity, &type, NULL); |
| 845 | if (!GLEnv::CheckGLError("Get Active Uniform")) { |
| 846 | // Get value based on type, and wrap in value object |
| 847 | switch(type) { |
| 848 | case GL_INT: { |
| 849 | int value; |
| 850 | glGetUniformiv(program_, var, &value); |
| 851 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeIntValue(value) |
| 852 | : MakeNullValue(); |
| 853 | } break; |
| 854 | |
| 855 | case GL_INT_VEC2: { |
| 856 | int value[2]; |
| 857 | glGetUniformiv(program_, var, &value[0]); |
| 858 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeIntArrayValue(value, 2) |
| 859 | : MakeNullValue(); |
| 860 | } break; |
| 861 | |
| 862 | case GL_INT_VEC3: { |
| 863 | int value[3]; |
| 864 | glGetUniformiv(program_, var, &value[0]); |
| 865 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeIntArrayValue(value, 3) |
| 866 | : MakeNullValue(); |
| 867 | } break; |
| 868 | |
| 869 | case GL_INT_VEC4: { |
| 870 | int value[4]; |
| 871 | glGetUniformiv(program_, var, &value[0]); |
| 872 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeIntArrayValue(value, 4) |
| 873 | : MakeNullValue(); |
| 874 | } break; |
| 875 | |
| 876 | case GL_FLOAT: { |
| 877 | float value; |
| 878 | glGetUniformfv(program_, var, &value); |
| 879 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatValue(value) |
| 880 | : MakeNullValue(); |
| 881 | } break; |
| 882 | |
| 883 | case GL_FLOAT_VEC2: { |
| 884 | float value[2]; |
| 885 | glGetUniformfv(program_, var, &value[0]); |
| 886 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 2) |
| 887 | : MakeNullValue(); |
| 888 | } break; |
| 889 | |
| 890 | case GL_FLOAT_VEC3: { |
| 891 | float value[3]; |
| 892 | glGetUniformfv(program_, var, &value[0]); |
| 893 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 3) |
| 894 | : MakeNullValue(); |
| 895 | } break; |
| 896 | |
| 897 | case GL_FLOAT_VEC4: { |
| 898 | float value[4]; |
| 899 | glGetUniformfv(program_, var, &value[0]); |
| 900 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 4) |
| 901 | : MakeNullValue(); |
| 902 | } break; |
| 903 | |
| 904 | case GL_FLOAT_MAT2: { |
| 905 | float value[4]; |
| 906 | glGetUniformfv(program_, var, &value[0]); |
| 907 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 4) |
| 908 | : MakeNullValue(); |
| 909 | } break; |
| 910 | |
| 911 | case GL_FLOAT_MAT3: { |
| 912 | float value[9]; |
| 913 | glGetUniformfv(program_, var, &value[0]); |
| 914 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 9) |
| 915 | : MakeNullValue(); |
| 916 | } break; |
| 917 | |
| 918 | case GL_FLOAT_MAT4: { |
| 919 | float value[16]; |
| 920 | glGetUniformfv(program_, var, &value[0]); |
| 921 | return !GLEnv::CheckGLError("GetVariableValue") ? MakeFloatArrayValue(value, 16) |
| 922 | : MakeNullValue(); |
| 923 | } break; |
| 924 | } |
| 925 | } |
| 926 | } |
| 927 | return MakeNullValue(); |
| 928 | } |
| 929 | |
| 930 | GLuint ShaderProgram::IndexOfUniform(ProgramVar var) { |
| 931 | return uniform_indices_[var]; |
| 932 | } |
| 933 | |
| 934 | // Attributes ////////////////////////////////////////////////////////////////////////////////////// |
| 935 | int ShaderProgram::MaxAttributeCount() { |
| 936 | GLint result; |
| 937 | glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &result); |
