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/*
* Copyright 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.
*/
#ifndef SF_RENDER_ENGINE_PROGRAM_H
#define SF_RENDER_ENGINE_PROGRAM_H
#include <stdint.h>
#include <GLES2/gl2.h>
#include <renderengine/private/Description.h>
#include "ProgramCache.h"
namespace android {
class String8;
namespace renderengine {
namespace gl {
/*
* Abstracts a GLSL program comprising a vertex and fragment shader
*/
class Program {
public:
// known locations for position and texture coordinates
enum {
/* position of each vertex for vertex shader */
position = 0,
/* UV coordinates for texture mapping */
texCoords = 1,
/* Crop coordinates, in pixels */
cropCoords = 2,
/* Shadow color */
shadowColor = 3,
/* Shadow params */
shadowParams = 4,
};
Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
~Program() = default;
/* whether this object is usable */
bool isValid() const;
/* Binds this program to the GLES context */
void use();
/* Returns the location of the specified attribute */
GLuint getAttrib(const char* name) const;
/* Returns the location of the specified uniform */
GLint getUniform(const char* name) const;
/* set-up uniforms from the description */
void setUniforms(const Description& desc);
private:
GLuint buildShader(const char* source, GLenum type);
// whether the initialization succeeded
bool mInitialized;
// Name of the OpenGL program and shaders
GLuint mProgram;
GLuint mVertexShader;
GLuint mFragmentShader;
/* location of the projection matrix uniform */
GLint mProjectionMatrixLoc;
/* location of the texture matrix uniform */
GLint mTextureMatrixLoc;
/* location of the sampler uniform */
GLint mSamplerLoc;
/* location of the color uniform */
GLint mColorLoc;
/* location of display luminance uniform */
GLint mDisplayMaxLuminanceLoc;
/* location of max mastering luminance uniform */
GLint mMaxMasteringLuminanceLoc;
/* location of max content luminance uniform */
GLint mMaxContentLuminanceLoc;
/* location of transform matrix */
GLint mInputTransformMatrixLoc;
GLint mOutputTransformMatrixLoc;
/* location of corner radius uniform */
GLint mCornerRadiusLoc;
/* location of surface crop origin uniform, for rounded corner clipping */
GLint mCropCenterLoc;
};
} // namespace gl
} // namespace renderengine
} // namespace android
#endif /* SF_RENDER_ENGINE_PROGRAM_H */