xref: /aosp_15_r20/cts/tests/openglperf2/jni/graphics/Renderer.cpp (revision b7c941bb3fa97aba169d73cee0bed2de8ac964bf)
1*b7c941bbSAndroid Build Coastguard Worker /*
2*b7c941bbSAndroid Build Coastguard Worker  * Copyright (C) 2013 The Android Open Source Project
3*b7c941bbSAndroid Build Coastguard Worker  *
4*b7c941bbSAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except
5*b7c941bbSAndroid Build Coastguard Worker  * in compliance with the License. You may obtain a copy of the License at
6*b7c941bbSAndroid Build Coastguard Worker  *
7*b7c941bbSAndroid Build Coastguard Worker  * http://www.apache.org/licenses/LICENSE-2.0
8*b7c941bbSAndroid Build Coastguard Worker  *
9*b7c941bbSAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software distributed under the License
10*b7c941bbSAndroid Build Coastguard Worker  * is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
11*b7c941bbSAndroid Build Coastguard Worker  * or implied. See the License for the specific language governing permissions and limitations under
12*b7c941bbSAndroid Build Coastguard Worker  * the License.
13*b7c941bbSAndroid Build Coastguard Worker  */
14*b7c941bbSAndroid Build Coastguard Worker #include "Renderer.h"
15*b7c941bbSAndroid Build Coastguard Worker #include <graphics/GLUtils.h>
16*b7c941bbSAndroid Build Coastguard Worker 
17*b7c941bbSAndroid Build Coastguard Worker #define LOG_TAG "CTS_OPENGL"
18*b7c941bbSAndroid Build Coastguard Worker #define LOG_NDEBUG 0
19*b7c941bbSAndroid Build Coastguard Worker #include <android/log.h>
20*b7c941bbSAndroid Build Coastguard Worker 
21*b7c941bbSAndroid Build Coastguard Worker #include <Trace.h>
22*b7c941bbSAndroid Build Coastguard Worker 
23*b7c941bbSAndroid Build Coastguard Worker // Used to center the grid on the screen.
24*b7c941bbSAndroid Build Coastguard Worker #define CENTER_GRID(x) ((((x) * 2.0 + 1) - OFFSCREEN_GRID_SIZE) / OFFSCREEN_GRID_SIZE)
25*b7c941bbSAndroid Build Coastguard Worker // Leave a good error message if something fails.
26*b7c941bbSAndroid Build Coastguard Worker #define EGL_RESULT_CHECK(X) do { \
27*b7c941bbSAndroid Build Coastguard Worker                                    EGLint error = eglGetError(); \
28*b7c941bbSAndroid Build Coastguard Worker                                    if (!(X) || error != EGL_SUCCESS) { \
29*b7c941bbSAndroid Build Coastguard Worker                                        __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, \
30*b7c941bbSAndroid Build Coastguard Worker                                           "EGL error '%d' at %s:%d", error, __FILE__, __LINE__);\
31*b7c941bbSAndroid Build Coastguard Worker                                        return false; \
32*b7c941bbSAndroid Build Coastguard Worker                                     } \
33*b7c941bbSAndroid Build Coastguard Worker                             } while (0)
34*b7c941bbSAndroid Build Coastguard Worker 
35*b7c941bbSAndroid Build Coastguard Worker static const int FBO_NUM_VERTICES = 6;
36*b7c941bbSAndroid Build Coastguard Worker 
37*b7c941bbSAndroid Build Coastguard Worker static const float FBO_VERTICES[FBO_NUM_VERTICES * 3] = {
38*b7c941bbSAndroid Build Coastguard Worker         0.1f, 0.1f, -0.1f,
39*b7c941bbSAndroid Build Coastguard Worker         -0.1f, 0.1f, -0.1f,
40*b7c941bbSAndroid Build Coastguard Worker         -0.1f, -0.1f, -0.1f,
41*b7c941bbSAndroid Build Coastguard Worker         -0.1f, -0.1f, -0.1f,
