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authorJason Sams <rjsams@android.com>2009-12-15 12:58:36 -0800
committerJason Sams <rjsams@android.com>2009-12-15 12:58:36 -0800
commit0011bcf57ff711a221a3a4c73f2a79125111647d (patch)
treee2030624a41f8c6f07856841d98bc088b1cb2640 /libs/rs/rsContext.cpp
parent11fbdf50206abc9d21fd72ce7536648f083b9148 (diff)
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Continue development of es2.0 user shader support for renderscript. This change cleans up ProgramVertex creation and adds support for passing input, output, and constant type info.
Diffstat (limited to 'libs/rs/rsContext.cpp')
-rw-r--r--libs/rs/rsContext.cpp16
1 files changed, 16 insertions, 0 deletions
diff --git a/libs/rs/rsContext.cpp b/libs/rs/rsContext.cpp
index f815badb..96c289e 100644
--- a/libs/rs/rsContext.cpp
+++ b/libs/rs/rsContext.cpp
@@ -27,6 +27,8 @@
#include <GLES/gl.h>
#include <GLES/glext.h>
+#include <GLES2/gl2.h>
+#include <GLES2/gl2ext.h>
#include <cutils/sched_policy.h>
@@ -525,6 +527,16 @@ void Context::setSurface(uint32_t w, uint32_t h, Surface *sur)
} else {
sscanf(verptr, " %i.%i", &mGL.mMajorVersion, &mGL.mMinorVersion);
}
+
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &mGL.mMaxVertexAttribs);
+ glGetIntegerv(GL_MAX_VERTEX_UNIFORM_VECTORS, &mGL.mMaxVertexUniformVectors);
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &mGL.mMaxVertexTextureUnits);
+
+ glGetIntegerv(GL_MAX_VARYING_VECTORS, &mGL.mMaxVaryingVectors);
+ glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &mGL.mMaxTextureImageUnits);
+
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &mGL.mMaxFragmentTextureImageUnits);
+ glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGL.mMaxFragmentUniformVectors);
}
}
@@ -771,6 +783,10 @@ void Context::dumpDebug() const
LOGE(" RS running %i, exit %i, useDepth %i, paused %i", mRunning, mExit, mUseDepth, mPaused);
LOGE(" RS pThreadID %li, nativeThreadID %i", mThreadId, mNativeThreadId);
+ LOGV("MAX Textures %i, %i %i", mGL.mMaxVertexTextureUnits, mGL.mMaxFragmentTextureImageUnits, mGL.mMaxTextureImageUnits);
+ LOGV("MAX Attribs %i", mGL.mMaxVertexAttribs);
+ LOGV("MAX Uniforms %i, %i", mGL.mMaxVertexUniformVectors, mGL.mMaxFragmentUniformVectors);
+ LOGV("MAX Varyings %i", mGL.mMaxVaryingVectors);
}
///////////////////////////////////////////////////////////////////////////////////////////