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Revision b7074bc6

Added by Leszek Koltunski about 4 years ago

Lower requirements - now only OpenGL ES 3.0 is required; if running on such platform, OIT part of the API ( which is the only one which actually requires 3.1) is switched off.

View differences:

src/main/java/org/distorted/library/effect/PostprocessEffect.java
79 79
  private static ArrayList<Source> mSources = new ArrayList<>();
80 80
  private static int mNumSources = 0;
81 81

  
82
  private class Job
82
  private static class Job
83 83
    {
84 84
    int type;
85 85
    int level;
......
92 92
    }
93 93

  
94 94
  private ArrayList<Job> mJobs = new ArrayList<>();
95
  private int mQualityLevel;
95 96

  
96
  int mQualityLevel;
97 97
  float mQualityScale;
98 98

  
99 99
///////////////////////////////////////////////////////////////////////////////////////////////////
......
111 111
 *
112 112
 * @y.exclude
113 113
 */
114
  public static void createPrograms()
114
  public static void createPrograms(int GLSL)
115 115
    {
116 116
    Source source;
117 117
    int len = mSources.size();
118 118

  
119
    String version = "#version "+GLSL+" es\n";
120

  
119 121
    for(int i=0; i<len; i++)
120 122
      {
121 123
      source = mSources.remove(0);
122 124

  
123
      //android.util.Log.d("postprocess", "compiling: "+source.mName);
124

  
125 125
      try
126 126
        {
127
        mPrograms.add (new DistortedProgram(source.mVertexShader,source.mFragmentShader));
127
        mPrograms.add (new DistortedProgram(version+source.mVertexShader,version+source.mFragmentShader));
128 128
        }
129 129
      catch(Exception e)
130 130
        {
src/main/java/org/distorted/library/effect/PostprocessEffectBlur.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
24
import org.distorted.library.main.DistortedLibrary;
25 24
import org.distorted.library.main.DistortedFramebuffer;
26 25
import org.distorted.library.main.InternalRenderState;
27 26
import org.distorted.library.program.DistortedProgram;
......
37 36

  
38 37
  private Data1D mBlurRadius;
39 38

  
40
  private static final float GAUSSIAN[] =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
39
  private static final float[] GAUSSIAN =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
41 40
    {                                       // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
42 41
    0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
43 42
    0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
......
188 187

  
189 188
    int offset = radius + radius*radius/4;
190 189
    radius = (radius+1)/2;
191
    GLES31.glViewport(0, 0, (int)w, (int)h);
190
    GLES30.glViewport(0, 0, (int)w, (int)h);
192 191

  
193 192
    // horizontal blur
194 193
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
......
197 196
    buffer.bindForOutput(1);
198 197
    buffer.setAsInput(0);
199 198

  
200
    GLES31.glColorMask(true,true,true,true);
201
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
202
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
199
    GLES30.glColorMask(true,true,true,true);
200
    GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f);
201
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
203 202

  
204
    GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
205
    GLES31.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
206
    GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 );
207
    GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
208
    GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
209
    GLES31.glUniform1i ( mProgram1.mUniform[5] , radius);
210
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
211
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
212
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
203
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
204
    GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
205
    GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 );
206
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
207
    GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
208
    GLES30.glUniform1i ( mProgram1.mUniform[5] , radius);
209
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
210
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
211
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
213 212

  
214 213
    // vertical blur
215 214
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
......
218 217
    buffer.bindForOutput(0);
219 218
    buffer.setAsInput(1);
220 219

  
221
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
220
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
222 221

  
223
    GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
224
    GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
225
    GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 );
226
    GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
227
    GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
228
    GLES31.glUniform1i ( mProgram2.mUniform[5] , radius);
229
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
230
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
231
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
222
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
223
    GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
224
    GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 );
225
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
226
    GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
227
    GLES30.glUniform1i ( mProgram2.mUniform[5] , radius);
228
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
229
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
230
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
232 231

  
233 232
    InternalRenderState.unuseStencilMark();
234 233

  
......
245 244
    {
246 245
    final String blurVertex =
247 246

  
248
        DistortedLibrary.GLSL_VERSION   +
249 247
      "precision lowp float;  \n"+
250 248
      "in vec2 a_Position;    \n"+
251 249
      "in vec2 a_TexCoord;    \n"+
......
261 259

  
262 260
    final String blurFragment1 =
263 261

  
264
        DistortedLibrary.GLSL_VERSION               +
265 262
      "#define MAX_BLUR "+MAX_HALO+      "\n"+
266 263
      "precision lowp float;              \n"+
267 264
      "in vec2 v_TexCoord;                \n"+
......
284 281

  
285 282
    final String blurFragment2 =
286 283

  
287
        DistortedLibrary.GLSL_VERSION               +
288 284
      "#define MAX_BLUR "+MAX_HALO+      "\n"+
289 285
      "precision lowp float;              \n"+
290 286
      "in vec2 v_TexCoord;                \n"+
src/main/java/org/distorted/library/effect/PostprocessEffectGlow.java
19 19

  
20 20
package org.distorted.library.effect;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
24
import org.distorted.library.main.DistortedLibrary;
25 24
import org.distorted.library.main.DistortedFramebuffer;
26 25
import org.distorted.library.main.InternalRenderState;
27 26
import org.distorted.library.program.DistortedProgram;
......
39 38
  private Data1D mGlowRadius;
40 39
  private Data4D mColor;
41 40

  
42
  private static final float GAUSSIAN[] =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
41
  private static final float[] GAUSSIAN =   // G(0.00), G(0.03), G(0.06), ..., G(3.00), 0
43 42
    {                                       // where G(x)= (1/(sqrt(2*PI))) * e^(-(x^2)/2). The last 0 terminates.
44 43
    0.398948f, 0.398769f, 0.398231f, 0.397336f, 0.396086f, 0.394485f, 0.392537f, 0.390247f, 0.387622f, 0.384668f,
45 44
    0.381393f, 0.377806f, 0.373916f, 0.369733f, 0.365268f, 0.360532f, 0.355538f, 0.350297f, 0.344823f, 0.339129f,
......
191 190

  
192 191
    int offset = radius + radius*radius/4;
193 192
    radius = (radius+1)/2;
194
    GLES31.glViewport(0, 0, (int)w, (int)h);
193
    GLES30.glViewport(0, 0, (int)w, (int)h);
195 194

  
196 195
    // horizontal blur
197 196
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrW;
......
200 199
    buffer.bindForOutput(1);
201 200
    buffer.setAsInput(0);
202 201

  
203
    GLES31.glColorMask(true,true,true,true);
204
    GLES31.glClearColor(1.0f,1.0f,1.0f,0.0f);
205
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
202
    GLES30.glColorMask(true,true,true,true);
203
    GLES30.glClearColor(1.0f,1.0f,1.0f,0.0f);
204
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
206 205

  
207
    GLES31.glUniform1f ( mProgram1.mUniform[0] , n );
208
    GLES31.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
209
    GLES31.glUniform1i ( mProgram1.mUniform[2] , 0 );
210
    GLES31.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
211
    GLES31.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
212
    GLES31.glUniform1i ( mProgram1.mUniform[5] , radius);
213
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
214
    GLES31.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
215
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
206
    GLES30.glUniform1f ( mProgram1.mUniform[0] , n );
207
    GLES30.glUniform2f ( mProgram1.mUniform[1] , corrW, corrH );
208
    GLES30.glUniform1i ( mProgram1.mUniform[2] , 0 );
209
    GLES30.glUniform1fv( mProgram1.mUniform[3] , radius+1, mOffsets,0);
210
    GLES30.glUniform1fv( mProgram1.mUniform[4] , radius+1, weightsCache,offset);
211
    GLES30.glUniform1i ( mProgram1.mUniform[5] , radius);
212
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
213
    GLES30.glVertexAttribPointer(mProgram1.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
214
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
216 215

  
217 216
    // vertical blur
218 217
    for(int i=0; i<=radius; i++) mOffsets[i] = offsetsCache[offset+i]*offsetCorrH;
......
221 220
    buffer.bindForOutput(0);
222 221
    buffer.setAsInput(1);
223 222

