| /* | 
 |  * Copyright 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 SF_RENDER_ENGINE_PROGRAM_H | 
 | #define SF_RENDER_ENGINE_PROGRAM_H | 
 |  | 
 | #include <stdint.h> | 
 |  | 
 | #include <GLES2/gl2.h> | 
 |  | 
 | #include "Description.h" | 
 | #include "ProgramCache.h" | 
 |  | 
 | namespace android { | 
 |  | 
 | class String8; | 
 |  | 
 | /* | 
 |  * Abstracts a GLSL program comprising a vertex and fragment shader | 
 |  */ | 
 | class Program { | 
 | public: | 
 |     // known locations for position and texture coordinates | 
 |     enum { position = 0, texCoords = 1 }; | 
 |  | 
 |     Program(const ProgramCache::Key& needs, const char* vertex, const char* fragment); | 
 |     ~Program(); | 
 |  | 
 |     /* whether this object is usable */ | 
 |     bool isValid() const; | 
 |  | 
 |     /* Binds this program to the GLES context */ | 
 |     void use(); | 
 |  | 
 |     /* Returns the location of the specified attribute */ | 
 |     GLuint getAttrib(const char* name) const; | 
 |  | 
 |     /* Returns the location of the specified uniform */ | 
 |     GLint getUniform(const char* name) const; | 
 |  | 
 |     /* set-up uniforms from the description */ | 
 |     void setUniforms(const Description& desc); | 
 |  | 
 | private: | 
 |     GLuint buildShader(const char* source, GLenum type); | 
 |     String8& dumpShader(String8& result, GLenum type); | 
 |  | 
 |     // whether the initialization succeeded | 
 |     bool mInitialized; | 
 |  | 
 |     // Name of the OpenGL program and shaders | 
 |     GLuint mProgram; | 
 |     GLuint mVertexShader; | 
 |     GLuint mFragmentShader; | 
 |  | 
 |     /* location of the projection matrix uniform */ | 
 |     GLint mProjectionMatrixLoc; | 
 |  | 
 |     /* location of the texture matrix uniform */ | 
 |     GLint mTextureMatrixLoc; | 
 |  | 
 |     /* location of the sampler uniform */ | 
 |     GLint mSamplerLoc; | 
 |  | 
 |     /* location of the color uniform */ | 
 |     GLint mColorLoc; | 
 |  | 
 |     /* location of display luminance uniform */ | 
 |     GLint mDisplayMaxLuminanceLoc; | 
 |  | 
 |     /* location of transform matrix */ | 
 |     GLint mInputTransformMatrixLoc; | 
 |     GLint mOutputTransformMatrixLoc; | 
 | }; | 
 |  | 
 | } /* namespace android */ | 
 |  | 
 | #endif /* SF_RENDER_ENGINE_PROGRAM_H */ |