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Revision 2f35828c

Added by Leszek Koltunski about 6 years ago

- remove counting of transparent pixels from main fragment shader
- remove debugs and tidy up
- some fixes for the Mali GPU

View differences:

src/main/java/org/distorted/library/main/DistortedEffects.java
54 54
  /// MAIN PROGRAM ///
55 55
  private static DistortedProgram mMainProgram;
56 56
  private static int mMainTextureH;
57
  private static int mCountIndexH;
58 57

  
59 58
  /// BLIT PROGRAM ///
60 59
  private static DistortedProgram mBlitProgram;
......
122 121
  throws FragmentCompilationException,VertexCompilationException,VertexUniformsException,FragmentUniformsException,LinkingException
123 122
    {
124 123
    // MAIN PROGRAM ////////////////////////////////////
125
    android.util.Log.e("Effects", "creating main program");
126

  
127 124
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
128 125
    final InputStream mainFragStream = resources.openRawResource(R.raw.main_fragment_shader);
129 126

  
......
158 155
    EffectQueueVertex.getUniforms(mainProgramH);
159 156
    EffectQueueMatrix.getUniforms(mainProgramH);
160 157
    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
161
    mCountIndexH = GLES31.glGetUniformLocation( mainProgramH, "u_currentIndex");
162 158

  
163 159
    // BLIT PROGRAM ////////////////////////////////////
164
    android.util.Log.e("Effects", "creating blit program");
165

  
166 160
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
167 161
    final InputStream blitFragStream = resources.openRawResource(R.raw.blit_fragment_shader);
168 162

  
......
184 178
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
185 179

  
186 180
    // BLIT DEPTH PROGRAM ////////////////////////////////////
187
    android.util.Log.e("Effects", "creating blit depth program");
188

  
189 181
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
190 182
    final InputStream blitDepthFragStream = resources.openRawResource(R.raw.blit_depth_fragment_shader);
191 183

  
......
231 223
      }
232 224

  
233 225
    // BLIT DEPTH RENDER PROGRAM ///////////////////////////
234
    android.util.Log.e("Effects", "creating blit depth render program");
235

  
236 226
    final InputStream blitDepthRenderVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
237 227
    final InputStream blitDepthRenderFragStream = resources.openRawResource(R.raw.blit_depth_render_fragment_shader);
238 228

  
......
253 243
    mBlitDepthRenderSizeH         = GLES31.glGetUniformLocation( blitDepthRenderProgramH, "u_Size");
254 244

  
255 245
    // NORMAL PROGRAM //////////////////////////////////////
256
    android.util.Log.e("Effects", "creating normal program");
257

  
258 246
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
259 247
    final InputStream normalFragmentStream = resources.openRawResource(R.raw.normal_fragment_shader);
260 248

  
......
374 362

  
375 363
    mMainProgram.useProgram();
376 364
    GLES31.glUniform1i(mMainTextureH, 0);
377
    GLES31.glUniform1i(mCountIndexH, surface.getNewCounter() );
378 365

  
379 366
    GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, mesh.mAttVBO[0]);
380 367
    GLES31.glVertexAttribPointer(mMainProgram.mAttribute[0], MeshObject.POS_DATA_SIZE, GLES31.GL_FLOAT, false, MeshObject.VERTSIZE, MeshObject.OFFSET0);
......
423 410
    GLES31.glUniform1f(mBlitDepthDepthH , 1.0f-surface.mNear);
424 411
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
425 412
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
426

  
427

  
428
    //android.util.Log.e("effects", "width="+surface.mWidth+" height="+surface.mHeight+
429
    //    " bufferSize: "+mBufferSize+" numRecords: "+((mBufferSize-surface.mWidth*surface.mHeight)/3) );
430 413
    }
431 414

  
432 415
///////////////////////////////////////////////////////////////////////////////////////////////////

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