/** * Copyright 2010-2023 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.graph.curve.opengl; import java.io.IOException; import java.util.Iterator; import com.jogamp.opengl.GL; import com.jogamp.opengl.GL2ES2; import com.jogamp.opengl.GLES2; import com.jogamp.opengl.GLException; import com.jogamp.opengl.fixedfunc.GLMatrixFunc; import jogamp.graph.curve.opengl.shader.AttributeNames; import jogamp.graph.curve.opengl.shader.UniformNames; import com.jogamp.opengl.GLExtensions; import com.jogamp.opengl.util.glsl.ShaderCode; import com.jogamp.opengl.util.glsl.ShaderProgram; import com.jogamp.opengl.util.texture.TextureSequence; import com.jogamp.opengl.util.PMVMatrix; import com.jogamp.common.os.Platform; import com.jogamp.common.util.IntObjectHashMap; import com.jogamp.graph.curve.Region; import com.jogamp.graph.geom.SVertex; import com.jogamp.graph.geom.Vertex; /** * OpenGL {@link Region} renderer * * All {@link Region} rendering operations utilize a RegionRenderer. * * The RegionRenderer owns its {@link RenderState}, a composition. * * The RegionRenderer manages and own all used {@link ShaderProgram}s, a composition. * * At its {@link #destroy(GL2ES2) destruction}, all {@link ShaderProgram}s and its {@link RenderState} * will be destroyed and released. */ public final class RegionRenderer { protected static final boolean DEBUG = Region.DEBUG; protected static final boolean DEBUG_INSTANCE = Region.DEBUG_INSTANCE; /** * May be passed to * {@link RegionRenderer#create(Vertex.Factory, RenderState, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback, com.jogamp.graph.curve.opengl.RegionRenderer.GLCallback) RegionRenderer ctor}, * e.g. * */ public interface GLCallback { /** * @param gl a current GL object * @param renderer {@link RegionRenderer} calling this method. */ void run(GL gl, RegionRenderer renderer); } /** * Default {@link GL#GL_BLEND} enable {@link GLCallback}, * turning-off depth writing via {@link GL#glDepthMask(boolean)} if {@link RenderState#BITHINT_GLOBAL_DEPTH_TEST_ENABLED} is set * and turning-on the {@link GL#GL_BLEND} state. *

* Implementation also sets {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}, * which will cause {@link GLRegion#draw(GL2ES2, RegionRenderer, int[]) GLRegion's draw-method} * to set the proper {@link GL#glBlendFuncSeparate(int, int, int, int) blend-function} * and the clear-color to transparent-black in case of {@link Region#isTwoPass(int) multipass} FBO rendering. *

* @see #create(Vertex.Factory, RenderState, GLCallback, GLCallback) * @see #enable(GL2ES2, boolean) */ public static final GLCallback defaultBlendEnable = new GLCallback() { @Override public void run(final GL gl, final RegionRenderer renderer) { if( renderer.rs.isHintMaskSet(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED) ) { gl.glDepthMask(false); // gl.glDisable(GL.GL_DEPTH_TEST); // gl.glDepthFunc(GL.GL_ALWAYS); } gl.glEnable(GL.GL_BLEND); gl.glBlendEquation(GL.GL_FUNC_ADD); // default renderer.rs.setHintMask(RenderState.BITHINT_BLENDING_ENABLED); } }; /** * Default {@link GL#GL_BLEND} disable {@link GLCallback}, * simply turning-off the {@link GL#GL_BLEND} state * and turning-on depth writing via {@link GL#glDepthMask(boolean)} if {@link RenderState#BITHINT_GLOBAL_DEPTH_TEST_ENABLED} is set. *

* Implementation also clears {@link RegionRenderer#getRenderState() RenderState}'s {@link RenderState#BITHINT_BLENDING_ENABLED blending bit-hint}. *