  
224
    GLES31.glClear(GLES31.GL_COLOR_BUFFER_BIT);
223
    GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT);
225 224

  
226
    GLES31.glUniform1f ( mProgram2.mUniform[0] , n );
227
    GLES31.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
228
    GLES31.glUniform1i ( mProgram2.mUniform[2] , 0 );
229
    GLES31.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
230
    GLES31.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
231
    GLES31.glUniform1i ( mProgram2.mUniform[5] , radius);
232
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadPositions);
233
    GLES31.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES31.GL_FLOAT, false, 0, mQuadTexture);
234
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
225
    GLES30.glUniform1f ( mProgram2.mUniform[0] , n );
226
    GLES30.glUniform2f ( mProgram2.mUniform[1] , corrW, corrH );
227
    GLES30.glUniform1i ( mProgram2.mUniform[2] , 0 );
228
    GLES30.glUniform1fv( mProgram2.mUniform[3] , radius+1, mOffsets,0);
229
    GLES30.glUniform1fv( mProgram2.mUniform[4] , radius+1, weightsCache,offset);
230
    GLES30.glUniform1i ( mProgram2.mUniform[5] , radius);
231
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[0], POS_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadPositions);
232
    GLES30.glVertexAttribPointer(mProgram2.mAttribute[1], TEX_DATA_SIZE, GLES30.GL_FLOAT, false, 0, mQuadTexture);
233
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
235 234

  
236 235
    InternalRenderState.unuseStencilMark();
237 236

  
......
248 247
    {
249 248
    final String glowVertex =
250 249

  
251
        DistortedLibrary.GLSL_VERSION   +
252 250
            "precision lowp float;  \n"+
253 251
            "in vec2 a_Position;    \n"+
254 252
            "in vec2 a_TexCoord;    \n"+
......
264 262

  
265 263
    final String glowFragment1 =
266 264

  
267
        DistortedLibrary.GLSL_VERSION               +
268 265
            "#define MAX_BLUR "+MAX_HALO+      "\n"+
269 266
            "precision lowp float;              \n"+
270 267
            "in vec2 v_TexCoord;                \n"+
......
287 284

  
288 285
    final String glowFragment2 =
289 286

  
290
        DistortedLibrary.GLSL_VERSION               +
291 287
            "#define MAX_BLUR "+MAX_HALO+      "\n"+
292 288
            "precision lowp float;              \n"+
293 289
            "in vec2 v_TexCoord;                \n"+
src/main/java/org/distorted/library/effectqueue/EffectQueueFragment.java
19 19

  
20 20
package org.distorted.library.effectqueue;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
24 24
import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.effect.FragmentEffect;
......
47 47

  
48 48
  static void uniforms(int mProgramH, int variant)
49 49
    {
50
    mNumEffectsH[variant]= GLES31.glGetUniformLocation( mProgramH, "fNumEffects");
51
    mNameH[variant]      = GLES31.glGetUniformLocation( mProgramH, "fName");
52
    mUniformsH[variant]  = GLES31.glGetUniformLocation( mProgramH, "fUniforms");
50
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "fNumEffects");
51
    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "fName");
52
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "fUniforms");
53 53
    }
54 54

  
55 55
///////////////////////////////////////////////////////////////////////////////////////////////////
......
77 77
  
78 78
  void send(int variant)
79 79
    {
80
    GLES31.glUniform1i( mNumEffectsH[variant], mNumEffects);
80
    GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
81 81

  
82 82
    if( mNumEffects>0 )
83 83
      {
84
      GLES31.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
85
      GLES31.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
84
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
85
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
86 86
      }  
87 87
    }
88 88
  }
src/main/java/org/distorted/library/effectqueue/EffectQueueMatrix.java
19 19

  
20 20
package org.distorted.library.effectqueue;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23
import android.opengl.Matrix;
24 24

  
25 25
import org.distorted.library.effect.EffectType;
......
58 58

  
59 59
  static void uniforms(int mProgramH, int variant)
60 60
    {
61
    mBoundingH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_Bounding");
62
    mStretchH[variant]  = GLES31.glGetUniformLocation(mProgramH, "u_Stretch");
63
    mMVPMatrixH[variant]= GLES31.glGetUniformLocation(mProgramH, "u_MVPMatrix");
64
    mMVMatrixH[variant] = GLES31.glGetUniformLocation(mProgramH, "u_MVMatrix");
61
    mBoundingH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_Bounding");
62
    mStretchH[variant]  = GLES30.glGetUniformLocation(mProgramH, "u_Stretch");
63
    mMVPMatrixH[variant]= GLES30.glGetUniformLocation(mProgramH, "u_MVPMatrix");
64
    mMVMatrixH[variant] = GLES30.glGetUniformLocation(mProgramH, "u_MVMatrix");
65 65
    }
66 66

  
67 67
///////////////////////////////////////////////////////////////////////////////////////////////////
......
164 164
    // combined Model-View-Projection matrix
165 165
    Matrix.multiplyMM(mMVPMatrix, 0, projection, 0, mModelViewMatrix, 0);
166 166

  
167
    GLES31.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ());
168
    GLES31.glUniform3f( mStretchH[variant]  , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() );
169
    GLES31.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mModelViewMatrix, 0);
170
    GLES31.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix      , 0);
167
    GLES30.glUniform3f( mBoundingH[variant] , mesh.getBoundingX(), mesh.getBoundingY(), mesh.getBoundingZ());
168
    GLES30.glUniform3f( mStretchH[variant]  , mesh.getStretchX() , mesh.getStretchY() , mesh.getStretchZ() );
169
    GLES30.glUniformMatrix4fv(mMVMatrixH[variant] , 1, false, mModelViewMatrix, 0);
170
    GLES30.glUniformMatrix4fv(mMVPMatrixH[variant], 1, false, mMVPMatrix      , 0);
171 171
    }
172 172
  }
src/main/java/org/distorted/library/effectqueue/EffectQueuePostprocess.java
20 20
package org.distorted.library.effectqueue;
21 21

  
22 22
import android.content.res.Resources;
23
import android.opengl.GLES31;
23
import android.opengl.GLES30;
24 24
import android.util.Log;
25 25

  
26 26
import org.distorted.library.R;
......
108 108

  
109 109
///////////////////////////////////////////////////////////////////////////////////////////////////
110 110

  
111
  public static void createPrograms(Resources resources)
111
  public static void createPrograms(Resources resources, int GLSL)
112 112
    {
113 113
    final InputStream mainVertStream = resources.openRawResource(R.raw.main_vertex_shader);
114 114
    final InputStream mainFragStream = resources.openRawResource(R.raw.preprocess_fragment_shader);
115 115

  
116 116
    int numV = VertexEffect.getNumEnabled();
117 117

  
118
    String mainVertHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? DistortedLibrary.getMax(EffectType.VERTEX  ) : 0 ) + "\n");
119
    String mainFragHeader= DistortedLibrary.GLSL_VERSION + "\n";
118
    String version = "#version "+GLSL+" es\n";
119
    String mainVertHeader= version + ("#define NUM_VERTEX "   + ( numV>0 ? DistortedLibrary.getMax(EffectType.VERTEX  ) : 0 ) + "\n");
120
    String mainFragHeader= version + "\n";
120 121

  
121 122
    String enabledEffectV= VertexEffect.getGLSL();
122 123

  
123 124
    try
124 125
      {
125 126
      mPreProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
126
                                         enabledEffectV, null, DistortedLibrary.GLSL, null);
127
                                         enabledEffectV, null, GLSL, null);
127 128
      }
128 129
    catch(Exception e)
129 130
      {
......
134 135
    int preProgramH = mPreProgram.getProgramHandle();
135 136
    EffectQueueVertex.getUniforms( preProgramH,2 );
136 137
    EffectQueueMatrix.getUniforms( preProgramH,2 );
137
    mPreColorH  = GLES31.glGetUniformLocation( preProgramH, "u_Color"  );
138
    mPreTextureH= GLES31.glGetUniformLocation( preProgramH, "u_Texture");
138
    mPreColorH  = GLES30.glGetUniformLocation( preProgramH, "u_Color"  );
139
    mPreTextureH= GLES30.glGetUniformLocation( preProgramH, "u_Texture");
139 140
    }
140 141