42*b7c941bbSAndroid Build Coastguard Worker         0.1f, -0.1f, -0.1f,
43*b7c941bbSAndroid Build Coastguard Worker         0.1f, 0.1f, -0.1f };
44*b7c941bbSAndroid Build Coastguard Worker static const float FBO_TEX_COORDS[FBO_NUM_VERTICES * 2] = {
45*b7c941bbSAndroid Build Coastguard Worker         1.0f, 1.0f,
46*b7c941bbSAndroid Build Coastguard Worker         0.0f, 1.0f,
47*b7c941bbSAndroid Build Coastguard Worker         0.0f, 0.0f,
48*b7c941bbSAndroid Build Coastguard Worker         0.0f, 0.0f,
49*b7c941bbSAndroid Build Coastguard Worker         1.0f, 0.0f,
50*b7c941bbSAndroid Build Coastguard Worker         1.0f, 1.0f };
51*b7c941bbSAndroid Build Coastguard Worker 
52*b7c941bbSAndroid Build Coastguard Worker static const char* FBO_VERTEX =
53*b7c941bbSAndroid Build Coastguard Worker         "attribute vec4 a_Position;"
54*b7c941bbSAndroid Build Coastguard Worker         "attribute vec2 a_TexCoord;"
55*b7c941bbSAndroid Build Coastguard Worker         "uniform float u_XOffset;"
56*b7c941bbSAndroid Build Coastguard Worker         "uniform float u_YOffset;"
57*b7c941bbSAndroid Build Coastguard Worker         "varying vec2 v_TexCoord;"
58*b7c941bbSAndroid Build Coastguard Worker         "void main() {"
59*b7c941bbSAndroid Build Coastguard Worker         "  v_TexCoord = a_TexCoord;"
60*b7c941bbSAndroid Build Coastguard Worker         "  gl_Position.x = a_Position.x + u_XOffset;"
61*b7c941bbSAndroid Build Coastguard Worker         "  gl_Position.y = a_Position.y + u_YOffset;"
62*b7c941bbSAndroid Build Coastguard Worker         "  gl_Position.zw = a_Position.zw;"
63*b7c941bbSAndroid Build Coastguard Worker         "}";
64*b7c941bbSAndroid Build Coastguard Worker 
65*b7c941bbSAndroid Build Coastguard Worker static const char* FBO_FRAGMENT =
66*b7c941bbSAndroid Build Coastguard Worker         "precision mediump float;"
67*b7c941bbSAndroid Build Coastguard Worker         "uniform sampler2D u_Texture;"
68*b7c941bbSAndroid Build Coastguard Worker         "varying vec2 v_TexCoord;"
69*b7c941bbSAndroid Build Coastguard Worker         "void main() {"
70*b7c941bbSAndroid Build Coastguard Worker         "  gl_FragColor = texture2D(u_Texture, v_TexCoord);"
71*b7c941bbSAndroid Build Coastguard Worker         "}";
72*b7c941bbSAndroid Build Coastguard Worker 
73*b7c941bbSAndroid Build Coastguard Worker static const EGLint contextAttribs[] = {
74*b7c941bbSAndroid Build Coastguard Worker         EGL_CONTEXT_CLIENT_VERSION, 2,
75*b7c941bbSAndroid Build Coastguard Worker         EGL_NONE };
76*b7c941bbSAndroid Build Coastguard Worker 
77*b7c941bbSAndroid Build Coastguard Worker static const EGLint configAttribs[] = {
78*b7c941bbSAndroid Build Coastguard Worker         EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
79*b7c941bbSAndroid Build Coastguard Worker         EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
80*b7c941bbSAndroid Build Coastguard Worker         EGL_RED_SIZE, 8,
81*b7c941bbSAndroid Build Coastguard Worker         EGL_GREEN_SIZE, 8,
82*b7c941bbSAndroid Build Coastguard Worker         EGL_BLUE_SIZE, 8,
83*b7c941bbSAndroid Build Coastguard Worker         EGL_ALPHA_SIZE, 8,
84*b7c941bbSAndroid Build Coastguard Worker         EGL_DEPTH_SIZE, 16,
85*b7c941bbSAndroid Build Coastguard Worker         EGL_STENCIL_SIZE, 8,
86*b7c941bbSAndroid Build Coastguard Worker         EGL_NONE };
