Files
frameworks_base/libs/rs/rsVertexArray.cpp
Jason Sams 8cb39de03a Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs.
This removes the need for two different ways of declairing the same
information.

Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
2010-06-01 15:47:01 -07:00

163 lines
4.2 KiB
C++

/*
* 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.
*/
#ifndef ANDROID_RS_BUILD_FOR_HOST
#include "rsContext.h"
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#else
#include "rsContextHostStub.h"
#include <OpenGL/gl.h>
#endif
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;
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::add(const Attrib &a, uint32_t stride)
{
rsAssert(mCount < RS_MAX_ATTRIBS);
mAttribs[mCount].set(a);
mAttribs[mCount].buffer = mActiveBuffer;
mAttribs[mCount].stride = stride;
mCount ++;
}
void VertexArray::add(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name)
{
rsAssert(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].name.setTo(name);
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 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].stride,
mAttribs[idx].normalized,
mAttribs[idx].offset);
}
void VertexArray::setupGL2(const Context *rsc, class VertexArrayState *state, ShaderCache *sc) const
{
rsc->checkError("VertexArray::setupGL2 start");
for (uint32_t ct=1; ct <= 0xf/*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].name == "position") {
slot = 0;
} else if (mAttribs[ct].name == "color") {
slot = 1;
} else if (mAttribs[ct].name == "normal") {
slot = 2;
} else if (mAttribs[ct].name == "pointSize") {
slot = 3;
} else if (mAttribs[ct].name == "texture0") {
slot = 4;
} else {
continue;
}
}
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;
}