/* * 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 <GLES/gl.h> #include <GLES2/gl2.h> 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; mCount = 0; } VertexArray::Attrib::Attrib() { clear(); } void VertexArray::Attrib::set(const Attrib &a) { buffer = a.buffer; offset = a.offset; type = a.type; size = a.size; stride = a.stride; normalized = a.normalized; kind = RS_KIND_USER; name.setTo(a.name); } void VertexArray::Attrib::clear() { buffer = 0; offset = 0; type = 0; size = 0; stride = 0; normalized = false; name.setTo(""); } void VertexArray::clear(uint32_t n) { mAttribs[n].clear(); } void VertexArray::addUser(const Attrib &a, uint32_t stride) { assert(mCount < RS_MAX_ATTRIBS); mAttribs[mCount].set(a); mAttribs[mCount].buffer = mActiveBuffer; mAttribs[mCount].stride = stride; mAttribs[mCount].kind = RS_KIND_USER; mCount ++; } void VertexArray::addLegacy(uint32_t type, uint32_t size, uint32_t stride, RsDataKind kind, bool normalized, uint32_t offset) { assert(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].buffer = mActiveBuffer; mAttribs[mCount].stride = stride; mAttribs[mCount].kind = kind; mCount ++; } void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const { LOGE("va %i: slot=%i name=%s buf=%i size=%i type=0x%x kind=%i stride=0x%x norm=%i offset=0x%x", idx, slot, mAttribs[idx].name.string(), mAttribs[idx].buffer, mAttribs[idx].size, mAttribs[idx].type, mAttribs[idx].kind, mAttribs[idx].stride, mAttribs[idx].normalized, mAttribs[idx].offset); } void VertexArray::setupGL(const Context *rsc, class VertexArrayState *state) const { glClientActiveTexture(GL_TEXTURE0); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_POINT_SIZE_ARRAY_OES); for (uint32_t ct=0; ct < mCount; ct++) { switch(mAttribs[ct].kind) { case RS_KIND_POSITION: //logAttrib(POSITION); glEnableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glVertexPointer(mAttribs[ct].size, mAttribs[ct].type, mAttribs[ct].stride, (void *)mAttribs[ct].offset); break; case RS_KIND_NORMAL: //logAttrib(NORMAL); glEnableClientState(GL_NORMAL_ARRAY); rsAssert(mAttribs[ct].size == 3); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glNormalPointer(mAttribs[ct].type, mAttribs[ct].stride, (void *)mAttribs[ct].offset); break; case RS_KIND_COLOR: //logAttrib(COLOR); glEnableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glColorPointer(mAttribs[ct].size, mAttribs[ct].type, mAttribs[ct].stride, (void *)mAttribs[ct].offset); break; case RS_KIND_TEXTURE: //logAttrib(TEXTURE); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glTexCoordPointer(mAttribs[ct].size, mAttribs[ct].type, mAttribs[ct].stride, (void *)mAttribs[ct].offset); break; case RS_KIND_POINT_SIZE: //logAttrib(POINT_SIZE); glEnableClientState(GL_POINT_SIZE_ARRAY_OES); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glPointSizePointerOES(mAttribs[ct].type, mAttribs[ct].stride, (void *)mAttribs[ct].offset); break; default: rsAssert(0); } } rsc->checkError("VertexArray::setupGL"); } void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, ShaderCache *sc) const { rsc->checkError("VertexArray::setupGL2 start"); for (uint32_t ct=1; ct <= state->mLastEnableCount; ct++) { glDisableVertexAttribArray(ct); } rsc->checkError("VertexArray::setupGL2 disabled"); for (uint32_t ct=0; ct < mCount; ct++) { uint32_t slot = 0; if (sc->isUserVertexProgram()) { slot = sc->vtxAttribSlot(ct); } else { if (mAttribs[ct].kind == RS_KIND_USER) { continue; } slot = sc->vtxAttribSlot(mAttribs[ct].kind); } //logAttrib(ct, slot); glEnableVertexAttribArray(slot); glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer); glVertexAttribPointer(slot, mAttribs[ct].size, mAttribs[ct].type, mAttribs[ct].normalized, mAttribs[ct].stride, (void *)mAttribs[ct].offset); } state->mLastEnableCount = mCount; rsc->checkError("VertexArray::setupGL2 done"); } //////////////////////////////////////////// void VertexArrayState::init(Context *) { mLastEnableCount = 0; }