87*b7c941bbSAndroid Build Coastguard Worker 
88*b7c941bbSAndroid Build Coastguard Worker static const int FBO_SIZE = 128;
89*b7c941bbSAndroid Build Coastguard Worker 
Renderer(EGLNativeWindowType window,bool offscreen)90*b7c941bbSAndroid Build Coastguard Worker Renderer::Renderer(EGLNativeWindowType window, bool offscreen) :
91*b7c941bbSAndroid Build Coastguard Worker         mOffscreen(offscreen), mEglDisplay(EGL_NO_DISPLAY), mEglSurface(EGL_NO_SURFACE),
92*b7c941bbSAndroid Build Coastguard Worker         mEglContext(EGL_NO_CONTEXT), mWindow(window)  {
93*b7c941bbSAndroid Build Coastguard Worker }
94*b7c941bbSAndroid Build Coastguard Worker 
eglSetUp()95*b7c941bbSAndroid Build Coastguard Worker bool Renderer::eglSetUp() {
96*b7c941bbSAndroid Build Coastguard Worker     SCOPED_TRACE();
97*b7c941bbSAndroid Build Coastguard Worker     mEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
98*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(mEglDisplay != EGL_NO_DISPLAY);
99*b7c941bbSAndroid Build Coastguard Worker 
100*b7c941bbSAndroid Build Coastguard Worker     EGLint major;
101*b7c941bbSAndroid Build Coastguard Worker     EGLint minor;
102*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglInitialize(mEglDisplay, &major, &minor));
103*b7c941bbSAndroid Build Coastguard Worker 
104*b7c941bbSAndroid Build Coastguard Worker     EGLint numConfigs = 0;
105*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglChooseConfig(mEglDisplay, configAttribs, &mGlConfig, 1, &numConfigs)
106*b7c941bbSAndroid Build Coastguard Worker                      && (numConfigs > 0));
107*b7c941bbSAndroid Build Coastguard Worker 
108*b7c941bbSAndroid Build Coastguard Worker     mEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig, mWindow, NULL);
109*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(mEglSurface != EGL_NO_SURFACE);
110*b7c941bbSAndroid Build Coastguard Worker 
111*b7c941bbSAndroid Build Coastguard Worker     mEglContext = eglCreateContext(mEglDisplay, mGlConfig, EGL_NO_CONTEXT, contextAttribs);
112*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(mEglContext != EGL_NO_CONTEXT);
113*b7c941bbSAndroid Build Coastguard Worker 
114*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext));
115*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglQuerySurface(mEglDisplay, mEglSurface, EGL_WIDTH, &mWidth));
116*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglQuerySurface(mEglDisplay, mEglSurface, EGL_HEIGHT, &mHeight));
117*b7c941bbSAndroid Build Coastguard Worker 
118*b7c941bbSAndroid Build Coastguard Worker     return true;
119*b7c941bbSAndroid Build Coastguard Worker }
120*b7c941bbSAndroid Build Coastguard Worker 
eglTearDown()121*b7c941bbSAndroid Build Coastguard Worker void Renderer::eglTearDown() {
122*b7c941bbSAndroid Build Coastguard Worker     SCOPED_TRACE();
123*b7c941bbSAndroid Build Coastguard Worker     eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
124*b7c941bbSAndroid Build Coastguard Worker 
125*b7c941bbSAndroid Build Coastguard Worker     if (mEglContext != EGL_NO_CONTEXT) {
126*b7c941bbSAndroid Build Coastguard Worker         eglDestroyContext(mEglDisplay, mEglContext);
127*b7c941bbSAndroid Build Coastguard Worker         mEglContext = EGL_NO_CONTEXT;
128*b7c941bbSAndroid Build Coastguard Worker     }
129*b7c941bbSAndroid Build Coastguard Worker 
130*b7c941bbSAndroid Build Coastguard Worker     if (mEglSurface != EGL_NO_SURFACE) {
