aa1f54d78f
Somewhat functional, refer to README for details. Need to enable Android.mk to build. It builds libGLES_android.so, which needs to replace the one in system/lib/egl built by libagl. Change-Id: Iec3aaa8f3963a4185d81955cd24019eb0c4a5850 Signed-off-by: David Li <davidxli@google.com>
192 lines
5.8 KiB
C++
192 lines
5.8 KiB
C++
#include "gles2context.h"
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//#undef LOGD
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//#define LOGD(...)
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static inline GLuint s2n(gl_shader * s)
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{
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return (GLuint)s ^ 0xaf3c532d;
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}
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static inline gl_shader * n2s(GLuint n)
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{
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return (gl_shader *)(n ^ 0xaf3c532d);
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}
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static inline GLuint p2n(gl_shader_program * p)
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{
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return (GLuint)p ^ 0x04dc18f9;
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}
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static inline gl_shader_program * n2p(GLuint n)
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{
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return (gl_shader_program *)(n ^ 0x04dc18f9);
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}
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void glAttachShader(GLuint program, GLuint shader)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderAttach(ctx->iface, n2p(program), n2s(shader));
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}
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderAttributeBind(n2p(program), index, name);
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// assert(0);
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}
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GLuint glCreateShader(GLenum type)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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return s2n(ctx->iface->ShaderCreate(ctx->iface, type));
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}
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GLuint glCreateProgram(void)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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return p2n(ctx->iface->ShaderProgramCreate(ctx->iface));
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}
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void glCompileShader(GLuint shader)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderCompile(ctx->iface, n2s(shader), NULL, NULL);
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}
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void glDeleteProgram(GLuint program)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderProgramDelete(ctx->iface, n2p(program));
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}
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void glDeleteShader(GLuint shader)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderDelete(ctx->iface, n2s(shader));
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}
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void glDetachShader(GLuint program, GLuint shader)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderDetach(ctx->iface, n2p(program), n2s(shader));
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}
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GLint glGetAttribLocation(GLuint program, const GLchar* name)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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GLint location = ctx->iface->ShaderAttributeLocation(n2p(program), name);
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// LOGD("\n*\n*\n* agl2: glGetAttribLocation program=%u name=%s location=%d \n*\n*",
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// program, name, location);
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return location;
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}
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void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderProgramGetiv(n2p(program), pname, params);
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LOGD("agl2: glGetProgramiv 0x%.4X=%d \n", pname, *params);
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}
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void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderProgramGetInfoLog(n2p(program), bufsize, length, infolog);
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}
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void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderGetiv(n2s(shader), pname, params);
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LOGD("agl2: glGetShaderiv 0x%.4X=%d \n", pname, *params);
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}
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void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderGetInfoLog(n2s(shader), bufsize, length, infolog);
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}
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int glGetUniformLocation(GLuint program, const GLchar* name)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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return ctx->iface->ShaderUniformLocation(n2p(program), name);
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}
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void glLinkProgram(GLuint program)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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GLboolean linked = ctx->iface->ShaderProgramLink(n2p(program), NULL);
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assert(linked);
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}
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void glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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ctx->iface->ShaderSource(n2s(shader), count, string, length);
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}
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void glUniform1f(GLint location, GLfloat x)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT);
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assert(0 > sampler); // should be assigning to sampler
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}
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void glUniform1i(GLint location, GLint x)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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const float params[1] = {x};
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int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_INT);
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if (0 <= sampler) {
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// LOGD("\n*\n* agl2: glUniform1i updated sampler=%d tmu=%d location=%d\n*", sampler, x, location);
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assert(0 <= x && GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > x);
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// LOGD("tmu%u: format=0x%.2X w=%u h=%u levels=%p", x, ctx->tex.tmus[x]->format,
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// ctx->tex.tmus[x]->width, ctx->tex.tmus[x]->height, ctx->tex.tmus[x]->format);
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ctx->tex.sampler2tmu[sampler] = x;
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ctx->tex.UpdateSampler(ctx->iface, x);
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}
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}
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void glUniform2f(GLint location, GLfloat x, GLfloat y)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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const float params[4] = {x, y};
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ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC2);
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}
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void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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const float params[4] = {x, y, z, w};
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// LOGD("agl2: glUniform4f location=%d %f,%f,%f,%f", location, x, y, z, w);
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ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC4);
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}
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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// const gl_shader_program * program = ctx->rasterizer.CurrentProgram;
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// if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source, ").a;")) {
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// LOGD("agl2: glUniformMatrix4fv location=%d count=%d transpose=%d", location, count, transpose);
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// for (unsigned i = 0; i < 4; i++)
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// LOGD("agl2: glUniformMatrix4fv %.2f \t %.2f \t %.2f \t %.2f", value[i * 4 + 0],
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// value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]);
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// }
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ctx->iface->ShaderUniformMatrix(ctx->rasterizer.CurrentProgram, 4, 4, location, count, transpose, value);
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// while (true)
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// ;
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// assert(0);
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}
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void glUseProgram(GLuint program)
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{
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GLES2_GET_CONST_CONTEXT(ctx);
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// LOGD("\n*\n*\n* agl2: glUseProgram %d \n*\n*\n*", program);
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ctx->iface->ShaderUse(ctx->iface, n2p(program));
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ctx->iface->ShaderUniformGetSamplers(n2p(program), ctx->tex.sampler2tmu);
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for (unsigned i = 0; i < GGL_MAXCOMBINEDTEXTUREIMAGEUNITS; i++)
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if (0 <= ctx->tex.sampler2tmu[i])
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ctx->iface->SetSampler(ctx->iface, i, ctx->tex.tmus[ctx->tex.sampler2tmu[i]]);
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}
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