/* * Copyright (C) 2009 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 "rsContext.h" #include "rsProgram.h" #include #include using namespace android; using namespace android::renderscript; Program::Program(Context *rsc) : ObjectBase(rsc) { mAllocFile = __FILE__; mAllocLine = __LINE__; mDirty = true; mShaderID = 0; mAttribCount = 0; mUniformCount = 0; mInputElements = NULL; mOutputElements = NULL; mConstantTypes = NULL; mInputCount = 0; mOutputCount = 0; mConstantCount = 0; mIsValid = false; } Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength) : ObjectBase(rsc) { mAllocFile = __FILE__; mAllocLine = __LINE__; mDirty = true; mShaderID = 0; mAttribCount = 0; mUniformCount = 0; mTextureCount = 0; mInputCount = 0; mOutputCount = 0; mConstantCount = 0; for (uint32_t ct=0; ct < paramLength; ct+=2) { if (params[ct] == RS_PROGRAM_PARAM_INPUT) { mInputCount++; } if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) { mOutputCount++; } if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) { mConstantCount++; } if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_COUNT) { mTextureCount = params[ct+1]; } } mInputElements = new ObjectBaseRef[mInputCount]; mOutputElements = new ObjectBaseRef[mOutputCount]; mConstantTypes = new ObjectBaseRef[mConstantCount]; uint32_t input = 0; uint32_t output = 0; uint32_t constant = 0; for (uint32_t ct=0; ct < paramLength; ct+=2) { if (params[ct] == RS_PROGRAM_PARAM_INPUT) { mInputElements[input++].set(reinterpret_cast(params[ct+1])); } if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) { mOutputElements[output++].set(reinterpret_cast(params[ct+1])); } if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) { mConstantTypes[constant++].set(reinterpret_cast(params[ct+1])); } } mUserShader.setTo(shaderText, shaderLength); } Program::~Program() { for (uint32_t ct=0; ct < MAX_UNIFORMS; ct++) { bindAllocation(NULL, ct); } delete[] mInputElements; delete[] mOutputElements; delete[] mConstantTypes; mInputCount = 0; mOutputCount = 0; mConstantCount = 0; } void Program::bindAllocation(Allocation *alloc, uint32_t slot) { if (mConstants[slot].get() == alloc) { return; } if (mConstants[slot].get()) { mConstants[slot].get()->removeProgramToDirty(this); } mConstants[slot].set(alloc); if (alloc) { alloc->addProgramToDirty(this); } mDirty = true; } void Program::bindTexture(uint32_t slot, Allocation *a) { if (slot >= MAX_TEXTURE) { LOGE("Attempt to bind a texture to a slot > MAX_TEXTURE"); return; } //LOGE("bindtex %i %p", slot, a); mTextures[slot].set(a); mDirty = true; } void Program::bindSampler(uint32_t slot, Sampler *s) { if (slot >= MAX_TEXTURE) { LOGE("Attempt to bind a Sampler to a slot > MAX_TEXTURE"); return; } mSamplers[slot].set(s); mDirty = true; } String8 Program::getGLSLInputString() const { String8 s; for (uint32_t ct=0; ct < mInputCount; ct++) { const Element *e = mInputElements[ct].get(); for (uint32_t field=0; field < e->getFieldCount(); field++) { const Element *f = e->getField(field); // Cannot be complex rsAssert(!f->getFieldCount()); switch(f->getComponent().getVectorSize()) { case 1: s.append("attribute float ATTRIB_"); break; case 2: s.append("attribute vec2 ATTRIB_"); break; case 3: s.append("attribute vec3 ATTRIB_"); break; case 4: s.append("attribute vec4 ATTRIB_"); break; default: rsAssert(0); } s.append(e->getFieldName(field)); s.append(";\n"); } } return s; } String8 Program::getGLSLOutputString() const { return String8(); } String8 Program::getGLSLConstantString() const { return String8(); } void Program::createShader() { } bool Program::loadShader(Context *rsc, uint32_t type) { mShaderID = glCreateShader(type); rsAssert(mShaderID); if (rsc->props.mLogShaders) { LOGV("Loading shader type %x, ID %i", type, mShaderID); LOGV("%s", mShader.string()); } if (mShaderID) { const char * ss = mShader.string(); glShaderSource(mShaderID, 1, &ss, NULL); glCompileShader(mShaderID); GLint compiled = 0; glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* buf = (char*) malloc(infoLen); if (buf) { glGetShaderInfoLog(mShaderID, infoLen, NULL, buf); LOGE("Could not compile shader \n%s\n", buf); free(buf); } glDeleteShader(mShaderID); mShaderID = 0; rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,"); return false; } } } if (rsc->props.mLogShaders) { LOGV("--Shader load result %x ", glGetError()); } mIsValid = true; return true; } void Program::setShader(const char *txt, uint32_t len) { mUserShader.setTo(txt, len); } namespace android { namespace renderscript { void rsi_ProgramBindConstants(Context *rsc, RsProgram vp, uint32_t slot, RsAllocation constants) { Program *p = static_cast(vp); p->bindAllocation(static_cast(constants), slot); } void rsi_ProgramBindTexture(Context *rsc, RsProgram vpf, uint32_t slot, RsAllocation a) { Program *p = static_cast(vpf); p->bindTexture(slot, static_cast(a)); } void rsi_ProgramBindSampler(Context *rsc, RsProgram vpf, uint32_t slot, RsSampler s) { Program *p = static_cast(vpf); p->bindSampler(slot, static_cast(s)); } } }