131*b7c941bbSAndroid Build Coastguard Worker         mEglSurface = EGL_NO_SURFACE;
132*b7c941bbSAndroid Build Coastguard Worker     }
133*b7c941bbSAndroid Build Coastguard Worker 
134*b7c941bbSAndroid Build Coastguard Worker     if (mEglDisplay != EGL_NO_DISPLAY) {
135*b7c941bbSAndroid Build Coastguard Worker         eglTerminate(mEglDisplay);
136*b7c941bbSAndroid Build Coastguard Worker         mEglDisplay = EGL_NO_DISPLAY;
137*b7c941bbSAndroid Build Coastguard Worker     }
138*b7c941bbSAndroid Build Coastguard Worker }
139*b7c941bbSAndroid Build Coastguard Worker 
setUp(int)140*b7c941bbSAndroid Build Coastguard Worker bool Renderer::setUp(int /*workload*/) {
141*b7c941bbSAndroid Build Coastguard Worker     SCOPED_TRACE();
142*b7c941bbSAndroid Build Coastguard Worker 
143*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext));
144*b7c941bbSAndroid Build Coastguard Worker 
145*b7c941bbSAndroid Build Coastguard Worker     if (mOffscreen) {
146*b7c941bbSAndroid Build Coastguard Worker         mFboWidth = FBO_SIZE;
147*b7c941bbSAndroid Build Coastguard Worker         mFboHeight = FBO_SIZE;
148*b7c941bbSAndroid Build Coastguard Worker 
149*b7c941bbSAndroid Build Coastguard Worker         glGenFramebuffers(1, &mFboId);
150*b7c941bbSAndroid Build Coastguard Worker         glBindFramebuffer(GL_FRAMEBUFFER, mFboId);
151*b7c941bbSAndroid Build Coastguard Worker 
152*b7c941bbSAndroid Build Coastguard Worker         glGenRenderbuffers(1, &mFboDepthId);
153*b7c941bbSAndroid Build Coastguard Worker         glBindRenderbuffer(GL_RENDERBUFFER, mFboDepthId);
154*b7c941bbSAndroid Build Coastguard Worker         glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, mFboWidth, mFboHeight);
155*b7c941bbSAndroid Build Coastguard Worker         glBindRenderbuffer(GL_RENDERBUFFER, 0);
156*b7c941bbSAndroid Build Coastguard Worker         glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
157*b7c941bbSAndroid Build Coastguard Worker                                   GL_RENDERBUFFER, mFboDepthId);
158*b7c941bbSAndroid Build Coastguard Worker 
159*b7c941bbSAndroid Build Coastguard Worker         mFboTexId = GLUtils::genTexture(mFboWidth, mFboHeight, 0);
160*b7c941bbSAndroid Build Coastguard Worker         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, mFboTexId, 0);
161*b7c941bbSAndroid Build Coastguard Worker 
162*b7c941bbSAndroid Build Coastguard Worker         GLuint err = glGetError();
163*b7c941bbSAndroid Build Coastguard Worker         if (err != GL_NO_ERROR) {
164*b7c941bbSAndroid Build Coastguard Worker             __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, "GLError %d", err);
165*b7c941bbSAndroid Build Coastguard Worker             return false;
166*b7c941bbSAndroid Build Coastguard Worker         }
167*b7c941bbSAndroid Build Coastguard Worker 
168*b7c941bbSAndroid Build Coastguard Worker         GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
169*b7c941bbSAndroid Build Coastguard Worker         if (status != GL_FRAMEBUFFER_COMPLETE) {
170*b7c941bbSAndroid Build Coastguard Worker            __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, "Framebuffer not complete: %d", status);
171*b7c941bbSAndroid Build Coastguard Worker             return false;
172*b7c941bbSAndroid Build Coastguard Worker         }
173*b7c941bbSAndroid Build Coastguard Worker         // Create fbo program.