  
141 142
///////////////////////////////////////////////////////////////////////////////////////////////////
......
167 168
    InternalRenderState.setUpStencilMark(mA!=0.0f);
168 169
    InternalRenderState.disableBlending();
169 170

  
170
    GLES31.glViewport(0, 0, width, height );
171
    GLES30.glViewport(0, 0, width, height );
171 172

  
172 173
    mPreProgram.useProgram();
173 174

  
......
190 191

  
191 192
    if( mA!=0.0f )
192 193
      {
193
      GLES31.glUniform4f(mPreColorH, mR, mG, mB, mA);
194
      GLES31.glUniform1i(mPreTextureH, 0);
194
      GLES30.glUniform4f(mPreColorH, mR, mG, mB, mA);
195
      GLES30.glUniform1i(mPreTextureH, 0);
195 196
      }
196 197

  
197
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
198
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
198 199

  
199 200
    InternalRenderState.restoreBlending();
200 201
    InternalRenderState.unsetUpStencilMark();
......
208 209
    {
209 210
    int numRenders = 0;
210 211

  
211
    GLES31.glDisable(GLES31.GL_BLEND);
212
    GLES30.glDisable(GLES30.GL_BLEND);
212 213

  
213 214
    for(int i=0; i<mNumEffects; i++)
214 215
      {
215 216
      numRenders += ((PostprocessEffect)mEffects[i]).apply(mUniforms,NUM_UNIFORMS*i, buffer);
216 217
      }
217 218

  
218
    GLES31.glEnable(GLES31.GL_BLEND);
219
    GLES30.glEnable(GLES30.GL_BLEND);
219 220

  
220 221
    return numRenders;
221 222
    }
src/main/java/org/distorted/library/effectqueue/EffectQueueVertex.java
19 19

  
20 20
package org.distorted.library.effectqueue;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
24 24
import org.distorted.library.effect.EffectType;
25 25
import org.distorted.library.effect.VertexEffect;
......
48 48

  
49 49
  static void uniforms(int mProgramH, int variant)
50 50
    {
51
    mNumEffectsH[variant]= GLES31.glGetUniformLocation( mProgramH, "vNumEffects");
52
    mNameH[variant]      = GLES31.glGetUniformLocation( mProgramH, "vName");
53
    mUniformsH[variant]  = GLES31.glGetUniformLocation( mProgramH, "vUniforms");
54
    mInflateH[variant]   = GLES31.glGetUniformLocation( mProgramH, "u_Inflate");
51
    mNumEffectsH[variant]= GLES30.glGetUniformLocation( mProgramH, "vNumEffects");
52
    mNameH[variant]      = GLES30.glGetUniformLocation( mProgramH, "vName");
53
    mUniformsH[variant]  = GLES30.glGetUniformLocation( mProgramH, "vUniforms");
54
    mInflateH[variant]   = GLES30.glGetUniformLocation( mProgramH, "u_Inflate");
55 55
    }
56 56

  
57 57
///////////////////////////////////////////////////////////////////////////////////////////////////
......
79 79

  
80 80
  void send(float inflate, int variant)
81 81
    {
82
    GLES31.glUniform1i( mNumEffectsH[variant], mNumEffects);
83
    GLES31.glUniform1f( mInflateH[variant]   , inflate    );
82
    GLES30.glUniform1i( mNumEffectsH[variant], mNumEffects);
83
    GLES30.glUniform1f( mInflateH[variant]   , inflate    );
84 84

  
85 85
    if( mNumEffects>0 )
86 86
      {
87
      GLES31.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
88
      GLES31.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
87
      GLES30.glUniform1iv( mNameH[variant]    ,                 mNumEffects, mName    ,0);
88
      GLES30.glUniform4fv( mUniformsH[variant],(NUM_UNIFORMS/4)*mNumEffects, mUniforms,0);
89 89
      }
90 90
    }
91 91
  }
src/main/java/org/distorted/library/main/DistortedFramebuffer.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23
import android.util.Log;
23 24

  
24 25
///////////////////////////////////////////////////////////////////////////////////////////////////
25 26
/**
......
41 42

  
42 43
    if( mColorCreated==NOT_CREATED_YET )
43 44
      {
44
      GLES31.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
45
      GLES31.glGenFramebuffers(mNumFBOs, mFBOH, 0);
45
      GLES30.glGenTextures( mNumFBOs*mNumColors, mColorH, 0);
46
      GLES30.glGenFramebuffers(mNumFBOs, mFBOH, 0);
46 47

  
47 48
      for(int i=0; i<mNumFBOs; i++)
48 49
        {
49
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
50
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
50 51

  
51 52
        for(int j=0; j<mNumColors; j++)
52 53
          {
53
          GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
54
          GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
55
          GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
56
          GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
57
          GLES31.glTexParameterf(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_LINEAR);
58
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_RGBA, mRealWidth, mRealHeight, 0, GLES31.GL_RGBA, GLES31.GL_UNSIGNED_BYTE, null);
54
          GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors+j]);
55
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
56
          GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
57
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
58
          GLES30.glTexParameterf(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_LINEAR);
59
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_RGBA, mRealWidth, mRealHeight, 0, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, null);
59 60
          }
60 61

  
61
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
62
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
62
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[i*mNumColors], 0);
63
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
63 64
        }
64 65

  
65 66
      // TODO
66 67
      mColorCreated = checkStatus("color");
67
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
68
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
68 69
      }
69 70

  
70 71
    //////////////////////////////////////////////////////////////
......
72 73

  
73 74
    if( mDepthStencilCreated==NOT_CREATED_YET ) // we need to create a new DEPTH or STENCIL attachment
74 75
      {
75
      GLES31.glGenTextures(mNumFBOs, mDepthStencilH, 0);
76
      GLES30.glGenTextures(mNumFBOs, mDepthStencilH, 0);
76 77

  
77 78
      for(int i=0; i<mNumFBOs; i++)
78 79
        {
79
        GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mDepthStencilH[i]);
80
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_S, GLES31.GL_REPEAT);
81
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_WRAP_T, GLES31.GL_REPEAT);
82
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MIN_FILTER, GLES31.GL_NEAREST);
83
        GLES31.glTexParameteri(GLES31.GL_TEXTURE_2D, GLES31.GL_TEXTURE_MAG_FILTER, GLES31.GL_NEAREST);
80
        GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mDepthStencilH[i]);
81
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_S, GLES30.GL_REPEAT);
82
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_WRAP_T, GLES30.GL_REPEAT);
83
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MIN_FILTER, GLES30.GL_NEAREST);
84
        GLES30.glTexParameteri(GLES30.GL_TEXTURE_2D, GLES30.GL_TEXTURE_MAG_FILTER, GLES30.GL_NEAREST);
84 85

  
85 86
        if (mDepthStencil == DEPTH_NO_STENCIL)
86 87
          {
87
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_COMPONENT, GLES31.GL_UNSIGNED_INT, null);
88
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH_COMPONENT, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_COMPONENT, GLES30.GL_UNSIGNED_INT, null);
88 89
          }
89 90
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
90 91
          {
91
          GLES31.glTexImage2D(GLES31.GL_TEXTURE_2D, 0, GLES31.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES31.GL_DEPTH_STENCIL, GLES31.GL_UNSIGNED_INT_24_8, null);
92
          GLES30.glTexImage2D(GLES30.GL_TEXTURE_2D, 0, GLES30.GL_DEPTH24_STENCIL8, mRealWidth, mRealHeight, 0, GLES30.GL_DEPTH_STENCIL, GLES30.GL_UNSIGNED_INT_24_8, null);
92 93
          }
93 94
        }
94
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, 0);
95
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, 0);
95 96

  
96 97
      for(int i=0; i<mNumFBOs; i++)
97 98
        {
98
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
99
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
99 100