* @see #create(Vertex.Factory, RenderState, GLCallback, GLCallback) * @see #enable(GL2ES2, boolean) */ public static final GLCallback defaultBlendDisable = new GLCallback() { @Override public void run(final GL gl, final RegionRenderer renderer) { renderer.rs.clearHintMask(RenderState.BITHINT_BLENDING_ENABLED); gl.glDisable(GL.GL_BLEND); if( renderer.rs.isHintMaskSet(RenderState.BITHINT_GLOBAL_DEPTH_TEST_ENABLED) ) { // gl.glEnable(GL.GL_DEPTH_TEST); // gl.glDepthFunc(GL.GL_LESS); gl.glDepthMask(true); } } }; public static RegionRenderer create(final Vertex.Factory pointFactory, final RenderState rs, final GLCallback enableCallback, final GLCallback disableCallback) { return null; } /** * Create a hardware accelerated RegionRenderer including its {@link RenderState} composition. *

* The optional {@link GLCallback}s enableCallback and disableCallback * maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable} * can be utilized to enable and disable {@link GL#GL_BLEND}. *

* @return an instance of Region Renderer * @see #enable(GL2ES2, boolean) */ public static RegionRenderer create() { return new RegionRenderer(null, null, null); } /** * Create a hardware accelerated RegionRenderer including its {@link RenderState} composition. *

* The optional {@link GLCallback}s enableCallback and disableCallback * maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable} * can be utilized to enable and disable {@link GL#GL_BLEND}. *

* @param enableCallback optional {@link GLCallback}, if not null will be issued at * {@link #init(GL2ES2) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}. * @param disableCallback optional {@link GLCallback}, if not null will be issued at * {@link #enable(GL2ES2, boolean) enable(gl, false)}. * @return an instance of Region Renderer * @see #enable(GL2ES2, boolean) */ public static RegionRenderer create(final GLCallback enableCallback, final GLCallback disableCallback) { return new RegionRenderer(null, enableCallback, disableCallback); } /** * Create a hardware accelerated RegionRenderer including its {@link RenderState} composition. *

* The optional {@link GLCallback}s enableCallback and disableCallback * maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable} * can be utilized to enable and disable {@link GL#GL_BLEND}. *

* @param pointFactory optional {@link Vertex.Factory} to be used for the {@link RenderState} composition, * If null, SVertex.factory() will be used. * @param enableCallback optional {@link GLCallback}, if not null will be issued at * {@link #init(GL2ES2) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}. * @param disableCallback optional {@link GLCallback}, if not null will be issued at * {@link #enable(GL2ES2, boolean) enable(gl, false)}. * @return an instance of Region Renderer * @see #enable(GL2ES2, boolean) */ public static RegionRenderer create(final Vertex.Factory pointFactory, final GLCallback enableCallback, final GLCallback disableCallback) { return new RegionRenderer(pointFactory, enableCallback, disableCallback); } /** * Create a hardware accelerated RegionRenderer including its {@link RenderState} composition. *

* The optional {@link GLCallback}s enableCallback and disableCallback * maybe used to issue certain tasks at {@link #enable(GL2ES2, boolean)}.
* For example, instances {@link #defaultBlendEnable} and {@link #defaultBlendDisable} * can be utilized to enable and disable {@link GL#GL_BLEND}. *

