feede2aee6
shader cleanup and removing unnecessary state setup. Change-Id: Ibddf2ad3a26bb983fc43bdeb58b1cec6224920b4
466 lines
15 KiB
C++
466 lines
15 KiB
C++
/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_RS_BUILD_FOR_HOST
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#include "rsContext.h"
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#else
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#include "rsContextHostStub.h"
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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#endif //ANDROID_RS_BUILD_FOR_HOST
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#include "rsProgram.h"
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using namespace android;
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using namespace android::renderscript;
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Program::Program(Context *rsc) : ObjectBase(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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mDirty = true;
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mShaderID = 0;
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mAttribCount = 0;
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mUniformCount = 0;
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mTextureCount = 0;
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mTextures = NULL;
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mSamplers = NULL;
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mInputElements = NULL;
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mOutputElements = NULL;
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mConstantTypes = NULL;
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mInputCount = 0;
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mOutputCount = 0;
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mConstantCount = 0;
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mIsValid = false;
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mIsInternal = false;
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}
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Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength,
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const uint32_t * params, uint32_t paramLength) :
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ObjectBase(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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mDirty = true;
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mShaderID = 0;
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mAttribCount = 0;
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mUniformCount = 0;
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mTextureCount = 0;
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mInputCount = 0;
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mOutputCount = 0;
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mConstantCount = 0;
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for (uint32_t ct=0; ct < paramLength; ct+=2) {
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if (params[ct] == RS_PROGRAM_PARAM_INPUT) {
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mInputCount++;
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}
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if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) {
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mOutputCount++;
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}
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if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
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mConstantCount++;
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}
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if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_COUNT) {
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mTextureCount = params[ct+1];
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}
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}
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mTextures = new ObjectBaseRef<Allocation>[mTextureCount];
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mSamplers = new ObjectBaseRef<Sampler>[mTextureCount];
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mInputElements = new ObjectBaseRef<Element>[mInputCount];
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mOutputElements = new ObjectBaseRef<Element>[mOutputCount];
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mConstantTypes = new ObjectBaseRef<Type>[mConstantCount];
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uint32_t input = 0;
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uint32_t output = 0;
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uint32_t constant = 0;
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for (uint32_t ct=0; ct < paramLength; ct+=2) {
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if (params[ct] == RS_PROGRAM_PARAM_INPUT) {
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mInputElements[input++].set(reinterpret_cast<Element *>(params[ct+1]));
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}
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if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) {
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mOutputElements[output++].set(reinterpret_cast<Element *>(params[ct+1]));
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}
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if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
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mConstantTypes[constant++].set(reinterpret_cast<Type *>(params[ct+1]));
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}
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}
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mIsInternal = false;
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uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL);
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if(shaderLength > internalTokenLen &&
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strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) {
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mIsInternal = true;
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shaderText += internalTokenLen;
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shaderLength -= internalTokenLen;
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}
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mUserShader.setTo(shaderText, shaderLength);
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}
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Program::~Program()
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{
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if(mRSC->props.mLogShaders) {
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LOGV("Program::~Program with shader id %u", mShaderID);
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}
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if(mShaderID) {
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glDeleteShader(mShaderID);
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}
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for (uint32_t ct=0; ct < MAX_UNIFORMS; ct++) {
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bindAllocation(NULL, NULL, ct);
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}
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for (uint32_t ct=0; ct < mTextureCount; ct++) {
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bindTexture(NULL, ct, NULL);
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bindSampler(NULL, ct, NULL);
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}
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delete[] mTextures;
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delete[] mSamplers;
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delete[] mInputElements;
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delete[] mOutputElements;
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delete[] mConstantTypes;
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mInputCount = 0;
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mOutputCount = 0;
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mConstantCount = 0;
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}
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void Program::bindAllocation(Context *rsc, Allocation *alloc, uint32_t slot)
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{
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if (alloc != NULL) {
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if (slot >= mConstantCount) {
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LOGE("Attempt to bind alloc at slot %u, on shader id %u, but const count is %u",
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slot, (uint32_t)this, mConstantCount);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
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return;
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}
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if (!alloc->getType()->isEqual(mConstantTypes[slot].get())) {
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LOGE("Attempt to bind alloc at slot %u, on shader id %u, but types mismatch",
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slot, (uint32_t)this);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
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return;
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}
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}
