1 /*
2  * Copyright 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #ifndef SF_RENDER_ENGINE_PROGRAM_H
18 #define SF_RENDER_ENGINE_PROGRAM_H
19 
20 #include <stdint.h>
21 
22 #include <GLES2/gl2.h>
23 #include <renderengine/private/Description.h>
24 #include "ProgramCache.h"
25 
26 namespace android {
27 
28 class String8;
29 
30 namespace renderengine {
31 namespace gl {
32 
33 /*
34  * Abstracts a GLSL program comprising a vertex and fragment shader
35  */
36 class Program {
37 public:
38     // known locations for position and texture coordinates
39     enum {
40         /* position of each vertex for vertex shader */
41         position = 0,
42 
43         /* UV coordinates for texture mapping */
44         texCoords = 1,
45 
46         /* Crop coordinates, in pixels */
47         cropCoords = 2
48     };
49 
50     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
51     ~Program() = default;
52 
53     /* whether this object is usable */
54     bool isValid() const;
55 
56     /* Binds this program to the GLES context */
57     void use();
58 
59     /* Returns the location of the specified attribute */
60     GLuint getAttrib(const char* name) const;
61 
62     /* Returns the location of the specified uniform */
63     GLint getUniform(const char* name) const;
64 
65     /* set-up uniforms from the description */
66     void setUniforms(const Description& desc);
67 
68 private:
69     GLuint buildShader(const char* source, GLenum type);
70 
71     // whether the initialization succeeded
72     bool mInitialized;
73 
74     // Name of the OpenGL program and shaders
75     GLuint mProgram;
76     GLuint mVertexShader;
77     GLuint mFragmentShader;
78 
79     /* location of the projection matrix uniform */
80     GLint mProjectionMatrixLoc;
81 
82     /* location of the texture matrix uniform */
83     GLint mTextureMatrixLoc;
84 
85     /* location of the sampler uniform */
86     GLint mSamplerLoc;
87 
88     /* location of the color uniform */
89     GLint mColorLoc;
90 
91     /* location of display luminance uniform */
92     GLint mDisplayMaxLuminanceLoc;
93 
94     /* location of transform matrix */
95     GLint mInputTransformMatrixLoc;
96     GLint mOutputTransformMatrixLoc;
97 
98     /* location of corner radius uniform */
99     GLint mCornerRadiusLoc;
100 
101     /* location of surface crop origin uniform, for rounded corner clipping */
102     GLint mCropCenterLoc;
103 };
104 
105 } // namespace gl
106 } // namespace renderengine
107 } // namespace android
108 
109 #endif /* SF_RENDER_ENGINE_PROGRAM_H */
110