/* * 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. */ #ifndef RENDERER_H #define RENDERER_H #include #include #include class Renderer { public: Renderer(EGLNativeWindowType window, bool offscreen); virtual bool setUp(int workload); virtual bool tearDown(); bool eglSetUp(); void eglTearDown(); bool draw(); virtual void drawWorkload() = 0; virtual ~Renderer() {}; static const int OFFSCREEN_INNER_FRAMES = 100; static const int OFFSCREEN_GRID_SIZE = 10; bool mOffscreen; protected: EGLDisplay mEglDisplay; EGLSurface mEglSurface; EGLContext mEglContext; EGLConfig mGlConfig; GLuint mProgramId; EGLint mWidth; EGLint mHeight; int mFboWidth;// Frame buffer width int mFboHeight;// Frame buffer height GLuint mFboId;// Frame buffer id GLuint mFboDepthId;// Depth buffer id GLuint mFboTexId;// Frame buffer texture id GLuint mFboProgId;// Frame buffer program id GLuint mFboTexUniformHandle;// Frame buffer texture uniform handle GLuint mFboXOffsetUniformHandle;// Frame buffer x offset uniform handle GLuint mFboYOffsetUniformHandle;// Frame buffer y offset uniform handle GLuint mFboPositionHandle;// Frame buffer position handle GLuint mFboTexCoordHandle;// Frame buffer texture coordinate handle private: EGLNativeWindowType mWindow; }; #endif