  
100 101
        if (mDepthStencil == DEPTH_NO_STENCIL)
101 102
          {
102
          GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0);
103
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
103 104
          }
104 105
        else if (mDepthStencil == BOTH_DEPTH_STENCIL)
105 106
          {
106
          GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, mDepthStencilH[i], 0);
107
          GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, mDepthStencilH[i], 0);
107 108
          }
108 109
        }
109 110

  
110 111
      // TODO
111 112
      mDepthStencilCreated = checkStatus("depth");
112
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
113
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
113 114
      }
114 115

  
115 116
    //////////////////////////////////////////////////////////////
......
124 125

  
125 126
      for(int i=0; i<mNumFBOs; i++)
126 127
        {
127
        GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, mFBOH[i]);
128
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
129
        GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_DEPTH_STENCIL_ATTACHMENT, GLES31.GL_TEXTURE_2D, 0, 0);
128
        GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, mFBOH[i]);
129
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
130
        GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_DEPTH_STENCIL_ATTACHMENT, GLES30.GL_TEXTURE_2D, 0, 0);
130 131
        mDepthStencilH[i]=0;
131 132
        }
132 133

  
133
      GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
134
      GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
134
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
135
      GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
135 136
      }
136 137
    }
137 138

  
......
140 141

  
141 142
  private int checkStatus(String message)
142 143
    {
143
    int status = GLES31.glCheckFramebufferStatus(GLES31.GL_FRAMEBUFFER);
144
    int status = GLES30.glCheckFramebufferStatus(GLES30.GL_FRAMEBUFFER);
144 145

  
145
    if(status != GLES31.GL_FRAMEBUFFER_COMPLETE)
146
    if(status != GLES30.GL_FRAMEBUFFER_COMPLETE)
146 147
      {
147
      android.util.Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
148
      Log.e("DistortedFramebuffer", "FRAMEBUFFER INCOMPLETE, "+message+" error="+status);
148 149

  
149
      GLES31.glDeleteTextures(1, mColorH, 0);
150
      GLES31.glDeleteTextures(1, mDepthStencilH, 0);
151
      GLES31.glDeleteFramebuffers(1, mFBOH, 0);
150
      GLES30.glDeleteTextures(1, mColorH, 0);
151
      GLES30.glDeleteTextures(1, mDepthStencilH, 0);
152
      GLES30.glDeleteFramebuffers(1, mFBOH, 0);
152 153
      mFBOH[0]= 0;
153 154

  
154 155
      return FAILED_TO_CREATE;
......
164 165
    {
165 166
    if( mColorH[0]>0 )
166 167
      {
167
      GLES31.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
168
      GLES30.glDeleteTextures(mNumFBOs*mNumColors, mColorH, 0);
168 169
      mColorCreated = NOT_CREATED_YET;
169 170

  
170 171
      for(int i=0; i<mNumFBOs*mNumColors; i++) mColorH[i] = 0;
......
172 173

  
173 174
    if( mDepthStencilH[0]>0 )
174 175
      {
175
      GLES31.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
176
      GLES30.glDeleteTextures(mNumFBOs, mDepthStencilH, 0);
176 177
      mDepthStencilCreated = NOT_CREATED_YET;
177 178

  
178 179
      for(int i=0; i<mNumFBOs; i++) mDepthStencilH[i] = 0;
179 180
      }
180 181

  
181
    GLES31.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
182
    GLES30.glDeleteFramebuffers(mNumFBOs, mFBOH, 0);
182 183
    for(int i=0; i<mNumFBOs; i++) mFBOH[i] = 0;
183 184
    }
184 185

  
......
205 206
    {
206 207
    if( texture>=0 && texture<mNumColors && fbo>=0 && fbo<mNumFBOs && mColorH[mNumColors*fbo + texture]>0 )
207 208
      {
208
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
209
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
209
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
210
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[mNumColors*fbo + texture]);
210 211
      return true;
211 212
      }
212 213

  
......
262 263
    {
263 264
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
264 265
      {
265
      GLES31.glActiveTexture(GLES31.GL_TEXTURE0);
266
      GLES31.glBindTexture(GLES31.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
266
      GLES30.glActiveTexture(GLES30.GL_TEXTURE0);
267
      GLES30.glBindTexture(GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture]);
267 268
      return true;
268 269
      }
269 270

  
......
280 281
    {
281 282
    if( texture>=0 && texture<mNumColors && mColorH[texture]>0 )
282 283
      {
283
      GLES31.glFramebufferTexture2D(GLES31.GL_FRAMEBUFFER, GLES31.GL_COLOR_ATTACHMENT0, GLES31.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
284
      GLES30.glFramebufferTexture2D(GLES30.GL_FRAMEBUFFER, GLES30.GL_COLOR_ATTACHMENT0, GLES30.GL_TEXTURE_2D, mColorH[2*mCurrFBO+texture], 0);
284 285
      }
285 286
    }
286 287

  
src/main/java/org/distorted/library/main/DistortedLibrary.java
23 23
import android.content.Context;
24 24
import android.content.pm.ConfigurationInfo;
25 25
import android.content.res.Resources;
26
import android.opengl.GLES30;
26 27
import android.opengl.GLES31;
27 28
import android.util.Log;
28 29

  
......
37 38
import org.distorted.library.mesh.MeshBase;
38 39
import org.distorted.library.message.EffectMessageSender;
39 40
import org.distorted.library.program.DistortedProgram;
41
import org.distorted.library.program.VertexCompilationException;
40 42

  
41 43
import java.io.InputStream;
42 44
import java.nio.ByteBuffer;
......
50 52
 */
51 53
public class DistortedLibrary
52 54
  {
53
  public static final int GLSL = 310;
54
  public static final String GLSL_VERSION= "#version 310 es\n";
55
  private static int mGLSL;
56
  private static String mGLSL_VERSION;
57
  private static boolean mOITCompilationSuccessful;
55 58
  /**
56 59
   * When creating an instance of a DistortedTexture from another instance, clone the Bitmap that's
57 60
   * backing up our DistortedTexture.
......
207 210
    int numF = FragmentEffect.getNumEnabled();
208 211
    int numV = VertexEffect.getNumEnabled();
209 212

  
210
    String mainVertHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
211
    String mainFragHeader= DistortedLibrary.GLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
213
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n");
214
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n");
212 215
    String enabledEffectV= VertexEffect.getGLSL();
213 216
    String enabledEffectF= FragmentEffect.getGLSL();
214 217

  
......
217 220
    try
218 221
      {
219 222
      mMainProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
220
                                          enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, feedback);
223
                                          enabledEffectV, enabledEffectF, mGLSL, feedback);
221 224
      }
222 225
    catch(Exception e)
223 226
      {
......
227 230

  
228 231
    int mainProgramH = mMainProgram.getProgramHandle();
229 232
    EffectQueue.getUniforms(mainProgramH,0);
230
    mMainTextureH= GLES31.glGetUniformLocation( mainProgramH, "u_Texture");
233
    mMainTextureH= GLES30.glGetUniformLocation( mainProgramH, "u_Texture");
231 234

  
232 235
    // BLIT PROGRAM ////////////////////////////////////
233 236
    final InputStream blitVertStream = resources.openRawResource(R.raw.blit_vertex_shader);
......
235 238

  
236 239
    try
237 240
      {
238
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
241
      mBlitProgram = new DistortedProgram(blitVertStream,blitFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
239 242
      }
240 243
    catch(Exception e)
241 244
      {
......
244 247
      }
245 248

  
246 249
    int blitProgramH = mBlitProgram.getProgramHandle();
247
    mBlitTextureH  = GLES31.glGetUniformLocation( blitProgramH, "u_Texture");
248
    mBlitDepthH    = GLES31.glGetUniformLocation( blitProgramH, "u_Depth");
250
    mBlitTextureH  = GLES30.glGetUniformLocation( blitProgramH, "u_Texture");
251
    mBlitDepthH    = GLES30.glGetUniformLocation( blitProgramH, "u_Depth");
249 252