* @param pointFactory optional {@link Vertex.Factory} to be used for the {@link RenderState} composition. * If null, SVertex.factory() will be used. * @param sharedPMVMatrix optional shared {@link PMVMatrix} to be used for the {@link RenderState} composition. * @param enableCallback optional {@link GLCallback}, if not null will be issued at * {@link #init(GL2ES2) init(gl)} and {@link #enable(GL2ES2, boolean) enable(gl, true)}. * @param disableCallback optional {@link GLCallback}, if not null will be issued at * {@link #enable(GL2ES2, boolean) enable(gl, false)}. * @return an instance of Region Renderer * @see #enable(GL2ES2, boolean) */ public static RegionRenderer create(final Vertex.Factory pointFactory, final PMVMatrix sharedPMVMatrix, final GLCallback enableCallback, final GLCallback disableCallback) { return new RegionRenderer(pointFactory, sharedPMVMatrix, enableCallback, disableCallback); } private final RenderState rs; private final GLCallback enableCallback; private final GLCallback disableCallback; private final int[] viewport = new int[] { 0, 0, 0, 0 }; private boolean initialized; private boolean vboSupported = false; public final boolean isInitialized() { return initialized; } /** Copies the current int[4] viewport in given target and returns it for chaining. */ public final int[/*4*/] getViewport(final int[/*4*/] target) { System.arraycopy(viewport, 0, target, 0, 4); return target; } /** Borrows the current int[4] viewport w/o copying. */ public final int[/*4*/] getViewport() { return viewport; } /** Return width of current viewport */ public final int getWidth() { return viewport[2]; } /** Return height of current viewport */ public final int getHeight() { return viewport[3]; } /** Borrow the current {@link PMVMatrix}. */ public final PMVMatrix getMatrix() { return rs.getMatrix(); } ////////////////////////////////////// protected RegionRenderer(final Vertex.Factory pointFactory, final GLCallback enableCallback, final GLCallback disableCallback) { this.rs = new RenderState(pointFactory, null); this.enableCallback = enableCallback; this.disableCallback = disableCallback; } protected RegionRenderer(final Vertex.Factory pointFactory, final PMVMatrix sharedPMVMatrix, final GLCallback enableCallback, final GLCallback disableCallback) { this.rs = new RenderState(pointFactory, sharedPMVMatrix); this.enableCallback = enableCallback; this.disableCallback = disableCallback; } public final boolean isVBOSupported() { return vboSupported; } /** * Initialize shader and bindings for GPU based rendering bound to the given GL object's GLContext * if not initialized yet. *

Leaves the renderer enabled, ie ShaderState.

*

Shall be called by a {@code draw()} method, e.g. {@link RegionRenderer#draw(GL2ES2, Region, int)}

* * @param gl referencing the current GLContext to which the ShaderState is bound to * @throws GLException if initialization failed */ public final void init(final GL2ES2 gl) throws GLException { if(initialized){ return; } vboSupported = gl.isFunctionAvailable("glGenBuffers") && gl.isFunctionAvailable("glBindBuffer") && gl.isFunctionAvailable("glBufferData") && gl.isFunctionAvailable("glDrawElements") && gl.isFunctionAvailable("glVertexAttribPointer") && gl.isFunctionAvailable("glDeleteBuffers"); if(DEBUG) { System.err.println("TextRendererImpl01: VBO Supported = " + isVBOSupported()); } if(!vboSupported){ throw new GLException("VBO not supported"); } rs.attachTo(gl); if( null != enableCallback ) { enableCallback.run(gl, this); } initialized = true; } /** Deletes all {@link ShaderProgram}s and nullifies its references including {@link RenderState#destroy(GL2ES2)}. */ public final void destroy(final GL2ES2 gl) { if(!initialized){ if(DEBUG_INSTANCE) { System.err.println("TextRenderer: Not initialized!"); } return; } for(final Iterator i = shaderPrograms.iterator(); i.hasNext(); ) { final ShaderProgram sp = (ShaderProgram) i.next().getValue(); sp.destroy(gl); } shaderPrograms.clear(); rs.destroy(); initialized = false; } /** Return the {@link RenderState} composition. */ public final RenderState getRenderState() { return rs; } /** * Enabling or disabling the {@link #getRenderState() RenderState}'s * current {@link RenderState#getShaderProgram() shader program}. *

* {@link #useShaderProgram(GL2ES2, int, boolean, int, int, TextureSequence)} * generates, selects and caches the desired Curve-Graph {@link ShaderProgram} * and {@link RenderState#setShaderProgram(GL2ES2, ShaderProgram) sets it current} in the {@link RenderState} composition. *

