replicant-frameworks_native/services/surfaceflinger/RenderEngine/Program.h
Mathias Agopian ff2ed70fa3 color blindness enhancement
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
2013-09-04 22:11:15 -07:00

93 lines
2.3 KiB
C++

/*
* Copyright 2013 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 SF_RENDER_ENGINE_PROGRAM_H
#define SF_RENDER_ENGINE_PROGRAM_H
#include <stdint.h>
#include <GLES2/gl2.h>
#include "Description.h"
#include "ProgramCache.h"
namespace android {
class String8;
/*
* Abstracts a GLSL program comprising a vertex and fragment shader
*/
class Program {
public:
// known locations for position and texture coordinates
enum { position=0, texCoords=1 };
Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
~Program();
/* whether this object is usable */
bool isValid() const;
/* Binds this program to the GLES context */
void use();
/* Returns the location of the specified attribute */
GLuint getAttrib(const char* name) const;
/* Returns the location of the specified uniform */
GLint getUniform(const char* name) const;
/* set-up uniforms from the description */
void setUniforms(const Description& desc);
private:
GLuint buildShader(const char* source, GLenum type);
String8& dumpShader(String8& result, GLenum type);
// whether the initialization succeeded
bool mInitialized;
// Name of the OpenGL program and shaders
GLuint mProgram;
GLuint mVertexShader;
GLuint mFragmentShader;
/* location of the projection matrix uniform */
GLint mProjectionMatrixLoc;
/* location of the color matrix uniform */
GLint mColorMatrixLoc;
/* location of the texture matrix uniform */
GLint mTextureMatrixLoc;
/* location of the sampler uniform */
GLint mSamplerLoc;
/* location of the alpha plane uniform */
GLint mAlphaPlaneLoc;
/* location of the color uniform */
GLint mColorLoc;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_PROGRAM_H */