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if (mConstants[slot].get() == alloc) {
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return;
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}
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if (mConstants[slot].get()) {
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mConstants[slot].get()->removeProgramToDirty(this);
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}
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mConstants[slot].set(alloc);
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if (alloc) {
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alloc->addProgramToDirty(this);
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}
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mDirty = true;
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}
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void Program::bindTexture(Context *rsc, uint32_t slot, Allocation *a)
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{
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if (slot >= mTextureCount) {
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LOGE("Attempt to bind texture to slot %u but tex count is %u", slot, mTextureCount);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind texture");
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return;
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}
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//LOGE("bindtex %i %p", slot, a);
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mTextures[slot].set(a);
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mDirty = true;
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}
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void Program::bindSampler(Context *rsc, uint32_t slot, Sampler *s)
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{
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if (slot >= mTextureCount) {
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LOGE("Attempt to bind sampler to slot %u but tex count is %u", slot, mTextureCount);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind sampler");
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return;
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}
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mSamplers[slot].set(s);
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mDirty = true;
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}
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String8 Program::getGLSLInputString() const
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{
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String8 s;
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for (uint32_t ct=0; ct < mInputCount; ct++) {
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const Element *e = mInputElements[ct].get();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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// Cannot be complex
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rsAssert(!f->getFieldCount());
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switch(f->getComponent().getVectorSize()) {
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case 1: s.append("attribute float ATTRIB_"); break;
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case 2: s.append("attribute vec2 ATTRIB_"); break;
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case 3: s.append("attribute vec3 ATTRIB_"); break;
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case 4: s.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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}
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s.append(e->getFieldName(field));
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s.append(";\n");
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}
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}
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return s;
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}
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String8 Program::getGLSLOutputString() const
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{
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return String8();
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}
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String8 Program::getGLSLConstantString() const
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{
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return String8();
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}
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void Program::createShader()
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{
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}
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bool Program::loadShader(Context *rsc, uint32_t type)
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{
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mShaderID = glCreateShader(type);
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rsAssert(mShaderID);
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if (rsc->props.mLogShaders) {
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LOGV("Loading shader type %x, ID %i", type, mShaderID);
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LOGV("%s", mShader.string());
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}
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if (mShaderID) {
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const char * ss = mShader.string();
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glShaderSource(mShaderID, 1, &ss, NULL);
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glCompileShader(mShaderID);
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GLint compiled = 0;
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glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(mShaderID, infoLen, NULL, buf);
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LOGE("Could not compile shader \n%s\n", buf);
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free(buf);
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}
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glDeleteShader(mShaderID);
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mShaderID = 0;
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rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,");
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return false;
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}
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}
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}
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if (rsc->props.mLogShaders) {
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LOGV("--Shader load result %x ", glGetError());
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}
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mIsValid = true;
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return true;
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}
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void Program::setShader(const char *txt, uint32_t len)
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{
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mUserShader.setTo(txt, len);
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}
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void Program::appendUserConstants() {
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for (uint32_t ct=0; ct < mConstantCount; ct++) {
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const Element *e = mConstantTypes[ct]->getElement();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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const char *fn = e->getFieldName(field);
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if (fn[0] == '#') {
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continue;
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}
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// Cannot be complex
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rsAssert(!f->getFieldCount());
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if(f->getType() == RS_TYPE_MATRIX_4X4) {
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mShader.append("uniform mat4 UNI_");
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}
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else if(f->getType() == RS_TYPE_MATRIX_3X3) {
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mShader.append("uniform mat3 UNI_");
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}
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else if(f->getType() == RS_TYPE_MATRIX_2X2) {
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mShader.append("uniform mat2 UNI_");
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}
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else {
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switch(f->getComponent().getVectorSize()) {
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case 1: mShader.append("uniform float UNI_"); break;
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case 2: mShader.append("uniform vec2 UNI_"); break;
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case 3: mShader.append("uniform vec3 UNI_"); break;
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case 4: mShader.append("uniform vec4 UNI_"); break;
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default:
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rsAssert(0);
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}
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}
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mShader.append(fn);