  
250 253
    // BLIT DEPTH PROGRAM ////////////////////////////////////
251 254
    final InputStream blitDepthVertStream = resources.openRawResource(R.raw.blit_depth_vertex_shader);
......
253 256

  
254 257
    try
255 258
      {
256
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
259
      mBlitDepthProgram = new DistortedProgram(blitDepthVertStream,blitDepthFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
257 260
      }
258 261
    catch(Exception e)
259 262
      {
......
262 265
      }
263 266

  
264 267
    int blitDepthProgramH   = mBlitDepthProgram.getProgramHandle();
265
    mBlitDepthTextureH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Texture");
266
    mBlitDepthDepthTextureH = GLES31.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
267
    mBlitDepthDepthH        = GLES31.glGetUniformLocation( blitDepthProgramH, "u_Depth");
268
    mBlitDepthTexCorrH      = GLES31.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
268
    mBlitDepthTextureH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Texture");
269
    mBlitDepthDepthTextureH = GLES30.glGetUniformLocation( blitDepthProgramH, "u_DepthTexture");
270
    mBlitDepthDepthH        = GLES30.glGetUniformLocation( blitDepthProgramH, "u_Depth");
271
    mBlitDepthTexCorrH      = GLES30.glGetUniformLocation( blitDepthProgramH, "u_TexCorr");
269 272

  
270 273
    // NORMAL PROGRAM //////////////////////////////////////
271 274
    final InputStream normalVertexStream   = resources.openRawResource(R.raw.normal_vertex_shader);
......
273 276

  
274 277
    try
275 278
      {
276
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
279
      mNormalProgram = new DistortedProgram(normalVertexStream,normalFragmentStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
277 280
      }
278 281
    catch(Exception e)
279 282
      {
......
282 285
      }
283 286

  
284 287
    int normalProgramH = mNormalProgram.getProgramHandle();
285
    mNormalMVPMatrixH  = GLES31.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
288
    mNormalMVPMatrixH  = GLES30.glGetUniformLocation( normalProgramH, "u_MVPMatrix");
286 289
    }
287 290

  
288 291
///////////////////////////////////////////////////////////////////////////////////////////////////
......
296 299
    int numF = FragmentEffect.getNumEnabled();
297 300
    int numV = VertexEffect.getNumEnabled();
298 301

  
299
    String mainVertHeader= DistortedLibrary.GLSL_VERSION +
300
                           ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") +
301
                           ("#define OIT\n");
302
    String mainFragHeader= DistortedLibrary.GLSL_VERSION +
303
                           ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") +
304
                           ("#define OIT\n");
302
    String mainVertHeader= mGLSL_VERSION + ("#define NUM_VERTEX "   + ( numV>0 ? getMax(EffectType.VERTEX  ) : 0 ) + "\n") + ("#define OIT\n");
303
    String mainFragHeader= mGLSL_VERSION + ("#define NUM_FRAGMENT " + ( numF>0 ? getMax(EffectType.FRAGMENT) : 0 ) + "\n") + ("#define OIT\n");
305 304

  
306 305
    String enabledEffectV= VertexEffect.getGLSL();
307 306
    String enabledEffectF= FragmentEffect.getGLSL();
......
309 308
    try
310 309
      {
311 310
      mMainOITProgram = new DistortedProgram(mainVertStream, mainFragStream, mainVertHeader, mainFragHeader,
312
                                             enabledEffectV, enabledEffectF, DistortedLibrary.GLSL, null);
311
                                             enabledEffectV, enabledEffectF, mGLSL, null);
313 312
      }
314 313
    catch(Exception e)
315 314
      {
......
319 318

  
320 319
    int mainOITProgramH = mMainOITProgram.getProgramHandle();
321 320
    EffectQueue.getUniforms(mainOITProgramH,1);
322
    mMainOITTextureH    = GLES31.glGetUniformLocation( mainOITProgramH, "u_Texture");
323
    mMainOITSizeH       = GLES31.glGetUniformLocation( mainOITProgramH, "u_Size");
324
    mMainOITNumRecordsH = GLES31.glGetUniformLocation( mainOITProgramH, "u_numRecords");
321
    mMainOITTextureH    = GLES30.glGetUniformLocation( mainOITProgramH, "u_Texture");
322
    mMainOITSizeH       = GLES30.glGetUniformLocation( mainOITProgramH, "u_Size");
323
    mMainOITNumRecordsH = GLES30.glGetUniformLocation( mainOITProgramH, "u_numRecords");
325 324

  
326 325
    // OIT CLEAR PROGRAM ////////////////////////////////////
327 326
    final InputStream oitClearVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
......
329 328

  
330 329
    try
331 330
      {
332
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
331
      mOITClearProgram = new DistortedProgram(oitClearVertStream,oitClearFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
333 332
      }
334 333
    catch(Exception e)
335 334
      {
......
338 337
      }
339 338

  
340 339
    int oitClearProgramH   = mOITClearProgram.getProgramHandle();
341
    mOITClearDepthH        = GLES31.glGetUniformLocation( oitClearProgramH, "u_Depth");
342
    mOITClearTexCorrH      = GLES31.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
343
    mOITClearSizeH         = GLES31.glGetUniformLocation( oitClearProgramH, "u_Size");
340
    mOITClearDepthH        = GLES30.glGetUniformLocation( oitClearProgramH, "u_Depth");
341
    mOITClearTexCorrH      = GLES30.glGetUniformLocation( oitClearProgramH, "u_TexCorr");
342
    mOITClearSizeH         = GLES30.glGetUniformLocation( oitClearProgramH, "u_Size");
344 343

  
345 344
    // OIT BUILD PROGRAM ////////////////////////////////////
346 345
    final InputStream oitBuildVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
......
348 347

  
349 348
    try
350 349
      {
351
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
350
      mOITBuildProgram = new DistortedProgram(oitBuildVertStream,oitBuildFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
352 351
      }
353 352
    catch(Exception e)
354 353
      {
......
357 356
      }
358 357

  
359 358
    int oitBuildProgramH   = mOITBuildProgram.getProgramHandle();
360
    mOITBuildTextureH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Texture");
361
    mOITBuildDepthTextureH = GLES31.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
362
    mOITBuildDepthH        = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Depth");
363
    mOITBuildTexCorrH      = GLES31.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
364
    mOITBuildSizeH         = GLES31.glGetUniformLocation( oitBuildProgramH, "u_Size");
365
    mOITBuildNumRecordsH   = GLES31.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
359
    mOITBuildTextureH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Texture");
360
    mOITBuildDepthTextureH = GLES30.glGetUniformLocation( oitBuildProgramH, "u_DepthTexture");
361
    mOITBuildDepthH        = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Depth");
362
    mOITBuildTexCorrH      = GLES30.glGetUniformLocation( oitBuildProgramH, "u_TexCorr");
363
    mOITBuildSizeH         = GLES30.glGetUniformLocation( oitBuildProgramH, "u_Size");
364
    mOITBuildNumRecordsH   = GLES30.glGetUniformLocation( oitBuildProgramH, "u_numRecords");
366 365

  
367 366
    // OIT COLLAPSE PROGRAM ///////////////////////////
368 367
    final InputStream oitCollapseVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
......
370 369

  
371 370
    try
372 371
      {
373
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
372
      mOITCollapseProgram = new DistortedProgram(oitCollapseVertStream,oitCollapseFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
374 373
      }
375 374
    catch(Exception e)
376 375
      {
......
379 378
      }
380 379

  
381 380
    int oitCollapseProgramH   = mOITCollapseProgram.getProgramHandle();
382
    mOITCollapseDepthTextureH = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
383
    mOITCollapseDepthH        = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
384
    mOITCollapseTexCorrH      = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
385
    mOITCollapseSizeH         = GLES31.glGetUniformLocation( oitCollapseProgramH, "u_Size");
381
    mOITCollapseDepthTextureH = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_DepthTexture");
382
    mOITCollapseDepthH        = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Depth");
383
    mOITCollapseTexCorrH      = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_TexCorr");
384
    mOITCollapseSizeH         = GLES30.glGetUniformLocation( oitCollapseProgramH, "u_Size");
386 385

