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kc3-lang/angle/samples/post_sub_buffer

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  • Author : Jamie Madill
    Date : 2018-12-29 10:29:33
    Hash : ba319ba3
    Message : Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • PostSubBuffer.cpp
  • //
    // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    //            Based on Simple_VertexShader.c from
    // Book:      OpenGL(R) ES 2.0 Programming Guide
    // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner
    // ISBN-10:   0321502795
    // ISBN-13:   9780321502797
    // Publisher: Addison-Wesley Professional
    // URLs:      http://safari.informit.com/9780321563835
    //            http://www.opengles-book.com
    
    #include "SampleApplication.h"
    #include "texture_utils.h"
    #include "util/Matrix.h"
    #include "util/geometry_utils.h"
    #include "util/shader_utils.h"
    
    #include <cmath>
    #include <iostream>
    
    class PostSubBufferSample : public SampleApplication
    {
      public:
        PostSubBufferSample(int argc, char **argv) : SampleApplication("PostSubBuffer", argc, argv) {}
    
        bool initialize() override
        {
            mPostSubBufferNV = (PFNEGLPOSTSUBBUFFERNVPROC)eglGetProcAddress("eglPostSubBufferNV");
            if (!mPostSubBufferNV)
            {
                std::cerr << "Could not load eglPostSubBufferNV.";
                return false;
            }
    
            constexpr char kVS[] = R"(uniform mat4 u_mvpMatrix;
    attribute vec4 a_position;
    attribute vec2 a_texcoord;
    varying vec2 v_texcoord;
    void main()
    {
        gl_Position = u_mvpMatrix * a_position;
        v_texcoord = a_texcoord;
    })";
    
            constexpr char kFS[] = R"(precision mediump float;
    varying vec2 v_texcoord;
    void main()
    {
        gl_FragColor = vec4(v_texcoord.x, v_texcoord.y, 1.0, 1.0);
    })";
    
            mProgram = CompileProgram(kVS, kFS);
            if (!mProgram)
            {
                return false;
            }
    
            // Get the attribute locations
            mPositionLoc = glGetAttribLocation(mProgram, "a_position");
            mTexcoordLoc = glGetAttribLocation(mProgram, "a_texcoord");
    
            // Get the uniform locations
            mMVPMatrixLoc = glGetUniformLocation(mProgram, "u_mvpMatrix");
    
            // Generate the geometry data
            GenerateCubeGeometry(0.5f, &mCube);
    
            // Set an initial rotation
            mRotation = 45.0f;
    
            // Clear the whole window surface to blue.
            glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
            glClear(GL_COLOR_BUFFER_BIT);
            SampleApplication::swap();
    
            glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            glCullFace(GL_BACK);
            glEnable(GL_CULL_FACE);
    
            return true;
        }
    
        void destroy() override { glDeleteProgram(mProgram); }
    
        void step(float dt, double totalTime) override
        {
            mRotation = fmod(mRotation + (dt * 40.0f), 360.0f);
    
            Matrix4 perspectiveMatrix = Matrix4::perspective(
                60.0f, float(getWindow()->getWidth()) / getWindow()->getHeight(), 1.0f, 20.0f);
    
            Matrix4 modelMatrix = Matrix4::translate(angle::Vector3(0.0f, 0.0f, -2.0f)) *
                                  Matrix4::rotate(mRotation, angle::Vector3(1.0f, 0.0f, 1.0f));
    
            Matrix4 viewMatrix = Matrix4::identity();
    
            Matrix4 mvpMatrix = perspectiveMatrix * viewMatrix * modelMatrix;
    
            // Load the matrices
            glUniformMatrix4fv(mMVPMatrixLoc, 1, GL_FALSE, mvpMatrix.data);
        }
    
        void draw() override
        {
            // Set the viewport
            glViewport(0, 0, getWindow()->getWidth(), getWindow()->getHeight());
    
            // Clear the color buffer
            glClear(GL_COLOR_BUFFER_BIT);
    
            // Use the program object
            glUseProgram(mProgram);
    
            // Load the vertex position
            glVertexAttribPointer(mPositionLoc, 3, GL_FLOAT, GL_FALSE, 0, mCube.positions.data());
            glEnableVertexAttribArray(mPositionLoc);
    
            // Load the texcoord data
            glVertexAttribPointer(mTexcoordLoc, 2, GL_FLOAT, GL_FALSE, 0, mCube.texcoords.data());
            glEnableVertexAttribArray(mTexcoordLoc);
    
            // Draw the cube
            glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(mCube.indices.size()), GL_UNSIGNED_SHORT,
                           mCube.indices.data());
        }
    
        void swap() override
        {
            // Instead of letting the application call eglSwapBuffers, call eglPostSubBufferNV here
            // instead
            EGLint windowWidth  = static_cast<EGLint>(getWindow()->getWidth());
            EGLint windowHeight = static_cast<EGLint>(getWindow()->getHeight());
            EGLDisplay display  = getDisplay();
            EGLSurface surface  = getSurface();
            mPostSubBufferNV(display, surface, 60, 60, windowWidth - 120, windowHeight - 120);
        }
    
      private:
        // Handle to a program object
        GLuint mProgram;
    
        // Attribute locations
        GLint mPositionLoc;
        GLint mTexcoordLoc;
    
        // Uniform locations
        GLuint mMVPMatrixLoc;
    
        // Current rotation
        float mRotation;
    
        // Geometry data
        CubeGeometry mCube;
    
        // eglPostSubBufferNV entry point
        PFNEGLPOSTSUBBUFFERNVPROC mPostSubBufferNV;
    };
    
    int main(int argc, char **argv)
    {
        PostSubBufferSample app(argc, argv);
        return app.run();
    }