| 938 | return result; |
| 939 | } |
| 940 | |
| 941 | ProgramVar ShaderProgram::GetAttribute(const std::string& name) const { |
| 942 | if (!IsExecutable()) { |
| 943 | ALOGE("ShaderProgram: Error: Must link program before querying attributes!"); |
| 944 | return -1; |
| 945 | } else if (name == PositionAttributeName() || name == TexCoordAttributeName()) { |
| 946 | ALOGW("ShaderProgram: Attempting to overwrite internal vertex attribute '%s'!", name.c_str()); |
| 947 | } |
| 948 | return glGetAttribLocation(program_, name.c_str()); |
| 949 | } |
| 950 | |
| 951 | bool ShaderProgram::SetAttributeValues(ProgramVar var, |
| 952 | const VertexFrame* vbo, |
| 953 | GLenum type, |
| 954 | int components, |
| 955 | int stride, |
| 956 | int offset, |
| 957 | bool normalize) { |
| 958 | if (!CheckVarValid(var)) |
| 959 | return false; |
| 960 | |
| 961 | if (vbo) { |
| 962 | VertexAttrib attrib; |
| 963 | attrib.is_const = false; |
| 964 | attrib.index = var; |
| 965 | attrib.components = components; |
| 966 | attrib.normalized = normalize; |
| 967 | attrib.stride = stride; |
| 968 | attrib.type = type; |
| 969 | attrib.vbo = vbo->GetVboId(); |
| 970 | attrib.offset = offset; |
| 971 | |
| 972 | return StoreAttribute(attrib); |
| 973 | } |
| 974 | return false; |
| 975 | } |
| 976 | |
| 977 | bool ShaderProgram::SetAttributeValues(ProgramVar var, |
| 978 | const uint8_t* data, |
| 979 | GLenum type, |
| 980 | int components, |
| 981 | int stride, |
| 982 | int offset, |
| 983 | bool normalize) { |
| 984 | if (!CheckVarValid(var)) |
| 985 | return false; |
| 986 | |
| 987 | if (data) { |
| 988 | VertexAttrib attrib; |
| 989 | attrib.is_const = false; |
| 990 | attrib.index = var; |
| 991 | attrib.components = components; |
| 992 | attrib.normalized = normalize; |
| 993 | attrib.stride = stride; |
| 994 | attrib.type = type; |
| 995 | attrib.values = data + offset; |
| 996 | |
| 997 | return StoreAttribute(attrib); |
| 998 | } |
| 999 | return false; |
| 1000 | } |
| 1001 | |
| 1002 | bool ShaderProgram::SetAttributeValues(ProgramVar var, |
| 1003 | const std::vector<float>& data, |
| 1004 | int components) { |
| 1005 | return SetAttributeValues(var, &data[0], data.size(), components); |
| 1006 | } |
| 1007 | |
| 1008 | bool ShaderProgram::SetAttributeValues(ProgramVar var, |
| 1009 | const float* data, |
| 1010 | int total, |
| 1011 | int components) { |
| 1012 | if (!CheckVarValid(var)) |
| 1013 | return false; |
| 1014 | |
| 1015 | // Make sure the passed data vector has a valid size |
| 1016 | if (total % components != 0) { |
| 1017 | ALOGE("ShaderProgram: Invalid attribute vector given! Specified a component " |
| 1018 | "count of %d, but passed a non-multiple vector of size %d!", |
| 1019 | components, total); |
| 1020 | return false; |
| 1021 | } |
| 1022 | |
| 1023 | // Copy the data to a buffer we own |
| 1024 | float* data_cpy = new float[total]; |
| 1025 | memcpy(data_cpy, data, sizeof(float) * total); |
| 1026 | |
| 1027 | // Store the attribute |
| 1028 | VertexAttrib attrib; |
| 1029 | attrib.is_const = false; |
| 1030 | attrib.index = var; |
| 1031 | attrib.components = components; |
| 1032 | attrib.normalized = false; |
| 1033 | attrib.stride = components * sizeof(float); |