  
387 386
    // OIT RENDER PROGRAM ///////////////////////////
388 387
    final InputStream oitRenderVertStream = resources.openRawResource(R.raw.oit_vertex_shader);
......
390 389

  
391 390
    try
392 391
      {
393
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL_VERSION, DistortedLibrary.GLSL);
392
      mOITRenderProgram = new DistortedProgram(oitRenderVertStream,oitRenderFragStream, mGLSL_VERSION, mGLSL_VERSION, mGLSL);
394 393
      }
395 394
    catch(Exception e)
396 395
      {
......
399 398
      }
400 399

  
401 400
    int oitRenderProgramH   = mOITRenderProgram.getProgramHandle();
402
    mOITRenderDepthH        = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Depth");
403
    mOITRenderTexCorrH      = GLES31.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
404
    mOITRenderSizeH         = GLES31.glGetUniformLocation( oitRenderProgramH, "u_Size");
401
    mOITRenderDepthH        = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Depth");
402
    mOITRenderTexCorrH      = GLES30.glGetUniformLocation( oitRenderProgramH, "u_TexCorr");
403
    mOITRenderSizeH         = GLES30.glGetUniformLocation( oitRenderProgramH, "u_Size");
405 404
    }
406 405

  
407 406
///////////////////////////////////////////////////////////////////////////////////////////////////
......
411 410
    int num = mesh.getNumVertices();
412 411
    int tfo = mesh.getTFO();
413 412

  
414
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
415
    GLES31.glBeginTransformFeedback( GLES31.GL_POINTS);
413
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfo );
414
    GLES30.glBeginTransformFeedback( GLES30.GL_POINTS);
416 415
    InternalRenderState.switchOffDrawing();
417
    GLES31.glDrawArrays( GLES31.GL_POINTS, 0, num );
416
    GLES30.glDrawArrays( GLES30.GL_POINTS, 0, num );
418 417
    InternalRenderState.restoreDrawing();
419
    GLES31.glEndTransformFeedback();
420
    GLES31.glBindBufferBase(GLES31.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
418
    GLES30.glEndTransformFeedback();
419
    GLES30.glBindBufferBase(GLES30.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
421 420

  
422 421
    DistortedLibrary.mNormalProgram.useProgram();
423
    GLES31.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
422
    GLES30.glUniformMatrix4fv(DistortedLibrary.mNormalMVPMatrixH, 1, false, EffectQueue.getMVP(queues) , 0);
424 423
    mesh.bindTransformAttribs(DistortedLibrary.mNormalProgram);
425
    GLES31.glLineWidth(8.0f);
426
    GLES31.glDrawArrays(GLES31.GL_LINES, 0, 2*num);
424
    GLES30.glLineWidth(8.0f);
425
    GLES30.glDrawArrays(GLES30.GL_LINES, 0, 2*num);
427 426
    }
428 427

  
429 428
///////////////////////////////////////////////////////////////////////////////////////////////////
......
433 432
    EffectQueue[] queues = effects.getQueues();
434 433

  
435 434
    EffectQueue.compute(queues, currTime);
436
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
435
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
437 436

  
438 437
    DistortedLibrary.mMainOITProgram.useProgram();
439
    GLES31.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
440
    GLES31.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
441
    GLES31.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
438
    GLES30.glUniform1i(DistortedLibrary.mMainOITTextureH, 0);
439
    GLES30.glUniform2ui(DistortedLibrary.mMainOITSizeH, surface.mWidth, surface.mHeight);
440
    GLES30.glUniform1ui(DistortedLibrary.mMainOITNumRecordsH, (int)(DistortedLibrary.mBufferSize*surface.mWidth*surface.mHeight) );
442 441
    mesh.bindVertexAttribs(DistortedLibrary.mMainOITProgram);
443 442

  
444 443
    float inflate     = mesh.getInflate();
......
447 446
    float[] projection= surface.mProjectionMatrix;
448 447

  
449 448
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 1 );
450
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
449
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
451 450

  
452 451
    if( mesh.getShowNormals() )
453 452
      {
......
464 463
    EffectQueue[] queues = effects.getQueues();
465 464

  
466 465
    EffectQueue.compute(queues, currTime);
467
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
466
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
468 467

  
469 468
    DistortedLibrary.mMainProgram.useProgram();
470
    GLES31.glUniform1i(DistortedLibrary.mMainTextureH, 0);
469
    GLES30.glUniform1i(DistortedLibrary.mMainTextureH, 0);
471 470
    mesh.bindVertexAttribs(DistortedLibrary.mMainProgram);
472 471

  
473 472
    float inflate     = mesh.getInflate();
......
476 475
    float[] projection= surface.mProjectionMatrix;
477 476

  
478 477
    EffectQueue.send(queues, distance, mipmap, projection, inflate, mesh, 0 );
479
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
478
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, mesh.getNumVertices() );
480 479

  
481 480
    if( mesh.getShowNormals() ) displayNormals(queues,mesh);
482 481
    }
......
487 486
    {
488 487
    mBlitProgram.useProgram();
489 488

  
490
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
491
    GLES31.glUniform1i(mBlitTextureH, 0);
492
    GLES31.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
493
    GLES31.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
494
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
489
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
490
    GLES30.glUniform1i(mBlitTextureH, 0);
491
    GLES30.glUniform1f( mBlitDepthH , 1.0f-surface.mNear);
492
    GLES30.glVertexAttribPointer(mBlitProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
493
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
495 494
    }
496 495

  
497 496
///////////////////////////////////////////////////////////////////////////////////////////////////
......
500 499
    {
501 500
    mBlitDepthProgram.useProgram();
502 501

  
503
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
504
    GLES31.glUniform1i(mBlitDepthTextureH, 0);
505
    GLES31.glUniform1i(mBlitDepthDepthTextureH, 1);
506
    GLES31.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
507
    GLES31.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
508
    GLES31.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
509
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
502
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
503
    GLES30.glUniform1i(mBlitDepthTextureH, 0);
504
    GLES30.glUniform1i(mBlitDepthDepthTextureH, 1);
505
    GLES30.glUniform2f(mBlitDepthTexCorrH, corrW, corrH );
506
    GLES30.glUniform1f( mBlitDepthDepthH , 1.0f-surface.mNear);
507
    GLES30.glVertexAttribPointer(mBlitDepthProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
508
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
510 509
    }
511 510

  
512 511
///////////////////////////////////////////////////////////////////////////////////////////////////
512
// yes it is safe to be mixing 3.0 and 3.1 like that, senior members of the OpenGL discussions forum assert
513 513

  
514 514
  private static int printPreviousBuffer()
515 515
    {
516 516
    int counter = 0;
517 517

  
518
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
519
                                                                GLES31.GL_MAP_READ_BIT);
518
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
519
                                                                GLES30.GL_MAP_READ_BIT);
520 520
    if( atomicBuf!=null )
521 521
      {
522 522
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
......
524 524
      }
525 525
    else
526 526
      {
527
      android.util.Log.e("effects", "print: failed to map atomic buffer");
527
      Log.e("effects", "print: failed to map atomic buffer");
528 528
      }
529 529

  
530
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
530
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
531 531

  
532 532
    return counter;
533 533
    }
......
536 536

  
537 537
  private static void zeroBuffer()
538 538
    {
539
    ByteBuffer atomicBuf = (ByteBuffer)GLES31.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
540
        GLES31.GL_MAP_WRITE_BIT|GLES31.GL_MAP_INVALIDATE_BUFFER_BIT);
539
    ByteBuffer atomicBuf = (ByteBuffer)GLES30.glMapBufferRange( GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, 4,
540
        GLES30.GL_MAP_WRITE_BIT|GLES30.GL_MAP_INVALIDATE_BUFFER_BIT);
541 541
    if( atomicBuf!=null )
542 542
      {
543 543
      IntBuffer atomicIntBuf = atomicBuf.order(ByteOrder.nativeOrder()).asIntBuffer();
......
545 545
      }
546 546
    else
547 547
      {
548
      android.util.Log.e("effects", "zero: failed to map atomic buffer");
548
      Log.e("effects", "zero: failed to map atomic buffer");
549 549
      }
550 550

