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| author | Jason Sams <rjsams@android.com> | 2009-11-25 13:22:07 -0800 |
|---|---|---|
| committer | Jason Sams <rjsams@android.com> | 2009-11-25 13:22:07 -0800 |
| commit | bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9 (patch) | |
| tree | 55de9e729267eb463e07599b6b809fb4635c9472 /libs/rs/rsScriptC_Lib.cpp | |
| parent | 3fdee335fe95ab94ef1ee619ad37f9369447fde5 (diff) | |
| download | frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.zip frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.tar.gz frameworks_base-bb51c40d89c7dbdee7d7507fdfe0a64e8f4f87a9.tar.bz2 | |
Begin gl2 support. Renderscript still uses GL1.1 by default. However, 2.0 can be enabled and will render most tests correctly.
Diffstat (limited to 'libs/rs/rsScriptC_Lib.cpp')
| -rw-r--r-- | libs/rs/rsScriptC_Lib.cpp | 103 |
1 files changed, 57 insertions, 46 deletions
diff --git a/libs/rs/rsScriptC_Lib.cpp b/libs/rs/rsScriptC_Lib.cpp index 23888ff..55a8391 100644 --- a/libs/rs/rsScriptC_Lib.cpp +++ b/libs/rs/rsScriptC_Lib.cpp @@ -26,6 +26,8 @@ #include <GLES/gl.h> #include <GLES/glext.h> +#include <GLES2/gl2.h> +#include <GLES2/gl2ext.h> #include <time.h> @@ -102,8 +104,9 @@ static float* SC_loadSimpleMeshVerticesF(RsSimpleMesh mesh, uint32_t idx) static void SC_updateSimpleMesh(RsSimpleMesh mesh) { + GET_TLS(); SimpleMesh *sm = static_cast<SimpleMesh *>(mesh); - sm->uploadAll(); + sm->uploadAll(rsc); } static uint32_t SC_loadU32(uint32_t bank, uint32_t offset) @@ -683,13 +686,13 @@ static void SC_drawLine(float x1, float y1, float z1, rsc->setupCheck(); float vtx[] = { x1, y1, z1, x2, y2, z2 }; - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, vtx); - - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); + VertexArray va; + va.setPosition(2, GL_FLOAT, 12, (uint32_t)&vtx); + if (rsc->checkVersion2_0()) { + va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + } else { + va.setupGL(&rsc->mStateVertexArray); + } glDrawArrays(GL_LINES, 0, 2); } @@ -701,12 +704,13 @@ static void SC_drawPoint(float x, float y, float z) float vtx[] = { x, y, z }; - glBindBuffer(GL_ARRAY_BUFFER, 0); - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, vtx); - - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); + VertexArray va; + va.setPosition(1, GL_FLOAT, 12, (uint32_t)&vtx); + if (rsc->checkVersion2_0()) { + va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + } else { + va.setupGL(&rsc->mStateVertexArray); + } glDrawArrays(GL_POINTS, 0, 1); } @@ -721,6 +725,7 @@ static void SC_drawQuadTexCoords(float x1, float y1, float z1, float u4, float v4) { GET_TLS(); + rsc->setupCheck(); //LOGE("Quad"); //LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1); @@ -731,26 +736,17 @@ static void SC_drawQuadTexCoords(float x1, float y1, float z1, float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4}; - rsc->setupCheck(); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]); - - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, vtx); - - glClientActiveTexture(GL_TEXTURE0); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glTexCoordPointer(2, GL_FLOAT, 0, tex); - glClientActiveTexture(GL_TEXTURE1); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glTexCoordPointer(2, GL_FLOAT, 0, tex); - glClientActiveTexture(GL_TEXTURE0); - - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); + VertexArray va; + va.setPosition(2, GL_FLOAT, 12, (uint32_t)&vtx); + va.setTexture(2, GL_FLOAT, 8, (uint32_t)&tex, 0); + //va.setTexture(2, GL_FLOAT, 8, (uint32_t)&tex, 1); + // + if (rsc->checkVersion2_0()) { + va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + } else { + va.setupGL(&rsc->mStateVertexArray); + } - //glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } @@ -769,18 +765,24 @@ static void SC_drawQuad(float x1, float y1, float z1, static void SC_drawSpriteScreenspace(float x, float y, float z, float w, float h) { GET_TLS(); - rsc->setupCheck(); + ObjectBaseRef<const ProgramVertex> tmp(rsc->getVertex()); + rsc->setVertex(rsc->getDefaultProgramVertex()); + //rsc->setupCheck(); - GLint crop[4] = {0, h, w, -h}; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); - glDrawTexfOES(x, y, z, w, h); + //GLint crop[4] = {0, h, w, -h}; + + float sh = rsc->getHeight(); + + SC_drawQuad(x, sh - y, z, + x+w, sh - y, z, + x+w, sh - (y+h), z, + x, sh - (y+h), z); + rsc->setVertex((ProgramVertex *)tmp.get()); } static void SC_drawSprite(float x, float y, float z, float w, float h) { GET_TLS(); - rsc->setupCheck(); - float vin[3] = {x, y, z}; float vout[4]; @@ -802,9 +804,8 @@ static void SC_drawSprite(float x, float y, float z, float w, float h) //LOGE("ds out2 %f %f %f", vout[0], vout[1], vout[2]); // U, V, W, H - GLint crop[4] = {0, h, w, -h}; - glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop); - glDrawTexiOES(vout[0], vout[1], 0/*vout[2]*/, w, h); + SC_drawSpriteScreenspace(vout[0], vout[1], z, h, w); + //rsc->setupCheck(); } @@ -822,7 +823,7 @@ static void SC_drawSimpleMesh(RsSimpleMesh vsm) GET_TLS(); SimpleMesh *sm = static_cast<SimpleMesh *>(vsm); rsc->setupCheck(); - sm->render(); + sm->render(rsc); } static void SC_drawSimpleMeshRange(RsSimpleMesh vsm, uint32_t start, uint32_t len) @@ -830,7 +831,7 @@ static void SC_drawSimpleMeshRange(RsSimpleMesh vsm, uint32_t start, uint32_t le GET_TLS(); SimpleMesh *sm = static_cast<SimpleMesh *>(vsm); rsc->setupCheck(); - sm->renderRange(start, len); + sm->renderRange(rsc, start, len); } @@ -840,7 +841,12 @@ static void SC_drawSimpleMeshRange(RsSimpleMesh vsm, uint32_t start, uint32_t le static void SC_color(float r, float g, float b, float a) { - glColor4f(r, g, b, a); + GET_TLS(); + if (rsc->checkVersion2_0()) { + glVertexAttrib4f(1, r, g, b, a); + } else { + glColor4f(r, g, b, a); + } } static void SC_ambient(float r, float g, float b, float a) @@ -945,9 +951,14 @@ static int SC_hsbToAbgr(float h, float s, float b, float a) static void SC_hsb(float h, float s, float b, float a) { + GET_TLS(); float rgb[3]; SC_hsbToRgb(h, s, b, rgb); - glColor4f(rgb[0], rgb[1], rgb[2], a); + if (rsc->checkVersion2_0()) { + glVertexAttrib4f(1, rgb[0], rgb[1], rgb[2], a); + } else { + glColor4f(rgb[0], rgb[1], rgb[2], a); + } } static void SC_uploadToTexture(RsAllocation va, uint32_t baseMipLevel) |
