/* * Copyright (C) 2011 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include #include #include #include "rsdAllocation.h" #include "rsdMeshObj.h" #include "rsdGL.h" using namespace android; using namespace android::renderscript; RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) { mRSMesh = rsMesh; mAttribs = NULL; mAttribAllocationIndex = NULL; mGLPrimitives = NULL; mAttribCount = 0; } RsdMeshObj::~RsdMeshObj() { if (mAttribs) { delete[] mAttribs; delete[] mAttribAllocationIndex; } if (mGLPrimitives) { delete[] mGLPrimitives; } } bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) { // Do not create attribs for padding if (elem->getFieldName(fieldIdx)[0] == '#') { return false; } // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted. // Filter rs types accordingly RsDataType dt = elem->getField(fieldIdx)->getComponent().getType(); if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 && dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 && dt != RS_TYPE_SIGNED_16) { return false; } // Now make sure they are not arrays uint32_t arraySize = elem->getFieldArraySize(fieldIdx); if (arraySize != 1) { return false; } return true; } bool RsdMeshObj::init() { updateGLPrimitives(); // Count the number of gl attrs to initialize mAttribCount = 0; for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) { const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement(); for (uint32_t ct=0; ct < elem->getFieldCount(); ct++) { if (isValidGLComponent(elem, ct)) { mAttribCount ++; } } } if (mAttribs) { delete [] mAttribs; delete [] mAttribAllocationIndex; mAttribs = NULL; mAttribAllocationIndex = NULL; } if (!mAttribCount) { return false; } mAttribs = new RsdVertexArray::Attrib[mAttribCount]; mAttribAllocationIndex = new uint32_t[mAttribCount]; uint32_t userNum = 0; for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) { const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement(); uint32_t stride = elem->getSizeBytes(); for (uint32_t fieldI=0; fieldI < elem->getFieldCount(); fieldI++) { const Component &c = elem->getField(fieldI)->getComponent(); if (!isValidGLComponent(elem, fieldI)) { continue; } mAttribs[userNum].size = c.getVectorSize(); mAttribs[userNum].offset = elem->getFieldOffsetBytes(fieldI); mAttribs[userNum].type = rsdTypeToGLType(c.getType()); mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized(); mAttribs[userNum].stride = stride; String8 tmp(RS_SHADER_ATTR); tmp.append(elem->getFieldName(fieldI)); mAttribs[userNum].name.setTo(tmp.string()); // Remember which allocation this attribute came from mAttribAllocationIndex[userNum] = ct; userNum ++; } } return true; } void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const { if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) { LOGE("Invalid mesh or parameters"); return; } for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) { const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct].get(); rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT); } // update attributes with either buffer information or data ptr based on their current state for (uint32_t ct=0; ct < mAttribCount; ct++) { uint32_t allocIndex = mAttribAllocationIndex[ct]; Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex].get(); DrvAllocation *drvAlloc = (DrvAllocation *)alloc->mHal.drv; if (drvAlloc->bufferID) { mAttribs[ct].buffer = drvAlloc->bufferID; mAttribs[ct].ptr = NULL; } else { mAttribs[ct].buffer = 0; mAttribs[ct].ptr = (const uint8_t*)drvAlloc->mallocPtr; } } RsdVertexArray va(mAttribs, mAttribCount); va.setup(rsc); Mesh::Primitive_t *prim = mRSMesh->mHal.state.primitives[primIndex]; const Allocation *idxAlloc = prim->mIndexBuffer.get(); if (idxAlloc) { DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv; rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT); if (drvAlloc->bufferID) { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID); glDrawElements(mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2)); } else { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDrawElements(mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, drvAlloc->mallocPtr); } } else { glDrawArrays(mGLPrimitives[primIndex], start, len); } rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange"); } void RsdMeshObj::updateGLPrimitives() { mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount]; for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) { switch (mRSMesh->mHal.state.primitives[i]->mPrimitive) { case RS_PRIMITIVE_POINT: mGLPrimitives[i] = GL_POINTS; break; case RS_PRIMITIVE_LINE: mGLPrimitives[i] = GL_LINES; break; case RS_PRIMITIVE_LINE_STRIP: mGLPrimitives[i] = GL_LINE_STRIP; break; case RS_PRIMITIVE_TRIANGLE: mGLPrimitives[i] = GL_TRIANGLES; break; case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break; case RS_PRIMITIVE_TRIANGLE_FAN: mGLPrimitives[i] = GL_TRIANGLE_FAN; break; } } }