  
551
    GLES31.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
551
    GLES30.glUnmapBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER);
552 552
    }
553 553

  
554 554
///////////////////////////////////////////////////////////////////////////////////////////////////
......
560 560

  
561 561
    if( mAtomicCounter[0]<0 )
562 562
      {
563
      GLES31.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
563
      GLES30.glGenBuffers(DistortedLibrary.FBO_QUEUE_SIZE,mAtomicCounter,0);
564 564

  
565 565
      for(int i = 0; i< DistortedLibrary.FBO_QUEUE_SIZE; i++)
566 566
        {
567
        GLES31.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
568
        GLES31.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES31.GL_DYNAMIC_DRAW);
567
        GLES30.glBindBuffer(GLES31.GL_ATOMIC_COUNTER_BUFFER, mAtomicCounter[i]);
568
        GLES30.glBufferData(GLES31.GL_ATOMIC_COUNTER_BUFFER, 4, null, GLES30.GL_DYNAMIC_DRAW);
569 569
        zeroBuffer();
570 570
        }
571 571
      }
......
574 574
    // dialog_about 3%; doing it only once every 5 frames affects speed by less than 1%.
575 575
    if( mCurrBuffer==0 )
576 576
      {
577
      GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
577
      GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
578 578
      counter = printPreviousBuffer();
579 579
      }
580 580

  
581 581
    if( ++mCurrBuffer>= DistortedLibrary.FBO_QUEUE_SIZE ) mCurrBuffer = 0;
582 582

  
583
    GLES31.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
583
    GLES30.glBindBufferBase(GLES31.GL_ATOMIC_COUNTER_BUFFER, 0, mAtomicCounter[mCurrBuffer]);
584 584
    zeroBuffer();
585 585

  
586 586
    return counter;
......
593 593
    {
594 594
    if( mLinkedListSSBO[0]<0 )
595 595
      {
596
      GLES31.glGenBuffers(1,mLinkedListSSBO,0);
596
      GLES30.glGenBuffers(1,mLinkedListSSBO,0);
597 597

  
598 598
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
599
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
600
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
601
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
599
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
600
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
601
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
602 602

  
603
      GLES31.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
603
      GLES30.glBindBufferBase(GLES31.GL_SHADER_STORAGE_BUFFER, 1, mLinkedListSSBO[0]);
604 604
      }
605 605

  
606 606
    // See if we have overflown the SSBO in one of the previous frames.
......
614 614

  
615 615
      mBufferSize *= (int)(overflow+1.0f);
616 616
      int size = (int)(surface.mWidth*surface.mHeight*(3*mBufferSize+1)*4);
617
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
618
      GLES31.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES31.GL_DYNAMIC_READ|GLES31.GL_DYNAMIC_DRAW);
619
      GLES31.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
617
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, mLinkedListSSBO[0]);
618
      GLES30.glBufferData(GLES31.GL_SHADER_STORAGE_BUFFER, size, null, GLES30.GL_DYNAMIC_READ|GLES30.GL_DYNAMIC_DRAW);
619
      GLES30.glBindBuffer(GLES31.GL_SHADER_STORAGE_BUFFER, 0);
620 620
      }
621 621

  
622 622
    mOITClearProgram.useProgram();
623 623

  
624
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
625
    GLES31.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
626
    GLES31.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
627
    GLES31.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
628
    GLES31.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
629
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
624
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
625
    GLES30.glUniform2f(mOITClearTexCorrH, 1.0f, 1.0f );   // corrections do not really matter here - only present because of common vertex shader.
626
    GLES30.glUniform1f( mOITClearDepthH , 1.0f);          // likewise depth
627
    GLES30.glUniform2ui(mOITClearSizeH, surface.mWidth, surface.mHeight);
628
    GLES30.glVertexAttribPointer(mOITClearProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
629
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
630 630
    }
631 631

  
632 632
///////////////////////////////////////////////////////////////////////////////////////////////////
......
636 636
    {
637 637
    mOITBuildProgram.useProgram();
638 638

  
639
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
640
    GLES31.glUniform1i(mOITBuildTextureH, 0);
641
    GLES31.glUniform1i(mOITBuildDepthTextureH, 1);
642
    GLES31.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
643
    GLES31.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
644
    GLES31.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
645
    GLES31.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
646
    GLES31.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
647
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
639
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
640
    GLES30.glUniform1i(mOITBuildTextureH, 0);
641
    GLES30.glUniform1i(mOITBuildDepthTextureH, 1);
642
    GLES30.glUniform2f(mOITBuildTexCorrH, corrW, corrH );
643
    GLES30.glUniform2ui(mOITBuildSizeH, surface.mWidth, surface.mHeight);
644
    GLES30.glUniform1ui(mOITBuildNumRecordsH, (int)(mBufferSize*surface.mWidth*surface.mHeight) );
645
    GLES30.glUniform1f(mOITBuildDepthH , 1.0f-surface.mNear);
646
    GLES30.glVertexAttribPointer(mOITBuildProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
647
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
648 648
    }
649 649

  
650 650
///////////////////////////////////////////////////////////////////////////////////////////////////
......
654 654
    {
655 655
    mOITCollapseProgram.useProgram();
656 656

  
657
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
658
    GLES31.glUniform1i(mOITCollapseDepthTextureH, 1);
659
    GLES31.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
660
    GLES31.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
661
    GLES31.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
662
    GLES31.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
663
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
657
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
658
    GLES30.glUniform1i(mOITCollapseDepthTextureH, 1);
659
    GLES30.glUniform2f(mOITCollapseTexCorrH, corrW, corrH );
660
    GLES30.glUniform2ui(mOITCollapseSizeH, surface.mWidth, surface.mHeight);
661
    GLES30.glUniform1f( mOITCollapseDepthH , 1.0f-surface.mNear);
662
    GLES30.glVertexAttribPointer(mOITCollapseProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
663
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
664 664
    }
665 665

  
666 666
///////////////////////////////////////////////////////////////////////////////////////////////////
......
670 670
    {
671 671
    mOITRenderProgram.useProgram();
672 672

  
673
    GLES31.glViewport(0, 0, surface.mWidth, surface.mHeight );
674
    GLES31.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
675
    GLES31.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
676
    GLES31.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
677
    GLES31.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES31.GL_FLOAT, false, 0, mQuadPositions);
678
    GLES31.glDrawArrays(GLES31.GL_TRIANGLE_STRIP, 0, 4);
673
    GLES30.glViewport(0, 0, surface.mWidth, surface.mHeight );
674
    GLES30.glUniform2f(mOITRenderTexCorrH, corrW, corrH );
675
    GLES30.glUniform2ui(mOITRenderSizeH, surface.mWidth, surface.mHeight);
676
    GLES30.glUniform1f( mOITRenderDepthH , 1.0f-surface.mNear);
677
    GLES30.glVertexAttribPointer(mOITRenderProgram.mAttribute[0], 2, GLES30.GL_FLOAT, false, 0, mQuadPositions);
678
    GLES30.glDrawArrays(GLES30.GL_TRIANGLE_STRIP, 0, 4);
679 679
    }
680 680

  
681 681
///////////////////////////////////////////////////////////////////////////////////////////////////
......
687 687

  
688 688
///////////////////////////////////////////////////////////////////////////////////////////////////
689 689
// ARM Mali driver r12 has problems when we keep swapping many FBOs (fixed in r22)
690
// PowerVR GE8100 compiler fails to compile OIT programs.
690
// PowerVR GE8100 / GE8300 compiler fails to compile OIT programs.
691 691

  
692 692
  private static void detectBuggyDrivers()
693 693
    {
694
    String vendor  = GLES31.glGetString(GLES31.GL_VENDOR);
695
    String version = GLES31.glGetString(GLES31.GL_VERSION);
696
    String renderer= GLES31.glGetString(GLES31.GL_RENDERER);
694
    String vendor  = GLES30.glGetString(GLES30.GL_VENDOR);
695
    String version = GLES30.glGetString(GLES30.GL_VERSION);
696
    String renderer= GLES30.glGetString(GLES30.GL_RENDERER);
697 697

