132 lines
3.8 KiB
C++
132 lines
3.8 KiB
C++
/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
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* in compliance with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software distributed under the License
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* is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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* or implied. See the License for the specific language governing permissions and limitations under
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* the License.
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*/
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#include "PixelOutputRenderer.h"
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#include <graphics/GLUtils.h>
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#include <Trace.h>
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static const int PO_NUM_VERTICES = 6;
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static const float PO_VERTICES[PO_NUM_VERTICES * 3] = {
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1.0f, 1.0f, -1.0f,
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-1.0f, 1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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-1.0f, -1.0f, -1.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f, -1.0f };
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static const float PO_TEX_COORDS[PO_NUM_VERTICES * 2] = {
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1.0f, 1.0f,
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f };
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static const char* PO_VERTEX =
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"attribute vec4 a_Position;"
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"attribute vec2 a_TexCoord;"
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"varying vec2 v_TexCoord;"
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"void main() {"
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" v_TexCoord = a_TexCoord;"
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" gl_Position = a_Position;"
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"}";
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static const char* PO_FRAGMENT =
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"precision mediump float;"
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"uniform sampler2D u_Texture;"
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"varying vec2 v_TexCoord;"
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"void main() {"
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" gl_FragColor = texture2D(u_Texture, v_TexCoord);"
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"}";
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PixelOutputRenderer::PixelOutputRenderer(ANativeWindow* window, bool offscreen) :
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Renderer(window, offscreen), mWorkload(0) {
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}
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bool PixelOutputRenderer::setUp(int workload) {
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SCOPED_TRACE();
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mWorkload = workload;
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if (!Renderer::setUp(workload)) {
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return false;
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}
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// Create program.
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mProgramId = GLUtils::createProgram(&PO_VERTEX, &PO_FRAGMENT);
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if (mProgramId == 0) {
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return false;
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}
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// Bind attributes.
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mTextureUniformHandle = glGetUniformLocation(mProgramId, "u_Texture");
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mPositionHandle = glGetAttribLocation(mProgramId, "a_Position");
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mTexCoordHandle = glGetAttribLocation(mProgramId, "a_TexCoord");
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// Setup texture.
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mTextureId = GLUtils::genTexture(mWidth, mHeight, GLUtils::RANDOM_FILL);
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if (mTextureId == 0) {
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return false;
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}
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return true;
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}
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bool PixelOutputRenderer::tearDown() {
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SCOPED_TRACE();
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if (mProgramId != 0)
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{
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glDeleteProgram(mProgramId);
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mProgramId = 0;
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}
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if (mTextureId != 0) {
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glDeleteTextures(1, &mTextureId);
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mTextureId = 0;
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}
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if (!Renderer::tearDown()) {
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return false;
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}
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return true;
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}
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void PixelOutputRenderer::drawWorkload() {
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SCOPED_TRACE();
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glUseProgram(mProgramId);
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// Set the background clear color to black.
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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// No culling of back faces
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glDisable(GL_CULL_FACE);
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// No depth testing
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glDisable(GL_DEPTH_TEST);
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// Enable blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE);
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glActiveTexture(GL_TEXTURE0);
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// Bind the texture to this unit.
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glBindTexture(GL_TEXTURE_2D, mTextureId);
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// Tell the texture uniform sampler to use this texture in the shader by binding to texture
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// unit 0.
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glUniform1i(mTextureUniformHandle, 0);
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glEnableVertexAttribArray(mPositionHandle);
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glEnableVertexAttribArray(mTexCoordHandle);
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glVertexAttribPointer(mPositionHandle, 3, GL_FLOAT, false, 0, PO_VERTICES);
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glVertexAttribPointer(mTexCoordHandle, 2, GL_FLOAT, false, 0, PO_TEX_COORDS);
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for (int i = 0; i < mWorkload; i++) {
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glDrawArrays(GL_TRIANGLES, 0, PO_NUM_VERTICES);
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}
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}
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