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