  
698 698
    /*
699
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES31.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
700
    android.util.Log.e("DISTORTED", "GL Version "  +GLES31.glGetString(GLES31.GL_VERSION));
701
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES31.glGetString(GLES31.GL_VENDOR));
702
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES31.glGetString(GLES31.GL_RENDERER));
699
    android.util.Log.e("DISTORTED", "GLSL Version "+GLES30.glGetString(GLES31.GL_SHADING_LANGUAGE_VERSION));
700
    android.util.Log.e("DISTORTED", "GL Version "  +GLES30.glGetString(GLES31.GL_VERSION));
701
    android.util.Log.e("DISTORTED", "GL Vendor "   +GLES30.glGetString(GLES31.GL_VENDOR));
702
    android.util.Log.e("DISTORTED", "GL Renderer " +GLES30.glGetString(GLES31.GL_RENDERER));
703 703
    */
704 704

  
705 705
    if( vendor.contains("ARM") )
706 706
      {
707 707
      if( version.contains("r12") )
708 708
        {
709
        android.util.Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
709
        Log.e("DISTORTED", "You are running this on a ARM Mali driver r12.\nThis is a buggy driver, please update to r22. Problems with flashing expected.");
710 710
        }
711 711
      }
712 712
    else if( vendor.contains("Imagination") )
713 713
      {
714 714
      if( renderer.contains("GE8") )
715 715
        {
716
        android.util.Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
716
        Log.e("DISTORTED", "You are running this on a PowerVR GE8XXX.\nDue to a buggy compiler OIT rendering will not work");
717 717
        }
718 718
      }
719 719
    }
720 720

  
721
///////////////////////////////////////////////////////////////////////////////////////////////////
722
/**
723
 * Return OpenGL ES version supported by the hardware we are running on.
724
 * There are only two possibilities: 300 (OpenGL ES 3.0) or 310 (at least OpenGL ES 3.1)
725
 */
726
  static int getGLSL()
727
    {
728
    return mGLSL;
729
    }
730

  
731
///////////////////////////////////////////////////////////////////////////////////////////////////
732
/**
733
 * Have we successfully managed to compile the OIT programs?
734
 * Some hardware ( Imagination GE8100 / 8300, driver build 1.8@4490469 present in my HTC phone and,
735
 * sadly, Amazon Fire Stick 4K ) fails to compile the shaders. See relevant thread in Imagination's
736
 * support forum:
737
 *
738
 * https://forums.imgtec.com/t/ge8100-in-htc-desire-12-android-7-1-1-fragment-shader-fails-to-compile/2708
739
 */
740
  public static boolean OITCompilationSuccessful()
741
    {
742
    return mOITCompilationSuccessful;
743
    }
744

  
721 745
///////////////////////////////////////////////////////////////////////////////////////////////////
722 746
/**
723 747
 * Have we called onCreate yet, ie have we initialized the library?
......
741 765
    {
742 766
    final ActivityManager activityManager     = (ActivityManager) context.getSystemService(Context.ACTIVITY_SERVICE);
743 767
    final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
744
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+configurationInfo.getGlEsVersion());
768

  
769
    int glESversion = configurationInfo.reqGlEsVersion;
770
    int major = glESversion >> 16;
771
    int minor = glESversion & 0xff;
772

  
773
    if( major< 3 )
774
      {
775
      mGLSL = 100*major + 10*minor;
776
      throw new VertexCompilationException("at least OpenGL ES 3.0 required, this device supports only "+major+"."+minor);
777
      }
778
    else
779
      {
780
      mGLSL = (major==3 && minor==0) ? 300 : 310;
781
      }
782

  
783
    android.util.Log.e("DISTORTED", "Using OpenGL ES "+major+"."+minor);
784
    mGLSL_VERSION = "#version "+mGLSL+" es\n";
745 785

  
746 786
    mInitialized = true;
787
    mOITCompilationSuccessful = false;
747 788

  
748 789
    detectBuggyDrivers();
749 790

  
......
762 803
      exception = ex;
763 804
      }
764 805

  
765
    try
806
    if( mGLSL>=310)
766 807
      {
767
      createProgramsOIT(resources);
768
      }
769
    catch(Exception ex)
770
      {
771
      exception = ex;
808
      try
809
        {
810
        createProgramsOIT(resources);
811
        mOITCompilationSuccessful = true;
812
        }
813
      catch(Exception ex)
814
        {
815
        exception = ex;
816
        }
772 817
      }
773 818

  
774 819
    try
775 820
      {
776
      EffectQueuePostprocess.createPrograms(resources);
821
      EffectQueuePostprocess.createPrograms(resources, mGLSL);
777 822
      }
778 823
    catch(Exception ex)
779 824
      {
......
782 827

  
783 828
    try
784 829
      {
785
      PostprocessEffect.createPrograms();
830
      PostprocessEffect.createPrograms(mGLSL);
786 831
      }
787 832
    catch(Exception ex)
788 833
      {
src/main/java/org/distorted/library/main/DistortedNode.java
19 19

  
20 20
package org.distorted.library.main;
21 21

  
22
import android.opengl.GLES31;
22
import android.opengl.GLES30;
23 23

  
24 24
import org.distorted.library.mesh.MeshBase;
25 25

  
......
159 159
    if( input.setAsInput() )
160 160
      {
161 161
      mState.apply();
162
      GLES31.glDisable(GLES31.GL_BLEND);
162
      GLES30.glDisable(GLES30.GL_BLEND);
163 163
      DistortedLibrary.drawPriv(mEffects, mMesh, surface, currTime);
164
      GLES31.glEnable(GLES31.GL_BLEND);
164
      GLES30.glEnable(GLES30.GL_BLEND);
165 165
      return 1;
166 166
      }
167 167

  
src/main/java/org/distorted/library/main/DistortedScreen.java
24 24
import android.graphics.Bitmap;
25 25
import android.graphics.Canvas;
26 26
import android.graphics.Paint;
27
import android.opengl.GLES31;
27
import android.opengl.GLES30;
28 28

  
29 29
import org.distorted.library.effect.MatrixEffectMove;
30 30
import org.distorted.library.effect.MatrixEffectScale;
......
115 115

  
116 116
    int numrender = super.render(time,mCurRenderedFBO);
117 117

  
118
    GLES31.glBindFramebuffer(GLES31.GL_FRAMEBUFFER, 0);
118
    GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, 0);
119 119

  
120 120
    // workaround for the Mali issues: blit the framebuffer we have computed DistortedLibrary.FBO_QUEUE_SIZE
121 121
    // frames ago. Looks like FBO_QUEUE_SIZE=2 solves the issue already but I decided to play it safe and
......
124 124
    // on speed. Maybe a slight positive effect if any!
125 125
    setAsInput(mToBeBlittedFBO,0);
126 126

  
127
    GLES31.glColorMask(true,true,true,true);
128
    GLES31.glDepthMask(false);
129
    GLES31.glDisable(GLES31.GL_STENCIL_TEST);
130
    GLES31.glDisable(GLES31.GL_DEPTH_TEST);
131
    GLES31.glDisable(GLES31.GL_BLEND);
127
    GLES30.glColorMask(true,true,true,true);
128
    GLES30.glDepthMask(false);
129
    GLES30.glDisable(GLES30.GL_STENCIL_TEST);
130
    GLES30.glDisable(GLES30.GL_DEPTH_TEST);
131
    GLES30.glDisable(GLES30.GL_BLEND);
132 132

  
133 133
    DistortedLibrary.blitPriv(this);
134 134

  
src/main/java/org/distorted/library/main/DistortedTexture.java
23 23
import android.graphics.Canvas;
24 24
import android.graphics.Matrix;
25 25
import android.graphics.Paint;
... This diff was truncated because it exceeds the maximum size that can be displayed.

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