174*b7c941bbSAndroid Build Coastguard Worker         mFboProgId = GLUtils::createProgram(&FBO_VERTEX, &FBO_FRAGMENT);
175*b7c941bbSAndroid Build Coastguard Worker         if (mFboProgId == 0) {
176*b7c941bbSAndroid Build Coastguard Worker             return false;
177*b7c941bbSAndroid Build Coastguard Worker         }
178*b7c941bbSAndroid Build Coastguard Worker         // Bind attributes.
179*b7c941bbSAndroid Build Coastguard Worker         mFboTexUniformHandle = glGetUniformLocation(mFboProgId, "u_Texture");
180*b7c941bbSAndroid Build Coastguard Worker         mFboXOffsetUniformHandle = glGetUniformLocation(mFboProgId, "u_XOffset");
181*b7c941bbSAndroid Build Coastguard Worker         mFboYOffsetUniformHandle = glGetUniformLocation(mFboProgId, "u_YOffset");
182*b7c941bbSAndroid Build Coastguard Worker         mFboPositionHandle = glGetAttribLocation(mFboProgId, "a_Position");
183*b7c941bbSAndroid Build Coastguard Worker         mFboTexCoordHandle = glGetAttribLocation(mFboProgId, "a_TexCoord");
184*b7c941bbSAndroid Build Coastguard Worker     } else {
185*b7c941bbSAndroid Build Coastguard Worker         mFboWidth = 0;
186*b7c941bbSAndroid Build Coastguard Worker         mFboHeight = 0;
187*b7c941bbSAndroid Build Coastguard Worker         mFboId = 0;
188*b7c941bbSAndroid Build Coastguard Worker         mFboDepthId = 0;
189*b7c941bbSAndroid Build Coastguard Worker         mFboTexId = 0;
190*b7c941bbSAndroid Build Coastguard Worker     }
191*b7c941bbSAndroid Build Coastguard Worker 
192*b7c941bbSAndroid Build Coastguard Worker     GLuint err = glGetError();
193*b7c941bbSAndroid Build Coastguard Worker     if (err != GL_NO_ERROR) {
194*b7c941bbSAndroid Build Coastguard Worker         __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, "GLError %d in setUp", err);
195*b7c941bbSAndroid Build Coastguard Worker         return false;
196*b7c941bbSAndroid Build Coastguard Worker     }
197*b7c941bbSAndroid Build Coastguard Worker 
198*b7c941bbSAndroid Build Coastguard Worker     return true;
199*b7c941bbSAndroid Build Coastguard Worker }
200*b7c941bbSAndroid Build Coastguard Worker 
tearDown()201*b7c941bbSAndroid Build Coastguard Worker bool Renderer::tearDown() {
202*b7c941bbSAndroid Build Coastguard Worker     SCOPED_TRACE();
203*b7c941bbSAndroid Build Coastguard Worker     if (mOffscreen) {
204*b7c941bbSAndroid Build Coastguard Worker         if (mFboId != 0) {
205*b7c941bbSAndroid Build Coastguard Worker             glDeleteFramebuffers(1, &mFboId);
206*b7c941bbSAndroid Build Coastguard Worker             mFboId = 0;
207*b7c941bbSAndroid Build Coastguard Worker         }
208*b7c941bbSAndroid Build Coastguard Worker         if (mFboDepthId != 0) {
209*b7c941bbSAndroid Build Coastguard Worker             glDeleteRenderbuffers(1, &mFboDepthId);
210*b7c941bbSAndroid Build Coastguard Worker             mFboDepthId = 0;
211*b7c941bbSAndroid Build Coastguard Worker         }
212*b7c941bbSAndroid Build Coastguard Worker         if (mFboTexId != 0) {