*

* In case enable and disable {@link GLCallback}s are setup via {@link #create(Vertex.Factory, RenderState, GLCallback, GLCallback)}, * they will be called before toggling the shader program. *

* @see #create(Vertex.Factory, RenderState, GLCallback, GLCallback) * @see #useShaderProgram(GL2ES2, int, boolean, int, int, TextureSequence) * @see RenderState#setShaderProgram(GL2ES2, ShaderProgram) * @see RenderState#getShaderProgram() */ public final void enable(final GL2ES2 gl, final boolean enable) { if( enable ) { if( null != enableCallback ) { enableCallback.run(gl, this); } } else { if( null != disableCallback ) { disableCallback.run(gl, this); } } if( !enable ) { final ShaderProgram sp = rs.getShaderProgram(); if( null != sp ) { sp.useProgram(gl, false); } } } /** * No PMVMatrix operation is performed here. */ public final void reshapeNotify(final int x, final int y, final int width, final int height) { viewport[0] = x; viewport[1] = y; viewport[2] = width; viewport[3] = height; } public final void reshapePerspective(final float angle, final int width, final int height, final float near, final float far) { reshapeNotify(0, 0, width, height); final float ratio = (float)width/(float)height; final PMVMatrix p = rs.getMatrix(); p.glMatrixMode(GLMatrixFunc.GL_PROJECTION); p.glLoadIdentity(); p.gluPerspective(angle, ratio, near, far); } /** * Perspective orthogonal, method calls {@link #reshapeNotify(int, int, int, int)}. */ public final void reshapeOrtho(final int width, final int height, final float near, final float far) { reshapeNotify(0, 0, width, height); final PMVMatrix p = rs.getMatrix(); p.glMatrixMode(GLMatrixFunc.GL_PROJECTION); p.glLoadIdentity(); p.glOrthof(0, width, 0, height, near, far); } // // Shader Management // private static final String SHADER_SRC_SUB = ""; private static final String SHADER_BIN_SUB = "bin"; private static String GLSL_USE_COLOR_CHANNEL = "#define USE_COLOR_CHANNEL 1\n"; private static String GLSL_USE_COLOR_TEXTURE = "#define USE_COLOR_TEXTURE 1\n"; private static String GLSL_DEF_SAMPLE_COUNT = "#define SAMPLE_COUNT "; private static String GLSL_CONST_SAMPLE_COUNT = "const float sample_count = "; private static String GLSL_MAIN_BEGIN = "void main (void)\n{\n"; private static final String gcuTexture2D = "gcuTexture2D"; private String getVersionedShaderName() { return "curverenderer01"; } // FIXME: Really required to have sampler2D def. precision ? If not, we can drop getFragmentShaderPrecision(..) and use default ShaderCode .. private static final String es2_precision_fp = "\nprecision mediump float;\nprecision mediump int;\nprecision mediump sampler2D;\n"; private final String getFragmentShaderPrecision(final GL2ES2 gl) { if( gl.isGLES() ) { return es2_precision_fp; } if( ShaderCode.requiresGL3DefaultPrecision(gl) ) { return ShaderCode.gl3_default_precision_fp; } return null; } private static enum ShaderModeSelector1 { /** Pass-1: Curve Simple */ PASS1_SIMPLE("curve", "_simple", 0), /** Pass-1: Curve Varying Weight */ PASS1_WEIGHT("curve", "_weight", 0), /** Pass-2: MSAA */ PASS2_MSAA("msaa", "", 0), /** Pass-2: VBAA Flipquad3, 1 sample */ PASS2_VBAA_QUAL0_SAMPLES1("vbaa", "_flipquad3", 1), /** Pass-2: VBAA