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mShader.append(";\n");
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}
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}
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}
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void Program::setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment) {
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uint32_t uidx = 0;
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for (uint32_t ct=0; ct < mConstantCount; ct++) {
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Allocation *alloc = mConstants[ct].get();
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if (!alloc) {
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LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", (uint32_t)this, ct);
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rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
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continue;
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}
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const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
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const Element *e = mConstantTypes[ct]->getElement();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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const char *fieldName = e->getFieldName(field);
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// If this field is padding, skip it
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if(fieldName[0] == '#') {
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continue;
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}
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uint32_t offset = e->getFieldOffsetBytes(field);
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const float *fd = reinterpret_cast<const float *>(&data[offset]);
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int32_t slot = -1;
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if(!isFragment) {
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slot = sc->vtxUniformSlot(uidx);
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}
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else {
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slot = sc->fragUniformSlot(uidx);
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}
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
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}
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if (slot >= 0) {
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if(f->getType() == RS_TYPE_MATRIX_4X4) {
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Matrix4x4");
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LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
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LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
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LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
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LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
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}
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glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
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}
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else if(f->getType() == RS_TYPE_MATRIX_3X3) {
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Matrix3x3");
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LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
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LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
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LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
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}
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glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
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}
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else if(f->getType() == RS_TYPE_MATRIX_2X2) {
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if(rsc->props.mLogShadersUniforms){
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LOGV("Matrix2x2");
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LOGV("{%f, %f", fd[0], fd[2]);
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LOGV(" %f, %f}", fd[1], fd[3]);
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}
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glUniformMatrix2fv(slot, 1, GL_FALSE, fd);
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}
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else {
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switch(f->getComponent().getVectorSize()) {
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case 1:
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Uniform 1 = %f", fd[0]);
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}
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glUniform1fv(slot, 1, fd);
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break;
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case 2:
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Uniform 2 = %f %f", fd[0], fd[1]);
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}
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glUniform2fv(slot, 1, fd);
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break;
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case 3:
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
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}
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glUniform3fv(slot, 1, fd);
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break;
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case 4:
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if(rsc->props.mLogShadersUniforms) {
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LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
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}
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glUniform4fv(slot, 1, fd);
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break;
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default:
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rsAssert(0);
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}
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}
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}
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uidx ++;
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}
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}
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}
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void Program::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
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{
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rsAssert(e->getFieldCount());
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for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
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const Element *ce = e->getField(ct);
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if (ce->getFieldCount()) {
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initAddUserElement(ce, names, count, prefix);
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}
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else if(e->getFieldName(ct)[0] != '#') {
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String8 tmp(prefix);
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tmp.append(e->getFieldName(ct));
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names[*count].setTo(tmp.string());
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(*count)++;
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}
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}
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}
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namespace android {
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namespace renderscript {
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void rsi_ProgramBindConstants(Context *rsc, RsProgram vp, uint32_t slot, RsAllocation constants)
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{
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Program *p = static_cast<Program *>(vp);
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p->bindAllocation(rsc, static_cast<Allocation *>(constants), slot);
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}
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void rsi_ProgramBindTexture(Context *rsc, RsProgram vpf, uint32_t slot, RsAllocation a)
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{
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Program *p = static_cast<Program *>(vpf);
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p->bindTexture(rsc, slot, static_cast<Allocation *>(a));
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}
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void rsi_ProgramBindSampler(Context *rsc, RsProgram vpf, uint32_t slot, RsSampler s)
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{
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Program *p = static_cast<Program *>(vpf);
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p->bindSampler(rsc, slot, static_cast<Sampler *>(s));
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}
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}
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}
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