213*b7c941bbSAndroid Build Coastguard Worker             glDeleteTextures(1, &mFboTexId);
214*b7c941bbSAndroid Build Coastguard Worker             mFboTexId = 0;
215*b7c941bbSAndroid Build Coastguard Worker         }
216*b7c941bbSAndroid Build Coastguard Worker     }
217*b7c941bbSAndroid Build Coastguard Worker     GLuint err = glGetError();
218*b7c941bbSAndroid Build Coastguard Worker     if (err != GL_NO_ERROR) {
219*b7c941bbSAndroid Build Coastguard Worker         __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, "GLError %d in tearDown", err);
220*b7c941bbSAndroid Build Coastguard Worker         return false;
221*b7c941bbSAndroid Build Coastguard Worker     }
222*b7c941bbSAndroid Build Coastguard Worker 
223*b7c941bbSAndroid Build Coastguard Worker     return true;
224*b7c941bbSAndroid Build Coastguard Worker }
225*b7c941bbSAndroid Build Coastguard Worker 
draw()226*b7c941bbSAndroid Build Coastguard Worker bool Renderer::draw() {
227*b7c941bbSAndroid Build Coastguard Worker     SCOPED_TRACE();
228*b7c941bbSAndroid Build Coastguard Worker 
229*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext));
230*b7c941bbSAndroid Build Coastguard Worker 
231*b7c941bbSAndroid Build Coastguard Worker     glBindFramebuffer(GL_FRAMEBUFFER, 0);
232*b7c941bbSAndroid Build Coastguard Worker     glViewport(0, 0, mWidth, mHeight);
233*b7c941bbSAndroid Build Coastguard Worker 
234*b7c941bbSAndroid Build Coastguard Worker     if (mOffscreen) {
235*b7c941bbSAndroid Build Coastguard Worker         // Set the background clear color to black.
236*b7c941bbSAndroid Build Coastguard Worker         glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
237*b7c941bbSAndroid Build Coastguard Worker         glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
238*b7c941bbSAndroid Build Coastguard Worker         for (int i = 0; i < OFFSCREEN_INNER_FRAMES; i++) {
239*b7c941bbSAndroid Build Coastguard Worker             // Switch to FBO and re-attach.
240*b7c941bbSAndroid Build Coastguard Worker             glBindFramebuffer(GL_FRAMEBUFFER, mFboId);
241*b7c941bbSAndroid Build Coastguard Worker             glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
242*b7c941bbSAndroid Build Coastguard Worker                                     GL_RENDERBUFFER, mFboDepthId);
243*b7c941bbSAndroid Build Coastguard Worker             glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
244*b7c941bbSAndroid Build Coastguard Worker                                  GL_TEXTURE_2D, mFboTexId, 0);
245*b7c941bbSAndroid Build Coastguard Worker             glViewport(0, 0, mFboWidth, mFboHeight);
246*b7c941bbSAndroid Build Coastguard Worker 
247*b7c941bbSAndroid Build Coastguard Worker             // Render workload.
248*b7c941bbSAndroid Build Coastguard Worker             drawWorkload();
249*b7c941bbSAndroid Build Coastguard Worker             glFlush();
250*b7c941bbSAndroid Build Coastguard Worker 
251*b7c941bbSAndroid Build Coastguard Worker             // Switch back to display.