Flipquad3, 2 samples */ PASS2_VBAA_QUAL0_SAMPLES2("vbaa", "_flipquad3", 2), /** Pass-2: VBAA Flipquad3, 4 samples */ PASS2_VBAA_QUAL0_SAMPLES4("vbaa", "_flipquad3", 4), /** Pass-2: VBAA Flipquad3, 8 samples */ PASS2_VBAA_QUAL0_SAMPLES8("vbaa", "_flipquad3", 8), /** Pass-2: VBAA Brute-Force, Odd, 1 samples */ PASS2_VBAA_QUAL1_SAMPLES1("vbaa", "_bforce_odd", 1), /** Pass-2: VBAA Brute-Force, Even, 2 samples */ PASS2_VBAA_QUAL1_SAMPLES2("vbaa", "_bforce_even", 2), /** Pass-2: VBAA Brute-Force, Odd, 3 samples */ PASS2_VBAA_QUAL1_SAMPLES3("vbaa", "_bforce_odd", 3), /** Pass-2: VBAA Brute-Force, Even, 4 samples */ PASS2_VBAA_QUAL1_SAMPLES4("vbaa", "_bforce_even", 4), /** Pass-2: VBAA Brute-Force, Odd, 5 samples */ PASS2_VBAA_QUAL1_SAMPLES5("vbaa", "_bforce_odd", 5), /** Pass-2: VBAA Brute-Force, Even, 6 samples */ PASS2_VBAA_QUAL1_SAMPLES6("vbaa", "_bforce_even", 6), /** Pass-2: VBAA Brute-Force, Odd, 7 samples */ PASS2_VBAA_QUAL1_SAMPLES7("vbaa", "_bforce_odd", 7), /** Pass-2: VBAA Brute-Force, Even, 8 samples */ PASS2_VBAA_QUAL1_SAMPLES8("vbaa", "_bforce_even", 8); public final String tech; public final String sub; public final int sampleCount; ShaderModeSelector1(final String tech, final String sub, final int sampleCount) { this.tech = tech; this.sub= sub; this.sampleCount = sampleCount; } public static ShaderModeSelector1 selectPass1(final int renderModes) { return Region.hasVariableWeight(renderModes) ? PASS1_WEIGHT : PASS1_SIMPLE; } public static ShaderModeSelector1 selectPass2(final int renderModes, final int quality, final int sampleCount) { if( Region.isMSAA(renderModes) ) { return PASS2_MSAA; } else if( Region.isVBAA(renderModes) ) { if( 0 == quality ) { if( sampleCount < 2 ) { return PASS2_VBAA_QUAL0_SAMPLES1; } else if( sampleCount < 4 ) { return PASS2_VBAA_QUAL0_SAMPLES2; } else if( sampleCount < 8 ) { return PASS2_VBAA_QUAL0_SAMPLES4; } else { return PASS2_VBAA_QUAL0_SAMPLES8; } } else { switch( sampleCount ) { case 0: // Fall through intended case 1: return PASS2_VBAA_QUAL1_SAMPLES1; case 2: return PASS2_VBAA_QUAL1_SAMPLES2; case 3: return PASS2_VBAA_QUAL1_SAMPLES3; case 4: return PASS2_VBAA_QUAL1_SAMPLES4; case 5: return PASS2_VBAA_QUAL1_SAMPLES5; case 6: return PASS2_VBAA_QUAL1_SAMPLES6; case 7: return PASS2_VBAA_QUAL1_SAMPLES7; default: return PASS2_VBAA_QUAL1_SAMPLES8; } } } else { return null; } } } private final IntObjectHashMap shaderPrograms = new IntObjectHashMap(); private static final int HIGH_MASK = Region.COLORCHANNEL_RENDERING_BIT | Region.COLORTEXTURE_RENDERING_BIT; private static final int TWO_PASS_BIT = 1 << 31; /** * Generate, selects and caches the desired Curve-Graph {@link ShaderProgram} according to the given parameters. * * The newly generated or cached {@link ShaderProgram} is {@link RenderState#setShaderProgram(GL2ES2, ShaderProgram) set current} in the {@link RenderState} composition * and can be retrieved via {@link RenderState#getShaderProgram()}. * * @param gl * @param renderModes * @param pass1 * @param quality * @param sampleCount * @param colorTexSeq * @return true if a new shader program is being used and hence external uniform-data and -location, * as well as the attribute-location must be updated, otherwise