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authorJason Sams <jsams@google.com>2009-05-22 14:03:28 -0700
committerJack Palevich <jackpal@google.com>2009-05-22 17:11:00 -0700
commit326e0ddf89e8df2837752fbfd7a014814b32082c (patch)
treeac70bc5d4d2c8a2469ab0ef3995eed3a2bf96152 /rsSampler.cpp
parentfcfe48e7cf461bf4a6314802c0f31f292d87ab95 (diff)
downloadrs-326e0ddf89e8df2837752fbfd7a014814b32082c.tar.gz
Add the Renderscript library. (Not in the build by default yet.)
This library can be used to create animated 3D User Interfaces. This library is currently under heavy development, so it's not part of the build by default. In order to build this library, you must define BUILD_RENDERSCRIPT=true in your build environment. You will also have to manually edit build/core/prelink-linux-arm.map And add libRS and libRS_jni at the end like this (exact address may change.) libRS.so 0x9A100000 libRS_jni.so 0x9A000000
Diffstat (limited to 'rsSampler.cpp')
-rw-r--r--rsSampler.cpp143
1 files changed, 143 insertions, 0 deletions
diff --git a/rsSampler.cpp b/rsSampler.cpp
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+++ b/rsSampler.cpp
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+/*
+ * Copyright (C) 2009 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.
+ */
+
+#include "rsContext.h"
+
+
+#include <GLES/gl.h>
+#include <GLES/glext.h>
+#include <utils/Log.h>
+
+#include "rsContext.h"
+#include "rsSampler.h"
+
+using namespace android;
+using namespace android::renderscript;
+
+
+Sampler::Sampler()
+{
+ // Should not get called.
+ rsAssert(0);
+}
+
+Sampler::Sampler(RsSamplerValue magFilter,
+ RsSamplerValue minFilter,
+ RsSamplerValue wrapS,
+ RsSamplerValue wrapT,
+ RsSamplerValue wrapR)
+{
+ mMagFilter = magFilter;
+ mMinFilter = minFilter;
+ mWrapS = wrapS;
+ mWrapT = wrapT;
+ mWrapR = wrapR;
+}
+
+Sampler::~Sampler()
+{
+}
+
+void Sampler::setupGL()
+{
+ //LOGE("setup gl");
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+}
+
+void Sampler::bindToContext(SamplerState *ss, uint32_t slot)
+{
+ ss->mSamplers[slot].set(this);
+ mBoundSlot = slot;
+}
+
+void Sampler::unbindFromContext(SamplerState *ss)
+{
+ int32_t slot = mBoundSlot;
+ mBoundSlot = -1;
+ ss->mSamplers[slot].clear();
+}
+
+void SamplerState::setupGL()
+{
+ for (uint32_t ct=0; ct < 1/*RS_MAX_SAMPLER_SLOT*/; ct++) {
+ Sampler *s = mSamplers[ct].get();
+ if (s) {
+ s->setupGL();
+ } else {
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+ }
+}
+
+////////////////////////////////
+
+namespace android {
+namespace renderscript {
+
+
+void rsi_SamplerBegin(Context *rsc)
+{
+ SamplerState * ss = &rsc->mStateSampler;
+
+ ss->mMagFilter = RS_SAMPLER_LINEAR;
+ ss->mMinFilter = RS_SAMPLER_LINEAR;
+ ss->mWrapS = RS_SAMPLER_WRAP;
+ ss->mWrapT = RS_SAMPLER_WRAP;
+ ss->mWrapR = RS_SAMPLER_WRAP;
+}
+
+void rsi_SamplerSet(Context *rsc, RsSamplerParam param, RsSamplerValue value)
+{
+ SamplerState * ss = &rsc->mStateSampler;
+
+ switch(param) {
+ case RS_SAMPLER_MAG_FILTER:
+ ss->mMagFilter = value;
+ break;
+ case RS_SAMPLER_MIN_FILTER:
+ ss->mMinFilter = value;
+ break;
+ case RS_SAMPLER_WRAP_S:
+ ss->mWrapS = value;
+ break;
+ case RS_SAMPLER_WRAP_T:
+ ss->mWrapT = value;
+ break;
+ case RS_SAMPLER_WRAP_R:
+ ss->mWrapR = value;
+ break;
+ }
+
+}
+
+RsSampler rsi_SamplerCreate(Context *rsc)
+{
+ SamplerState * ss = &rsc->mStateSampler;
+
+
+ Sampler * s = new Sampler(ss->mMagFilter,
+ ss->mMinFilter,
+ ss->mWrapS,
+ ss->mWrapT,
+ ss->mWrapR);
+ return s;
+}
+
+}}