/*
* Copyright (C) 2011 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 <rs_hal.h>
#include <rsContext.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include "rsdGL.h"
#include "rsdCore.h"
#include "rsdVertexArray.h"
#include "rsdShaderCache.h"
using namespace android;
using namespace android::renderscript;
RsdVertexArray::RsdVertexArray(const Attrib *attribs, uint32_t numAttribs) {
mAttribs = attribs;
mCount = numAttribs;
}
RsdVertexArray::~RsdVertexArray() {
}
RsdVertexArray::Attrib::Attrib() {
clear();
}
void RsdVertexArray::Attrib::clear() {
buffer = 0;
offset = 0;
type = 0;
size = 0;
stride = 0;
ptr = NULL;
normalized = false;
name.setTo("");
}
void RsdVertexArray::Attrib::set(uint32_t type, uint32_t size, uint32_t stride,
bool normalized, uint32_t offset,
const char *name) {
clear();
this->type = type;
this->size = size;
this->offset = offset;
this->normalized = normalized;
this->stride = stride;
this->name.setTo(name);
}
void RsdVertexArray::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 RsdVertexArray::setup(const Context *rsc) const {
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
RsdVertexArrayState *state = dc->gl.vertexArrayState;
RsdShaderCache *sc = dc->gl.shaderCache;
rsdGLCheckError(rsc, "RsdVertexArray::setup start");
uint32_t maxAttrs = state->mAttrsEnabledSize;
for (uint32_t ct=1; ct < maxAttrs; ct++) {
if(state->mAttrsEnabled[ct]) {
glDisableVertexAttribArray(ct);
state->mAttrsEnabled[ct] = false;
}
}
rsdGLCheckError(rsc, "RsdVertexArray::setup 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 || slot >= (int32_t)maxAttrs) {
continue;
}
glEnableVertexAttribArray(slot);
state->mAttrsEnabled[slot] = true;
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);
}
rsdGLCheckError(rsc, "RsdVertexArray::setup done");
}
////////////////////////////////////////////
RsdVertexArrayState::RsdVertexArrayState() {
mAttrsEnabled = NULL;
mAttrsEnabledSize = 0;
}
RsdVertexArrayState::~RsdVertexArrayState() {
if (mAttrsEnabled) {
delete[] mAttrsEnabled;
mAttrsEnabled = NULL;
}
}
void RsdVertexArrayState::init(uint32_t maxAttrs) {
mAttrsEnabledSize = maxAttrs;
mAttrsEnabled = new bool[mAttrsEnabledSize];
for (uint32_t ct = 0; ct < mAttrsEnabledSize; ct++) {
mAttrsEnabled[ct] = false;
}
}