false. * @see #enable(GL2ES2, boolean) * @see RenderState#setShaderProgram(GL2ES2, ShaderProgram) * @see RenderState#getShaderProgram() */ public final boolean useShaderProgram(final GL2ES2 gl, final int renderModes, final boolean pass1, final int quality, final int sampleCount, final TextureSequence colorTexSeq) { final ShaderModeSelector1 sel1 = pass1 ? ShaderModeSelector1.selectPass1(renderModes) : ShaderModeSelector1.selectPass2(renderModes, quality, sampleCount); final boolean isTwoPass = Region.isTwoPass( renderModes ); final boolean isPass1ColorTexSeq = pass1 && null != colorTexSeq; final int colorTexSeqHash; final String texLookupFuncName; if( isPass1ColorTexSeq ) { texLookupFuncName = colorTexSeq.setTextureLookupFunctionName(gcuTexture2D); colorTexSeqHash = colorTexSeq.getTextureFragmentShaderHashCode(); } else { texLookupFuncName = null; colorTexSeqHash = 0; } final int shaderKey = ( (colorTexSeqHash << 5) - colorTexSeqHash ) + ( sel1.ordinal() | ( HIGH_MASK & renderModes ) | ( isTwoPass ? TWO_PASS_BIT : 0 ) ); /** if(DEBUG) { System.err.printf("RegionRendererImpl01.useShaderProgram.0: renderModes %s, sel1 %s, key 0x%X (pass1 %b, q %d, samples %d) - Thread %s%n", Region.getRenderModeString(renderModes), sel1, shaderKey, pass1, quality, sampleCount, Thread.currentThread()); } */ ShaderProgram sp = (ShaderProgram) shaderPrograms.get( shaderKey ); if( null != sp ) { final boolean spChanged = getRenderState().setShaderProgram(gl, sp); if( DEBUG ) { if( spChanged ) { System.err.printf("RegionRendererImpl01.useShaderProgram.X1: GOT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (changed)%n", Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id()); } else { System.err.printf("RegionRendererImpl01.useShaderProgram.X1: GOT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (keep)%n", Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id()); } } return spChanged; } final String versionedBaseName = getVersionedShaderName(); final String vertexShaderName; if( isTwoPass ) { vertexShaderName = versionedBaseName+"-pass"+(pass1?1:2); } else { vertexShaderName = versionedBaseName+"-single"; } final ShaderCode rsVp = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, vertexShaderName, true); final ShaderCode rsFp = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, AttributeNames.class, SHADER_SRC_SUB, SHADER_BIN_SUB, versionedBaseName+"-segment-head", true); if( isPass1ColorTexSeq && GLES2.GL_TEXTURE_EXTERNAL_OES == colorTexSeq.getTextureTarget() ) { if( !gl.isExtensionAvailable(GLExtensions.OES_EGL_image_external) ) { throw new GLException(GLExtensions.OES_EGL_image_external+" requested but not available"); } } boolean supressGLSLVersionES30 = false; if( isPass1ColorTexSeq && GLES2.GL_TEXTURE_EXTERNAL_OES == colorTexSeq.getTextureTarget() ) { if( Platform.OSType.ANDROID == Platform.getOSType() && gl.isGLES3() ) { // Bug on Nexus 10, ES3 - Android 4.3, where // GL_OES_EGL_image_external extension directive leads to a failure _with_ '#version 300 es' ! // P0003: Extension 'GL_OES_EGL_image_external' not supported supressGLSLVersionES30 = true; } } // // GLSL customization at top // int posVp = rsVp.defaultShaderCustomization(gl, !supressGLSLVersionES30, true); // rsFp.defaultShaderCustomization(gl, true, true); int posFp = supressGLSLVersionES30 ? 