1 /*
2 * Copyright 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include "gles3jni.h"
18 #include <EGL/egl.h>
19
20 #define STR(s) #s
21 #define STRV(s) STR(s)
22
23 #define POS_ATTRIB 0
24 #define COLOR_ATTRIB 1
25 #define SCALEROT_ATTRIB 2
26 #define OFFSET_ATTRIB 3
27
28 static const char VERTEX_SHADER[] =
29 "#version 300 es\n"
30 "layout(location = " STRV(POS_ATTRIB) ") in vec2 pos;\n"
31 "layout(location=" STRV(COLOR_ATTRIB) ") in vec4 color;\n"
32 "layout(location=" STRV(SCALEROT_ATTRIB) ") in vec4 scaleRot;\n"
33 "layout(location=" STRV(OFFSET_ATTRIB) ") in vec2 offset;\n"
34 "out vec4 vColor;\n"
35 "void main() {\n"
36 " mat2 sr = mat2(scaleRot.xy, scaleRot.zw);\n"
37 " gl_Position = vec4(sr*pos + offset, 0.0, 1.0);\n"
38 " vColor = color;\n"
39 "}\n";
40
41 static const char FRAGMENT_SHADER[] =
42 "#version 300 es\n"
43 "precision mediump float;\n"
44 "in vec4 vColor;\n"
45 "out vec4 outColor;\n"
46 "void main() {\n"
47 " outColor = vColor;\n"
48 "}\n";
49
50 class RendererES3: public Renderer {
51 public:
52 RendererES3();
53 virtual ~RendererES3();
54 bool init();
55
56 private:
57 enum {VB_INSTANCE, VB_SCALEROT, VB_OFFSET, VB_COUNT};
58
59 virtual float* mapOffsetBuf();
60 virtual void unmapOffsetBuf();
61 virtual float* mapTransformBuf();
62 virtual void unmapTransformBuf();
63 virtual void draw(unsigned int numInstances);
64
65 const EGLContext mEglContext;
66 GLuint mProgram;
67 GLuint mVB[VB_COUNT];
68 GLuint mVBState;
69 };
70
createES3Renderer()71 Renderer* createES3Renderer() {
72 RendererES3* renderer = new RendererES3;
73 if (!renderer->init()) {
74 delete renderer;
75 return NULL;
76 }
77 return renderer;
78 }
79
RendererES3()80 RendererES3::RendererES3()
81 : mEglContext(eglGetCurrentContext()),
82 mProgram(0),
83 mVBState(0)
84 {
85 for (int i = 0; i < VB_COUNT; i++)
86 mVB[i] = 0;
87 }
88
init()89 bool RendererES3::init() {
90 mProgram = createProgram(VERTEX_SHADER, FRAGMENT_SHADER);
91 if (!mProgram)
92 return false;
93
94 glGenBuffers(VB_COUNT, mVB);
95 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_INSTANCE]);
96 glBufferData(GL_ARRAY_BUFFER, sizeof(QUAD), &QUAD[0], GL_STATIC_DRAW);
97 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
98 glBufferData(GL_ARRAY_BUFFER, MAX_INSTANCES * 4*sizeof(float), NULL, GL_DYNAMIC_DRAW);
99 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
100 glBufferData(GL_ARRAY_BUFFER, MAX_INSTANCES * 2*sizeof(float), NULL, GL_STATIC_DRAW);
101
102 glGenVertexArrays(1, &mVBState);
103 glBindVertexArray(mVBState);
104
105 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_INSTANCE]);
106 glVertexAttribPointer(POS_ATTRIB, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, pos));
107 glVertexAttribPointer(COLOR_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (const GLvoid*)offsetof(Vertex, rgba));
108 glEnableVertexAttribArray(POS_ATTRIB);
109 glEnableVertexAttribArray(COLOR_ATTRIB);
110
111 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
112 glVertexAttribPointer(SCALEROT_ATTRIB, 4, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
113 glEnableVertexAttribArray(SCALEROT_ATTRIB);
114 glVertexAttribDivisor(SCALEROT_ATTRIB, 1);
115
116 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
117 glVertexAttribPointer(OFFSET_ATTRIB, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), 0);
118 glEnableVertexAttribArray(OFFSET_ATTRIB);
119 glVertexAttribDivisor(OFFSET_ATTRIB, 1);
120
121 ALOGV("Using OpenGL ES 3.0 renderer");
122 return true;
123 }
124
~RendererES3()125 RendererES3::~RendererES3() {
126 /* The destructor may be called after the context has already been
127 * destroyed, in which case our objects have already been destroyed.
128 *
129 * If the context exists, it must be current. This only happens when we're
130 * cleaning up after a failed init().
131 */
132 if (eglGetCurrentContext() != mEglContext)
133 return;
134 glDeleteVertexArrays(1, &mVBState);
135 glDeleteBuffers(VB_COUNT, mVB);
136 glDeleteProgram(mProgram);
137 }
138
mapOffsetBuf()139 float* RendererES3::mapOffsetBuf() {
140 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_OFFSET]);
141 return (float*)glMapBufferRange(GL_ARRAY_BUFFER,
142 0, MAX_INSTANCES * 2*sizeof(float),
143 GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
144 }
145
unmapOffsetBuf()146 void RendererES3::unmapOffsetBuf() {
147 glUnmapBuffer(GL_ARRAY_BUFFER);
148 }
149
mapTransformBuf()150 float* RendererES3::mapTransformBuf() {
151 glBindBuffer(GL_ARRAY_BUFFER, mVB[VB_SCALEROT]);
152 return (float*)glMapBufferRange(GL_ARRAY_BUFFER,
153 0, MAX_INSTANCES * 4*sizeof(float),
154 GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
155 }
156
unmapTransformBuf()157 void RendererES3::unmapTransformBuf() {
158 glUnmapBuffer(GL_ARRAY_BUFFER);
159 }
160
draw(unsigned int numInstances)161 void RendererES3::draw(unsigned int numInstances) {
162 glUseProgram(mProgram);
163 glBindVertexArray(mVBState);
164 glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, numInstances);
165 }
166