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/*
* Copyright (C) 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.
*/
#include "PixelOutputRenderer.h"
#include <graphics/GLUtils.h>
#include <Trace.h>
static const int PO_NUM_VERTICES = 6;
static const float PO_VERTICES[PO_NUM_VERTICES * 3] = {
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f };
static const float PO_TEX_COORDS[PO_NUM_VERTICES * 2] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f };
static const char* PO_VERTEX =
"attribute vec4 a_Position;"
"attribute vec2 a_TexCoord;"
"varying vec2 v_TexCoord;"
"void main() {"
" v_TexCoord = a_TexCoord;"
" gl_Position = a_Position;"
"}";
static const char* PO_FRAGMENT =
"precision mediump float;"
"uniform sampler2D u_Texture;"
"varying vec2 v_TexCoord;"
"void main() {"
" gl_FragColor = texture2D(u_Texture, v_TexCoord);"
"}";
PixelOutputRenderer::PixelOutputRenderer(ANativeWindow* window, bool offscreen, int workload) :
Renderer(window, offscreen, workload) {
}
bool PixelOutputRenderer::setUp() {
SCOPED_TRACE();
if (!Renderer::setUp()) {
return false;
}
// Create program.
mProgramId = GLUtils::createProgram(&PO_VERTEX, &PO_FRAGMENT);
if (mProgramId == 0)
return false;
// Bind attributes.
mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture");
mPositionHandle = glGetAttribLocation(mProgramId, "a_Position");
mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord");
// Setup texture.
mTextureId = GLUtils::genRandTex(width, height);
if (mTextureId == 0) {
return false;
}
return true;
}
bool PixelOutputRenderer::tearDown() {
SCOPED_TRACE();
if (mTextureId != 0) {
glDeleteTextures(1, &mTextureId);
mTextureId = 0;
}
if (!Renderer::tearDown()) {
return false;
}
return true;
}
bool PixelOutputRenderer::draw() {
SCOPED_TRACE();
if (mOffscreen) {
glBindFramebuffer(GL_FRAMEBUFFER, mFboId);
}
glUseProgram(mProgramId);
// Set the background clear color to black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// No culling of back faces
glDisable(GL_CULL_FACE);
// No depth testing
glDisable(GL_DEPTH_TEST);
// Enable blending
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glActiveTexture(GL_TEXTURE0);
// Bind the texture to this unit.
glBindTexture(GL_TEXTURE_2D, mTextureId);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture
// unit 0.
glUniform1i(mTextureUniformHandle, 0);
glEnableVertexAttribArray(mPositionHandle);
glEnableVertexAttribArray(mTexCoordHandle);
glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, PO_VERTICES);
glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, PO_TEX_COORDS);
for (int i = 0; i < mWorkload; i++) {
glDrawArrays(GL_TRIANGLES, 0, PO_NUM_VERTICES);
}
return Renderer::draw();
}