Uniform locations are 32-bit values which the application queries from the driver after a shader program is linked. It seems that Cordy game (possibly all Unity based apps) store the returned location as 16-bit value. Intel driver returns location values in the upper 16-bit range :( This is a workaround for this issue, when a program is linked we check the locations of all uniforms, if all locations are within the upper 16-bit range (as with Intel driver) we shift the location value before returning to the application. Also override all functions which take a location parameter and do the reverse shift before sending a location value to the host. Change-Id: I234aaafe3313774b5da79eb1dac713b89b10ad60
233 lines
6.7 KiB
C++
233 lines
6.7 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* 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
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "GLClientState.h"
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#include "ErrorLog.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "glUtils.h"
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#include <cutils/log.h>
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GLClientState::GLClientState(int nLocations)
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{
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if (nLocations < LAST_LOCATION) {
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nLocations = LAST_LOCATION;
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}
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m_nLocations = nLocations;
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m_states = new VertexAttribState[m_nLocations];
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for (int i = 0; i < m_nLocations; i++) {
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m_states[i].enabled = 0;
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m_states[i].enableDirty = false;
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}
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m_currentArrayVbo = 0;
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m_currentIndexVbo = 0;
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// init gl constans;
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m_states[VERTEX_LOCATION].glConst = GL_VERTEX_ARRAY;
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m_states[NORMAL_LOCATION].glConst = GL_NORMAL_ARRAY;
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m_states[COLOR_LOCATION].glConst = GL_COLOR_ARRAY;
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m_states[POINTSIZE_LOCATION].glConst = GL_POINT_SIZE_ARRAY_OES;
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m_states[TEXCOORD0_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD1_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD2_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD3_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD4_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD5_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD6_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[TEXCOORD7_LOCATION].glConst = GL_TEXTURE_COORD_ARRAY;
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m_states[MATRIXINDEX_LOCATION].glConst = GL_MATRIX_INDEX_ARRAY_OES;
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m_states[WEIGHT_LOCATION].glConst = GL_WEIGHT_ARRAY_OES;
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m_activeTexture = 0;
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m_currentProgram = 0;
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m_pixelStore.unpack_alignment = 4;
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m_pixelStore.pack_alignment = 4;
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}
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GLClientState::~GLClientState()
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{
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delete m_states;
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}
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void GLClientState::enable(int location, int state)
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{
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if (!validLocation(location)) {
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return;
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}
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m_states[location].enableDirty |= (state != m_states[location].enabled);
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m_states[location].enabled = state;
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}
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void GLClientState::setState(int location, int size, GLenum type, GLboolean normalized, GLsizei stride, const void *data)
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{
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if (!validLocation(location)) {
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return;
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}
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m_states[location].size = size;
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m_states[location].type = type;
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m_states[location].stride = stride;
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m_states[location].data = (void*)data;
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m_states[location].bufferObject = m_currentArrayVbo;
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m_states[location].elementSize = glSizeof(type) * size;
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m_states[location].normalized = normalized;
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}
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void GLClientState::setBufferObject(int location, GLuint id)
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{
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if (!validLocation(location)) {
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return;
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}
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m_states[location].bufferObject = id;
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}
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const GLClientState::VertexAttribState * GLClientState::getState(int location)
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{
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if (!validLocation(location)) {
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return NULL;
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}
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return & m_states[location];
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}
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const GLClientState::VertexAttribState * GLClientState::getStateAndEnableDirty(int location, bool *enableChanged)
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{
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if (!validLocation(location)) {
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return NULL;
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}
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if (enableChanged) {
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*enableChanged = m_states[location].enableDirty;
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}
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m_states[location].enableDirty = false;
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return & m_states[location];
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}
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int GLClientState::getLocation(GLenum loc)
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{
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int retval;
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switch(loc) {
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case GL_VERTEX_ARRAY:
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retval = int(VERTEX_LOCATION);
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break;
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case GL_NORMAL_ARRAY:
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retval = int(NORMAL_LOCATION);
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break;
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case GL_COLOR_ARRAY:
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retval = int(COLOR_LOCATION);
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break;
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case GL_POINT_SIZE_ARRAY_OES:
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retval = int(POINTSIZE_LOCATION);
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break;
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case GL_TEXTURE_COORD_ARRAY:
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retval = int (TEXCOORD0_LOCATION + m_activeTexture);
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break;
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case GL_MATRIX_INDEX_ARRAY_OES:
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retval = int (MATRIXINDEX_LOCATION);
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break;
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case GL_WEIGHT_ARRAY_OES:
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retval = int (WEIGHT_LOCATION);
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break;
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default:
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retval = loc;
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}
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return retval;
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}
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void GLClientState::getClientStatePointer(GLenum pname, GLvoid** params)
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{
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const GLClientState::VertexAttribState *state = NULL;
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switch (pname) {
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case GL_VERTEX_ARRAY_POINTER: {
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state = getState(GLClientState::VERTEX_LOCATION);
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break;
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}
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case GL_NORMAL_ARRAY_POINTER: {
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state = getState(GLClientState::NORMAL_LOCATION);
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break;
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}
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case GL_COLOR_ARRAY_POINTER: {
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state = getState(GLClientState::COLOR_LOCATION);
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break;
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}
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case GL_TEXTURE_COORD_ARRAY_POINTER: {
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state = getState(getActiveTexture() + GLClientState::TEXCOORD0_LOCATION);
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break;
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}
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case GL_POINT_SIZE_ARRAY_POINTER_OES: {
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state = getState(GLClientState::POINTSIZE_LOCATION);
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break;
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}
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case GL_MATRIX_INDEX_ARRAY_POINTER_OES: {
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state = getState(GLClientState::MATRIXINDEX_LOCATION);
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break;
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}
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case GL_WEIGHT_ARRAY_POINTER_OES: {
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state = getState(GLClientState::WEIGHT_LOCATION);
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break;
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}
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}
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if (state && params)
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*params = state->data;
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}
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int GLClientState::setPixelStore(GLenum param, GLint value)
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{
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int retval = 0;
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switch(param) {
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case GL_UNPACK_ALIGNMENT:
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if (value == 1 || value == 2 || value == 4 || value == 8) {
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m_pixelStore.unpack_alignment = value;
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} else {
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retval = GL_INVALID_VALUE;
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}
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break;
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case GL_PACK_ALIGNMENT:
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if (value == 1 || value == 2 || value == 4 || value == 8) {
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m_pixelStore.pack_alignment = value;
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} else {
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retval = GL_INVALID_VALUE;
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}
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break;
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default:
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retval = GL_INVALID_ENUM;
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}
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return retval;
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}
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size_t GLClientState::pixelDataSize(GLsizei width, GLsizei height, GLenum format, GLenum type, int pack) const
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{
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int pixelsize = glUtilsPixelBitSize(format, type) >> 3;
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int alignment = pack ? m_pixelStore.pack_alignment : m_pixelStore.unpack_alignment;
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if (pixelsize == 0 ) {
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ERR("unknown pixel size: width: %d height: %d format: %d type: %d pack: %d align: %d\n",
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width, height, format, type, pack, alignment);
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}
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size_t linesize = pixelsize * width;
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size_t aligned_linesize = int(linesize / alignment) * alignment;
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if (aligned_linesize < linesize) {
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aligned_linesize += alignment;
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}
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return aligned_linesize * height;
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}
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