d2091639be
Change-Id: Ic885a6dc697af4fd82e184158772863673f041bd
247 lines
7.6 KiB
C++
247 lines
7.6 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 <GLES/gl.h>
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#include <GLES/glext.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 "rsProgramFragment.h"
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using namespace android;
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using namespace android::renderscript;
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ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
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uint32_t shaderLength, const uint32_t * params,
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uint32_t paramLength) :
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Program(rsc, shaderText, shaderLength, params, paramLength)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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mConstantColor[0] = 1.f;
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mConstantColor[1] = 1.f;
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mConstantColor[2] = 1.f;
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mConstantColor[3] = 1.f;
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init(rsc);
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}
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ProgramFragment::~ProgramFragment()
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{
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if(mShaderID) {
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mRSC->mShaderCache.cleanupFragment(mShaderID);
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}
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}
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void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a)
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{
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if(isUserProgram()) {
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LOGE("Attempting to set fixed function emulation color on user program");
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set fixed function emulation color on user program");
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return;
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}
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if(mConstants[0].get() == NULL) {
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LOGE("Unable to set fixed function emulation color because allocation is missing");
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rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
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return;
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}
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mConstantColor[0] = r;
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mConstantColor[1] = g;
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mConstantColor[2] = b;
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mConstantColor[3] = a;
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memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
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mDirty = true;
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}
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void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc)
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{
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//LOGE("sgl2 frag1 %x", glGetError());
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if ((state->mLast.get() == this) && !mDirty) {
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return;
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}
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state->mLast.set(this);
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rsc->checkError("ProgramFragment::setupGL2 start");
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rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
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setupUserConstants(rsc, sc, true);
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uint32_t numTexturesToBind = mTextureCount;
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uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
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if(numTexturesToBind >= numTexturesAvailable) {
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LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
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mTextureCount, (uint32_t)this, numTexturesAvailable);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
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numTexturesToBind = numTexturesAvailable;
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}
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for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
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glActiveTexture(GL_TEXTURE0 + ct);
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if (!mTextures[ct].get()) {
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LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
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rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
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continue;
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}
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mTextures[ct]->uploadCheck(rsc);
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glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID());
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rsc->checkError("ProgramFragment::setupGL2 tex bind");
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if (mSamplers[ct].get()) {
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mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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rsc->checkError("ProgramFragment::setupGL2 tex env");
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}
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glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
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rsc->checkError("ProgramFragment::setupGL2 uniforms");
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}
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glActiveTexture(GL_TEXTURE0);
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mDirty = false;
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rsc->checkError("ProgramFragment::setupGL2");
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}
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void ProgramFragment::loadShader(Context *rsc) {
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Program::loadShader(rsc, GL_FRAGMENT_SHADER);
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}
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void ProgramFragment::createShader()
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{
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if (mUserShader.length() > 1) {
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mShader.append("precision mediump float;\n");
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appendUserConstants();
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char buf[256];
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for (uint32_t ct=0; ct < mTextureCount; ct++) {
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sprintf(buf, "uniform sampler2D UNI_Tex%i;\n", ct);
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mShader.append(buf);
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}
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mShader.append(mUserShader);
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} else {
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LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
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rsAssert(0);
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}
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}
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void ProgramFragment::init(Context *rsc)
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{
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mUniformCount = 0;
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if (mUserShader.size() > 0) {
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for (uint32_t ct=0; ct < mConstantCount; ct++) {
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initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
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}
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}
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mTextureUniformIndexStart = mUniformCount;
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char buf[256];
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for (uint32_t ct=0; ct < mTextureCount; ct++) {
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sprintf(buf, "UNI_Tex%i", ct);
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mUniformNames[mUniformCount++].setTo(buf);
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}
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createShader();
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}
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void ProgramFragment::serialize(OStream *stream) const
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{
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}
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ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream)
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{
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return NULL;
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}
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ProgramFragmentState::ProgramFragmentState()
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{
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mPF = NULL;
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}
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ProgramFragmentState::~ProgramFragmentState()
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{
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delete mPF;
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}
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void ProgramFragmentState::init(Context *rsc)
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{
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String8 shaderString(RS_SHADER_INTERNAL);
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shaderString.append("varying lowp vec4 varColor;\n");
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shaderString.append("varying vec2 varTex0;\n");
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shaderString.append("void main() {\n");
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shaderString.append(" lowp vec4 col = UNI_Color;\n");
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shaderString.append(" gl_FragColor = col;\n");
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shaderString.append("}\n");
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const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
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rsc->mStateElement.elementBuilderBegin();
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rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
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const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
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Type *inputType = new Type(rsc);
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inputType->setElement(constInput);
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inputType->setDimX(1);
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inputType->compute();
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uint32_t tmp[4];
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tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
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tmp[1] = (uint32_t)inputType;
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tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
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tmp[3] = 0;
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Allocation *constAlloc = new Allocation(rsc, inputType);
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ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
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shaderString.length(), tmp, 4);
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pf->bindAllocation(rsc, constAlloc, 0);
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pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
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mDefault.set(pf);
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}
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void ProgramFragmentState::deinit(Context *rsc)
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{
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mDefault.clear();
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mLast.clear();
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}
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namespace android {
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namespace renderscript {
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RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
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uint32_t shaderLength, const uint32_t * params,
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uint32_t paramLength)
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{
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ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
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pf->incUserRef();
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//LOGE("rsi_ProgramFragmentCreate %p", pf);
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return pf;
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}
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}
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}
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