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 #ifndef SF_RENDER_ENGINE_PROGRAM_H
18 #define SF_RENDER_ENGINE_PROGRAM_H
19 
20 #include <stdint.h>
21 
22 #include <GLES2/gl2.h>
23 
24 #include "Description.h"
25 #include "ProgramCache.h"
26 
27 namespace android {
28 
29 class String8;
30 
31 /*
32  * Abstracts a GLSL program comprising a vertex and fragment shader
33  */
34 class Program {
35 public:
36     // known locations for position and texture coordinates
37     enum { position = 0, texCoords = 1 };
38 
39     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment);
40     ~Program();
41 
42     /* whether this object is usable */
43     bool isValid() const;
44 
45     /* Binds this program to the GLES context */
46     void use();
47 
48     /* Returns the location of the specified attribute */
49     GLuint getAttrib(const char* name) const;
50 
51     /* Returns the location of the specified uniform */
52     GLint getUniform(const char* name) const;
53 
54     /* set-up uniforms from the description */
55     void setUniforms(const Description& desc);
56 
57 private:
58     GLuint buildShader(const char* source, GLenum type);
59     String8& dumpShader(String8& result, GLenum type);
60 
61     // whether the initialization succeeded
62     bool mInitialized;
63 
64     // Name of the OpenGL program and shaders
65     GLuint mProgram;
66     GLuint mVertexShader;
67     GLuint mFragmentShader;
68 
69     /* location of the projection matrix uniform */
70     GLint mProjectionMatrixLoc;
71 
72     /* location of the texture matrix uniform */
73     GLint mTextureMatrixLoc;
74 
75     /* location of the sampler uniform */
76     GLint mSamplerLoc;
77 
78     /* location of the color uniform */
79     GLint mColorLoc;
80 
81     /* location of display luminance uniform */
82     GLint mDisplayMaxLuminanceLoc;
83 
84     /* location of transform matrix */
85     GLint mInputTransformMatrixLoc;
86     GLint mOutputTransformMatrixLoc;
87 };
88 
89 } /* namespace android */
90 
91 #endif /* SF_RENDER_ENGINE_PROGRAM_H */
92