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-rw-r--r--libs/rs/rsProgramFragment.cpp106
1 files changed, 9 insertions, 97 deletions
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index ff314b7..39887ca 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -15,13 +15,6 @@
*/
#include "rsContext.h"
-#ifndef ANDROID_RS_SERIALIZE
-#include <GLES/gl.h>
-#include <GLES/glext.h>
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#endif //ANDROID_RS_SERIALIZE
-
#include "rsProgramFragment.h"
using namespace android;
@@ -31,19 +24,16 @@ ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength)
: Program(rsc, shaderText, shaderLength, params, paramLength) {
-
mConstantColor[0] = 1.f;
mConstantColor[1] = 1.f;
mConstantColor[2] = 1.f;
mConstantColor[3] = 1.f;
- init(rsc);
+ mRSC->mHal.funcs.fragment.init(mRSC, this, mUserShader.string(), mUserShader.length());
}
ProgramFragment::~ProgramFragment() {
- if (mShaderID) {
- mRSC->mShaderCache.cleanupFragment(mShaderID);
- }
+ mRSC->mHal.funcs.fragment.destroy(mRSC, this);
}
void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) {
@@ -52,7 +42,7 @@ void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b,
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set fixed function emulation color on user program");
return;
}
- if (mConstants[0].get() == NULL) {
+ if (mHal.state.constants[0].get() == NULL) {
LOGE("Unable to set fixed function emulation color because allocation is missing");
rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
return;
@@ -61,11 +51,11 @@ void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b,
mConstantColor[1] = g;
mConstantColor[2] = b;
mConstantColor[3] = a;
- memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
+ memcpy(mHal.state.constants[0]->getPtr(), mConstantColor, 4*sizeof(float));
mDirty = true;
}
-void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) {
+void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state) {
//LOGE("sgl2 frag1 %x", glGetError());
if ((state->mLast.get() == this) && !mDirty) {
return;
@@ -74,94 +64,16 @@ void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, Shader
rsc->checkError("ProgramFragment::setupGL2 start");
- rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
- setupUserConstants(rsc, sc, true);
-
- uint32_t numTexturesToBind = mTextureCount;
- uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
- if (numTexturesToBind >= numTexturesAvailable) {
- LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
- mTextureCount, (uint32_t)this, numTexturesAvailable);
- rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
- numTexturesToBind = numTexturesAvailable;
- }
-
- for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
- glActiveTexture(GL_TEXTURE0 + ct);
- if (!mTextures[ct].get()) {
+ for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
+ if (!mHal.state.textures[ct].get()) {
LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
continue;
}
-
- mTextures[ct]->uploadCheck(rsc);
- GLenum target = (GLenum)mTextures[ct]->getGLTarget();
- if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) {
- LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
- rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
- }
- glBindTexture(target, mTextures[ct]->getTextureID());
- rsc->checkError("ProgramFragment::setupGL2 tex bind");
- if (mSamplers[ct].get()) {
- mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
- } else {
- glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- rsc->checkError("ProgramFragment::setupGL2 tex env");
- }
-
- glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
- rsc->checkError("ProgramFragment::setupGL2 uniforms");
- }
-
- glActiveTexture(GL_TEXTURE0);
- mDirty = false;
- rsc->checkError("ProgramFragment::setupGL2");
-}
-
-void ProgramFragment::loadShader(Context *rsc) {
- Program::loadShader(rsc, GL_FRAGMENT_SHADER);
-}
-
-void ProgramFragment::createShader() {
- if (mUserShader.length() > 1) {
- mShader.append("precision mediump float;\n");
- appendUserConstants();
- char buf[256];
- for (uint32_t ct=0; ct < mTextureCount; ct++) {
- if (mTextureTargets[ct] == RS_TEXTURE_2D) {
- snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
- } else {
- snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
- }
- mShader.append(buf);
- }
- mShader.append(mUserShader);
- } else {
- LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
- rsAssert(0);
- }
-}
-
-void ProgramFragment::init(Context *rsc) {
- uint32_t uniformIndex = 0;
- if (mUserShader.size() > 0) {
- for (uint32_t ct=0; ct < mConstantCount; ct++) {
- initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI);
- }
- }
- mTextureUniformIndexStart = uniformIndex;
- char buf[256];
- for (uint32_t ct=0; ct < mTextureCount; ct++) {
- snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
- mUniformNames[uniformIndex].setTo(buf);
- mUniformArraySizes[uniformIndex] = 1;
- uniformIndex++;
+ mHal.state.textures[ct]->uploadCheck(rsc);
}
- createShader();
+ rsc->mHal.funcs.fragment.setActive(rsc, this);
}
void ProgramFragment::serialize(OStream *stream) const {