Generate shaders to cover all possible cases.
With this change, all the vertex and fragment shaders used by the GL
renderer are now generated based on a program description supplied
by the caller. This allows the renderer to generate a large number
of shaders without having to write all the possible combinations by
hand. The generated shaders are stored in a program cache.
Change-Id: If54d286e77ae021c724d42090da476df12a18ebb
diff --git a/libs/hwui/Program.cpp b/libs/hwui/Program.cpp
index 6e60808..86fc154 100644
--- a/libs/hwui/Program.cpp
+++ b/libs/hwui/Program.cpp
@@ -27,7 +27,6 @@
#define SHADER_SOURCE(name, source) const char* name = #source
-#include "shaders/drawColor.vert"
#include "shaders/drawColor.frag"
#include "shaders/drawTexture.vert"
@@ -127,7 +126,7 @@
///////////////////////////////////////////////////////////////////////////////
DrawColorProgram::DrawColorProgram():
- Program(gDrawColorVertexShader, gDrawColorFragmentShader) {
+ Program(gDrawTextureVertexShader, gDrawColorFragmentShader) {
getAttribsAndUniforms();
}
@@ -138,6 +137,7 @@
void DrawColorProgram::getAttribsAndUniforms() {
position = addAttrib("position");
+ texCoords = addAttrib("texCoords");
color = addUniform("color");
transform = addUniform("transform");
}
@@ -154,11 +154,13 @@
void DrawColorProgram::use() {
Program::use();
glEnableVertexAttribArray(position);
+ glEnableVertexAttribArray(texCoords);
}
void DrawColorProgram::remove() {
Program::remove();
glDisableVertexAttribArray(position);
+ glDisableVertexAttribArray(texCoords);
}
///////////////////////////////////////////////////////////////////////////////
@@ -167,26 +169,21 @@
DrawTextureProgram::DrawTextureProgram():
DrawColorProgram(gDrawTextureVertexShader, gDrawTextureFragmentShader) {
- texCoords = addAttrib("texCoords");
sampler = addUniform("sampler");
}
DrawTextureProgram::DrawTextureProgram(const char* vertex, const char* fragment):
DrawColorProgram(vertex, fragment) {
- texCoords = addAttrib("texCoords");
sampler = addUniform("sampler");
}
void DrawTextureProgram::use() {
DrawColorProgram::use();
- glActiveTexture(GL_TEXTURE0);
glUniform1i(sampler, 0);
- glEnableVertexAttribArray(texCoords);
}
void DrawTextureProgram::remove() {
DrawColorProgram::remove();
- glDisableVertexAttribArray(texCoords);
}
///////////////////////////////////////////////////////////////////////////////