ff2ed70fa3
This is an attempt at improving the experience of users with color vision impairement. At this time this feature can only be enabled for debugging: adb shell service call SurfaceFlinger 1014 i32 PARAM with PARAM: 0 : disabled 1 : protanomaly/protanopia simulation 2 : deuteranomaly/deuteranopia simulation 3 : tritanopia/tritanomaly simulation 11, 12, 13: same as above w/ attempted correction/enhancement The enhancement algorithm tries to spread the "error" such that tones that would otherwise appear similar can be distinguished. Bug: 9465644 Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
149 lines
4.8 KiB
C++
149 lines
4.8 KiB
C++
/*Gluint
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdint.h>
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#include <log/log.h>
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#include "Program.h"
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#include "ProgramCache.h"
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#include "Description.h"
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#include <utils/String8.h>
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namespace android {
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Program::Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment)
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: mInitialized(false) {
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GLuint vertexId = buildShader(vertex, GL_VERTEX_SHADER);
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GLuint fragmentId = buildShader(fragment, GL_FRAGMENT_SHADER);
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GLuint programId = glCreateProgram();
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glAttachShader(programId, vertexId);
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glAttachShader(programId, fragmentId);
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glBindAttribLocation(programId, position, "position");
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glBindAttribLocation(programId, texCoords, "texCoords");
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glLinkProgram(programId);
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GLint status;
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glGetProgramiv(programId, GL_LINK_STATUS, &status);
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if (status != GL_TRUE) {
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ALOGE("Error while linking shaders:");
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GLint infoLen = 0;
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glGetProgramiv(programId, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen > 1) {
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GLchar log[infoLen];
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glGetProgramInfoLog(programId, infoLen, 0, &log[0]);
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ALOGE("%s", log);
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}
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glDetachShader(programId, vertexId);
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glDetachShader(programId, fragmentId);
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glDeleteShader(vertexId);
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glDeleteShader(fragmentId);
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glDeleteProgram(programId);
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} else {
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mProgram = programId;
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mVertexShader = vertexId;
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mFragmentShader = fragmentId;
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mInitialized = true;
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mColorMatrixLoc = glGetUniformLocation(programId, "colorMatrix");
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mProjectionMatrixLoc = glGetUniformLocation(programId, "projection");
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mTextureMatrixLoc = glGetUniformLocation(programId, "texture");
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mSamplerLoc = glGetUniformLocation(programId, "sampler");
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mColorLoc = glGetUniformLocation(programId, "color");
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mAlphaPlaneLoc = glGetUniformLocation(programId, "alphaPlane");
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// set-up the default values for our uniforms
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glUseProgram(programId);
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const GLfloat m[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 };
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glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, m);
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glEnableVertexAttribArray(0);
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}
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}
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Program::~Program() {
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}
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bool Program::isValid() const {
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return mInitialized;
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}
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void Program::use() {
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glUseProgram(mProgram);
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}
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GLuint Program::getAttrib(const char* name) const {
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// TODO: maybe use a local cache
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return glGetAttribLocation(mProgram, name);
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}
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GLint Program::getUniform(const char* name) const {
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// TODO: maybe use a local cache
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return glGetUniformLocation(mProgram, name);
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}
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GLuint Program::buildShader(const char* source, GLenum type) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, 0);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE) {
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// Some drivers return wrong values for GL_INFO_LOG_LENGTH
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// use a fixed size instead
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GLchar log[512];
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glGetShaderInfoLog(shader, sizeof(log), 0, log);
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ALOGE("Error while compiling shader: \n%s\n%s", source, log);
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glDeleteShader(shader);
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return 0;
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}
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return shader;
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}
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String8& Program::dumpShader(String8& result, GLenum type) {
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GLuint shader = GL_FRAGMENT_SHADER ? mFragmentShader : mVertexShader;
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GLint l;
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glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &l);
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char* src = new char[l];
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glGetShaderSource(shader, l, NULL, src);
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result.append(src);
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delete [] src;
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return result;
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}
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void Program::setUniforms(const Description& desc) {
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// TODO: we should have a mechanism here to not always reset uniforms that
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// didn't change for this program.
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if (mSamplerLoc >= 0) {
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glUniform1i(mSamplerLoc, 0);
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glUniformMatrix4fv(mTextureMatrixLoc, 1, GL_FALSE, desc.mTexture.getMatrix().asArray());
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}
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if (mAlphaPlaneLoc >= 0) {
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glUniform1f(mAlphaPlaneLoc, desc.mPlaneAlpha);
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}
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if (mColorLoc >= 0) {
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glUniform4fv(mColorLoc, 1, desc.mColor);
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}
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if (mColorMatrixLoc >= 0) {
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glUniformMatrix4fv(mColorMatrixLoc, 1, GL_FALSE, desc.mColorMatrix.asArray());
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}
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// these uniforms are always present
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glUniformMatrix4fv(mProjectionMatrixLoc, 1, GL_FALSE, desc.mProjectionMatrix.asArray());
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}
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} /* namespace android */
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