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/*
* Copyright 2019 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.
*/
#pragma once
#include <ui/GraphicTypes.h>
#include "../GLESRenderEngine.h"
#include "../GLFramebuffer.h"
using namespace std;
namespace android {
namespace renderengine {
namespace gl {
class GenericProgram {
public:
explicit GenericProgram(GLESRenderEngine& renderEngine);
~GenericProgram();
void compile(string vertexShader, string fragmentShader);
bool isValid() const;
void useProgram() const;
GLuint getAttributeLocation(const string name) const;
GLuint getUniformLocation(const string name) const;
private:
GLuint compileShader(GLuint type, const string src) const;
GLuint createAndLink(GLuint vertexShader, GLuint fragmentShader) const;
GLESRenderEngine& mEngine;
GLuint mVertexShaderHandle = 0;
GLuint mFragmentShaderHandle = 0;
GLuint mProgramHandle = 0;
};
} // namespace gl
} // namespace renderengine
} // namespace android
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