| 1034 | attrib.type = GL_FLOAT; |
| 1035 | attrib.values = data_cpy; |
| 1036 | attrib.owned_data = data_cpy; // Marks this for deletion later on |
| 1037 | |
| 1038 | return StoreAttribute(attrib); |
| 1039 | } |
| 1040 | |
| 1041 | bool ShaderProgram::StoreAttribute(VertexAttrib attrib) { |
| 1042 | if (attrib.index >= 0) { |
| 1043 | attrib_values_[attrib.index] = attrib; |
| 1044 | return true; |
| 1045 | } |
| 1046 | return false; |
| 1047 | } |
| 1048 | |
| 1049 | bool ShaderProgram::PushAttributes() { |
| 1050 | for (VertexAttribMap::const_iterator iter = attrib_values_.begin(); |
| 1051 | iter != attrib_values_.end(); |
| 1052 | ++iter) { |
| 1053 | const VertexAttrib& attrib = iter->second; |
| 1054 | |
| 1055 | if (attrib.is_const) { |
| 1056 | // Set constant attribute values (must be specified as host values) |
| 1057 | if (!attrib.values) |
| 1058 | return false; |
| 1059 | |
| 1060 | const float* values = reinterpret_cast<const float*>(attrib.values); |
| 1061 | switch (attrib.components) { |
| 1062 | case 1: glVertexAttrib1fv(attrib.index, values); break; |
| 1063 | case 2: glVertexAttrib2fv(attrib.index, values); break; |
| 1064 | case 3: glVertexAttrib3fv(attrib.index, values); break; |
| 1065 | case 4: glVertexAttrib4fv(attrib.index, values); break; |
| 1066 | default: return false; |
| 1067 | } |
| 1068 | glDisableVertexAttribArray(attrib.index); |
| 1069 | } else { |
| 1070 | // Set per-vertex values |
| 1071 | if (attrib.values) { |
| 1072 | // Make sure no buffer is bound and set attribute |
| 1073 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 1074 | |
| 1075 | glVertexAttribPointer(attrib.index, |
| 1076 | attrib.components, |
| 1077 | attrib.type, |
| 1078 | attrib.normalized, |
| 1079 | attrib.stride, |
| 1080 | attrib.values); |
| 1081 | } else if (attrib.vbo) { |
| 1082 | // Bind VBO and set attribute |
| 1083 | glBindBuffer(GL_ARRAY_BUFFER, attrib.vbo); |
| 1084 | |
| 1085 | glVertexAttribPointer(attrib.index, |
| 1086 | attrib.components, |
| 1087 | attrib.type, |
| 1088 | attrib.normalized, |
| 1089 | attrib.stride, |
| 1090 | reinterpret_cast<const void*>(attrib.offset)); |
| 1091 | } else { |
| 1092 | return false; |
| 1093 | } |
| 1094 | glEnableVertexAttribArray(attrib.index); |
| 1095 | } |
| 1096 | |
| 1097 | // Make sure everything worked |
| 1098 | if (GLEnv::CheckGLError("Pushing Vertex Attributes")) |
| 1099 | return false; |
| 1100 | } |
| 1101 | |
| 1102 | return true; |
| 1103 | } |
| 1104 | |
| 1105 | bool ShaderProgram::PopAttributes() { |
| 1106 | // Disable vertex attributes |
| 1107 | for (VertexAttribMap::const_iterator iter = attrib_values_.begin(); |
| 1108 | iter != attrib_values_.end(); |
| 1109 | ++iter) { |
| 1110 | glDisableVertexAttribArray(iter->second.index); |
| 1111 | } |
| 1112 | // Unbind buffer: Very important as this greatly affects what glVertexAttribPointer does! |
| 1113 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
| 1114 | return !GLEnv::CheckGLError("Popping Vertex Attributes"); |
| 1115 | } |
| 1116 | |
| 1117 | void ShaderProgram::SetVertexCount(int count) { |
| 1118 | vertex_count_ = count; |
| 1119 | } |
| 1120 | |
| 1121 | } // namespace filterfw |
| 1122 | } // namespace android |