blob: 8e9ba08d2908d60b0fa20898e51d0df78ca1999a [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.
*/
#include "rsContext.h"
#include "rsProgram.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
using namespace android;
using namespace android::renderscript;
Program::Program(Context *rsc, Element *in, Element *out) : ObjectBase(rsc)
{
mAllocFile = __FILE__;
mAllocLine = __LINE__;
mDirty = true;
mShaderID = 0;
mAttribCount = 0;
mUniformCount = 0;
mElementIn.set(in);
mElementOut.set(out);
}
Program::~Program()
{
bindAllocation(NULL);
}
void Program::bindAllocation(Allocation *alloc)
{
if (mConstants.get() == alloc) {
return;
}
if (mConstants.get()) {
mConstants.get()->removeProgramToDirty(this);
}
mConstants.set(alloc);
if (alloc) {
alloc->addProgramToDirty(this);
}
mDirty = true;
}
void Program::createShader()
{
}
bool Program::loadShader(uint32_t type)
{
mShaderID = glCreateShader(type);
rsAssert(mShaderID);
LOGV("Loading shader type %x", type);
LOGE(mShader.string());
if (mShaderID) {
const char * ss = mShader.string();
glShaderSource(mShaderID, 1, &ss, NULL);
glCompileShader(mShaderID);
GLint compiled = 0;
glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(mShaderID, infoLen, NULL, buf);
LOGE("Could not compile shader \n%s\n", buf);
free(buf);
}
glDeleteShader(mShaderID);
mShaderID = 0;
return false;
}
}
}
LOGV("--Shader load result %x ", glGetError());
return true;
}