0 : rsFp.addGLSLVersion(gl); if( isPass1ColorTexSeq ) { posFp = rsFp.insertShaderSource(0, posFp, colorTexSeq.getRequiredExtensionsShaderStub()); } if( pass1 && supressGLSLVersionES30 || ( gl.isGLES2() && !gl.isGLES3() ) ) { posFp = rsFp.insertShaderSource(0, posFp, ShaderCode.createExtensionDirective(GLExtensions.OES_standard_derivatives, ShaderCode.ENABLE)); } if( false ) { final String rsFpDefPrecision = getFragmentShaderPrecision(gl); if( null != rsFpDefPrecision ) { posFp = rsFp.insertShaderSource(0, posFp, rsFpDefPrecision); } } else { posFp = rsFp.addDefaultShaderPrecision(gl, posFp); } // // GLSL append from here on posFp = -1; if( Region.hasColorChannel( renderModes ) ) { posVp = rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_CHANNEL); posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_CHANNEL); } if( Region.hasColorTexture( renderModes ) ) { rsVp.insertShaderSource(0, posVp, GLSL_USE_COLOR_TEXTURE); posFp = rsFp.insertShaderSource(0, posFp, GLSL_USE_COLOR_TEXTURE); } if( !pass1 ) { posFp = rsFp.insertShaderSource(0, posFp, GLSL_DEF_SAMPLE_COUNT+sel1.sampleCount+"\n"); posFp = rsFp.insertShaderSource(0, posFp, GLSL_CONST_SAMPLE_COUNT+sel1.sampleCount+".0;\n"); } try { posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "uniforms.glsl"); posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, "varyings.glsl"); } catch (final IOException ioe) { throw new RuntimeException("Failed to read: includes", ioe); } if( 0 > posFp ) { throw new RuntimeException("Failed to read: includes"); } if( isPass1ColorTexSeq ) { posFp = rsFp.insertShaderSource(0, posFp, "uniform "+colorTexSeq.getTextureSampler2DType()+" "+UniformNames.gcu_ColorTexUnit+";\n"); posFp = rsFp.insertShaderSource(0, posFp, colorTexSeq.getTextureLookupFragmentShaderImpl()); } posFp = rsFp.insertShaderSource(0, posFp, GLSL_MAIN_BEGIN); final String passS = pass1 ? "-pass1-" : "-pass2-"; final String shaderSegment = versionedBaseName+passS+sel1.tech+sel1.sub+".glsl"; if(DEBUG) { System.err.printf("RegionRendererImpl01.useShaderProgram.1: segment %s%n", shaderSegment); } try { posFp = rsFp.insertShaderSource(0, posFp, AttributeNames.class, shaderSegment); } catch (final IOException ioe) { throw new RuntimeException("Failed to read: "+shaderSegment, ioe); } if( 0 > posFp ) { throw new RuntimeException("Failed to read: "+shaderSegment); } posFp = rsFp.insertShaderSource(0, posFp, "}\n"); if( isPass1ColorTexSeq ) { rsFp.replaceInShaderSource(gcuTexture2D, texLookupFuncName); } sp = new ShaderProgram(); sp.add(rsVp); sp.add(rsFp); if( !sp.init(gl) ) { throw new GLException("RegionRenderer: Couldn't init program: "+sp); } if( !sp.link(gl, System.err) ) { throw new GLException("could not link program: "+sp); } getRenderState().setShaderProgram(gl, sp); shaderPrograms.put(shaderKey, sp); if( DEBUG ) { System.err.printf("RegionRendererImpl01.useShaderProgram.X1: PUT renderModes %s, sel1 %s, key 0x%X -> sp %d / %d (changed, new)%n", Region.getRenderModeString(renderModes), sel1, shaderKey, sp.program(), sp.id()); // rsFp.dumpShaderSource(System.err); } return true; } }