252*b7c941bbSAndroid Build Coastguard Worker             glBindFramebuffer(GL_FRAMEBUFFER, 0);
253*b7c941bbSAndroid Build Coastguard Worker             glViewport(0, 0, mWidth, mHeight);
254*b7c941bbSAndroid Build Coastguard Worker 
255*b7c941bbSAndroid Build Coastguard Worker             // No culling of back faces
256*b7c941bbSAndroid Build Coastguard Worker             glDisable (GL_CULL_FACE);
257*b7c941bbSAndroid Build Coastguard Worker             // No depth testing
258*b7c941bbSAndroid Build Coastguard Worker             glDisable (GL_DEPTH_TEST);
259*b7c941bbSAndroid Build Coastguard Worker             // No blending
260*b7c941bbSAndroid Build Coastguard Worker             glDisable (GL_BLEND);
261*b7c941bbSAndroid Build Coastguard Worker 
262*b7c941bbSAndroid Build Coastguard Worker             glUseProgram(mFboProgId);
263*b7c941bbSAndroid Build Coastguard Worker 
264*b7c941bbSAndroid Build Coastguard Worker             // Set the texture.
265*b7c941bbSAndroid Build Coastguard Worker             glActiveTexture (GL_TEXTURE0);
266*b7c941bbSAndroid Build Coastguard Worker             glBindTexture(GL_TEXTURE_2D, mFboTexId);
267*b7c941bbSAndroid Build Coastguard Worker             glUniform1i(mFboTexUniformHandle, 0);
268*b7c941bbSAndroid Build Coastguard Worker 
269*b7c941bbSAndroid Build Coastguard Worker             // Set the offsets
270*b7c941bbSAndroid Build Coastguard Worker             glUniform1f(mFboXOffsetUniformHandle, CENTER_GRID(i / OFFSCREEN_GRID_SIZE));
271*b7c941bbSAndroid Build Coastguard Worker             glUniform1f(mFboYOffsetUniformHandle, CENTER_GRID(i % OFFSCREEN_GRID_SIZE));
272*b7c941bbSAndroid Build Coastguard Worker 
273*b7c941bbSAndroid Build Coastguard Worker             glEnableVertexAttribArray(mFboPositionHandle);
274*b7c941bbSAndroid Build Coastguard Worker             glEnableVertexAttribArray(mFboTexCoordHandle);
275*b7c941bbSAndroid Build Coastguard Worker             glVertexAttribPointer(mFboPositionHandle, 3, GL_FLOAT, false, 0, FBO_VERTICES);
276*b7c941bbSAndroid Build Coastguard Worker             glVertexAttribPointer(mFboTexCoordHandle, 2, GL_FLOAT, false, 0, FBO_TEX_COORDS);
277*b7c941bbSAndroid Build Coastguard Worker 
278*b7c941bbSAndroid Build Coastguard Worker             // Render FBO to display.
279*b7c941bbSAndroid Build Coastguard Worker             glDrawArrays(GL_TRIANGLES, 0, FBO_NUM_VERTICES);
280*b7c941bbSAndroid Build Coastguard Worker         }
281*b7c941bbSAndroid Build Coastguard Worker     } else {
282*b7c941bbSAndroid Build Coastguard Worker         // Render workload.
283*b7c941bbSAndroid Build Coastguard Worker         drawWorkload();
284*b7c941bbSAndroid Build Coastguard Worker     }
285*b7c941bbSAndroid Build Coastguard Worker 
286*b7c941bbSAndroid Build Coastguard Worker     GLuint err = glGetError();
287*b7c941bbSAndroid Build Coastguard Worker     if (err != GL_NO_ERROR) {
288*b7c941bbSAndroid Build Coastguard Worker         __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, "GLError %d in draw", err);
289*b7c941bbSAndroid Build Coastguard Worker         return false;
290*b7c941bbSAndroid Build Coastguard Worker     }
291*b7c941bbSAndroid Build Coastguard Worker 
292*b7c941bbSAndroid Build Coastguard Worker     EGL_RESULT_CHECK(eglSwapBuffers(mEglDisplay, mEglSurface));
293*b7c941bbSAndroid Build Coastguard Worker     return true;
294*b7c941bbSAndroid Build Coastguard Worker }
295