Change-Id: I5d1381699e2b334c1d824f357bd6b310a5f79be8 Implement async bitmap upload and clean up types. Change-Id: Icbe9894e04c1319351c1cd75b0e0017855198f20
329 lines
11 KiB
C++
329 lines
11 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 "rsProgramVertex.h"
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using namespace android;
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using namespace android::renderscript;
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ProgramVertex::ProgramVertex(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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init(rsc);
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}
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ProgramVertex::~ProgramVertex()
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{
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if(mShaderID) {
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mRSC->mShaderCache.cleanupVertex(mShaderID);
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}
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}
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void ProgramVertex::loadShader(Context *rsc) {
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Program::loadShader(rsc, GL_VERTEX_SHADER);
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}
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void ProgramVertex::createShader()
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{
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if (mUserShader.length() > 1) {
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appendUserConstants();
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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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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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switch(f->getComponent().getVectorSize()) {
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case 1: mShader.append("attribute float ATTRIB_"); break;
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case 2: mShader.append("attribute vec2 ATTRIB_"); break;
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case 3: mShader.append("attribute vec3 ATTRIB_"); break;
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case 4: mShader.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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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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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 ProgramVertex::setupGL2(Context *rsc, ProgramVertexState *state, ShaderCache *sc)
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{
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//LOGE("sgl2 vtx1 %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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rsc->checkError("ProgramVertex::setupGL2 start");
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if(!isUserProgram()) {
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if(mConstants[0].get() == NULL) {
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LOGE("Unable to set fixed function emulation matrices because allocation is missing");
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rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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Matrix mvp;
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mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
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Matrix t;
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t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
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mvp.multiply(&t);
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for(uint32_t i = 0; i < 16; i ++) {
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f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i];
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}
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}
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rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
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setupUserConstants(rsc, sc, false);
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state->mLast.set(this);
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rsc->checkError("ProgramVertex::setupGL2");
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}
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void ProgramVertex::setProjectionMatrix(Context *rsc, const rsc_Matrix *m) const
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{
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if(isUserProgram()) {
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LOGE("Attempting to set fixed function emulation matrix projection on user program");
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
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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 matrix projection because allocation is missing");
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
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mDirty = true;
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}
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void ProgramVertex::setModelviewMatrix(Context *rsc, const rsc_Matrix *m) const
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{
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if(isUserProgram()) {
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LOGE("Attempting to set fixed function emulation matrix modelview on user program");
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
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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 matrix modelview because allocation is missing");
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rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
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mDirty = true;
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}
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void ProgramVertex::setTextureMatrix(Context *rsc, const rsc_Matrix *m) const
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{
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if(isUserProgram()) {
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LOGE("Attempting to set fixed function emulation matrix texture on user program");
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
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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 matrix texture because allocation is missing");
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rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
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mDirty = true;
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}
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void ProgramVertex::getProjectionMatrix(Context *rsc, rsc_Matrix *m) const
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{
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if(isUserProgram()) {
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LOGE("Attempting to get fixed function emulation matrix projection on user program");
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot get emulation matrix on user shader");
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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 get fixed function emulation matrix projection because allocation is missing");
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rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
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}
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void ProgramVertex::transformToScreen(Context *rsc, float *v4out, const float *v3in) const
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{
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if(isUserProgram()) {
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return;
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}
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float *f = static_cast<float *>(mConstants[0]->getPtr());
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Matrix mvp;
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mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
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(Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
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mvp.vectorMultiply(v4out, v3in);
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}
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void ProgramVertex::init(Context *rsc)
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{
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mAttribCount = 0;
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if (mUserShader.size() > 0) {
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for (uint32_t ct=0; ct < mInputCount; ct++) {
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initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, RS_SHADER_ATTR);
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}
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mUniformCount = 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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createShader();
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}
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void ProgramVertex::serialize(OStream *stream) const
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{
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}
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ProgramVertex *ProgramVertex::createFromStream(Context *rsc, IStream *stream)
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{
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return NULL;
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}
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///////////////////////////////////////////////////////////////////////
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ProgramVertexState::ProgramVertexState()
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{
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}
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ProgramVertexState::~ProgramVertexState()
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{
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}
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void ProgramVertexState::init(Context *rsc)
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{
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const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
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const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
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const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
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const Element *f4Elem = 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(matrixElem, "MV", 1);
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rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1);
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rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1);
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rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1);
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const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
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rsc->mStateElement.elementBuilderBegin();
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rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
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rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
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rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
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rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1);
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const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
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Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false);
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String8 shaderString(RS_SHADER_INTERNAL);
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shaderString.append("varying 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(" gl_Position = UNI_MVP * ATTRIB_position;\n");
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shaderString.append(" gl_PointSize = 1.0;\n");
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shaderString.append(" varColor = ATTRIB_color;\n");
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shaderString.append(" varTex0 = ATTRIB_texture0;\n");
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shaderString.append("}\n");
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uint32_t tmp[6];
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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_INPUT;
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tmp[3] = (uint32_t)attrElem;
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tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
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tmp[5] = 0;
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ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
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shaderString.length(), tmp, 6);
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Allocation *alloc = new Allocation(rsc, inputType);
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pv->bindAllocation(rsc, alloc, 0);
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mDefaultAlloc.set(alloc);
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mDefault.set(pv);
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updateSize(rsc);
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}
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void ProgramVertexState::updateSize(Context *rsc)
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{
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float *f = static_cast<float *>(mDefaultAlloc->getPtr());
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Matrix m;
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m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
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memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m));
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memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m));
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m.loadIdentity();
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memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m));
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memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m));
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}
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void ProgramVertexState::deinit(Context *rsc)
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{
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mDefaultAlloc.clear();
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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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RsProgramVertex rsi_ProgramVertexCreate(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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ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
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pv->incUserRef();
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return pv;
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}
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}
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}
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