/* * 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. */ #ifndef ANDROID_RS_BUILD_FOR_HOST #include "rsContext.h" #include #include #include #include #else #include "rsContextHostStub.h" #include #include #endif //ANDROID_RS_BUILD_FOR_HOST #include "rsProgramVertex.h" using namespace android; using namespace android::renderscript; ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength) : Program(rsc, shaderText, shaderLength, params, paramLength) { init(rsc); } ProgramVertex::~ProgramVertex() { if(mShaderID) { mRSC->mShaderCache.cleanupVertex(mShaderID); } } void ProgramVertex::loadShader(Context *rsc) { Program::loadShader(rsc, GL_VERTEX_SHADER); } void ProgramVertex::createShader() { if (mUserShader.length() > 1) { appendUserConstants(); 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); const char *fn = e->getFieldName(field); if (fn[0] == '#') { continue; } // Cannot be complex rsAssert(!f->getFieldCount()); switch(f->getComponent().getVectorSize()) { case 1: mShader.append("attribute float ATTRIB_"); break; case 2: mShader.append("attribute vec2 ATTRIB_"); break; case 3: mShader.append("attribute vec3 ATTRIB_"); break; case 4: mShader.append("attribute vec4 ATTRIB_"); break; default: rsAssert(0); } mShader.append(fn); mShader.append(";\n"); } } mShader.append(mUserShader); } else { LOGE("ProgramFragment::createShader cannot create program, shader code not defined"); rsAssert(0); } } void ProgramVertex::setupGL2(Context *rsc, ProgramVertexState *state, ShaderCache *sc) { //LOGE("sgl2 vtx1 %x", glGetError()); if ((state->mLast.get() == this) && !mDirty) { return; } rsc->checkError("ProgramVertex::setupGL2 start"); if(!isUserProgram()) { if(mConstants[0].get() == NULL) { LOGE("Unable to set fixed function emulation matrices because allocation is missing"); rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing"); return; } float *f = static_cast(mConstants[0]->getPtr()); Matrix mvp; mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); Matrix t; t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); mvp.multiply(&t); for(uint32_t i = 0; i < 16; i ++) { f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i]; } } rsc->checkError("ProgramVertex::setupGL2 begin uniforms"); setupUserConstants(rsc, sc, false); state->mLast.set(this); rsc->checkError("ProgramVertex::setupGL2"); } void ProgramVertex::setProjectionMatrix(Context *rsc, const rsc_Matrix *m) const { if(isUserProgram()) { LOGE("Attempting to set fixed function emulation matrix projection on user program"); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader"); return; } if(mConstants[0].get() == NULL) { LOGE("Unable to set fixed function emulation matrix projection because allocation is missing"); return; } float *f = static_cast(mConstants[0]->getPtr()); memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix)); mDirty = true; } void ProgramVertex::setModelviewMatrix(Context *rsc, const rsc_Matrix *m) const { if(isUserProgram()) { LOGE("Attempting to set fixed function emulation matrix modelview on user program"); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader"); return; } if(mConstants[0].get() == NULL) { LOGE("Unable to set fixed function emulation matrix modelview because allocation is missing"); rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing"); return; } float *f = static_cast(mConstants[0]->getPtr()); memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix)); mDirty = true; } void ProgramVertex::setTextureMatrix(Context *rsc, const rsc_Matrix *m) const { if(isUserProgram()) { LOGE("Attempting to set fixed function emulation matrix texture on user program"); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader"); return; } if(mConstants[0].get() == NULL) { LOGE("Unable to set fixed function emulation matrix texture because allocation is missing"); rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing"); return; } float *f = static_cast(mConstants[0]->getPtr()); memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix)); mDirty = true; } void ProgramVertex::getProjectionMatrix(Context *rsc, rsc_Matrix *m) const { if(isUserProgram()) { LOGE("Attempting to get fixed function emulation matrix projection on user program"); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot get emulation matrix on user shader"); return; } if(mConstants[0].get() == NULL) { LOGE("Unable to get fixed function emulation matrix projection because allocation is missing"); rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing"); return; } float *f = static_cast(mConstants[0]->getPtr()); memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix)); } void ProgramVertex::transformToScreen(Context *rsc, float *v4out, const float *v3in) const { if(isUserProgram()) { return; } float *f = static_cast(mConstants[0]->getPtr()); Matrix mvp; mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); mvp.vectorMultiply(v4out, v3in); } void ProgramVertex::init(Context *rsc) { uint32_t attribCount = 0; uint32_t uniformCount = 0; if (mUserShader.size() > 0) { for (uint32_t ct=0; ct < mInputCount; ct++) { initAddUserElement(mInputElements[ct].get(), mAttribNames, NULL, &attribCount, RS_SHADER_ATTR); } for (uint32_t ct=0; ct < mConstantCount; ct++) { initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI); } } createShader(); } void ProgramVertex::serialize(OStream *stream) const { } ProgramVertex *ProgramVertex::createFromStream(Context *rsc, IStream *stream) { return NULL; } /////////////////////////////////////////////////////////////////////// ProgramVertexState::ProgramVertexState() { } ProgramVertexState::~ProgramVertexState() { } void ProgramVertexState::init(Context *rsc) { const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1); const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2); const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3); const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4); rsc->mStateElement.elementBuilderBegin(); rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1); rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1); rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1); rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1); const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc); rsc->mStateElement.elementBuilderBegin(); rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1); rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1); rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1); rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1); const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc); Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false); String8 shaderString(RS_SHADER_INTERNAL); shaderString.append("varying vec4 varColor;\n"); shaderString.append("varying vec2 varTex0;\n"); shaderString.append("void main() {\n"); shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n"); shaderString.append(" gl_PointSize = 1.0;\n"); shaderString.append(" varColor = ATTRIB_color;\n"); shaderString.append(" varTex0 = ATTRIB_texture0;\n"); shaderString.append("}\n"); uint32_t tmp[6]; tmp[0] = RS_PROGRAM_PARAM_CONSTANT; tmp[1] = (uint32_t)inputType; tmp[2] = RS_PROGRAM_PARAM_INPUT; tmp[3] = (uint32_t)attrElem; tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT; tmp[5] = 0; ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(), shaderString.length(), tmp, 6); Allocation *alloc = new Allocation(rsc, inputType); pv->bindAllocation(rsc, alloc, 0); mDefaultAlloc.set(alloc); mDefault.set(pv); updateSize(rsc); } void ProgramVertexState::updateSize(Context *rsc) { float *f = static_cast(mDefaultAlloc->getPtr()); Matrix m; m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1); memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m)); memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m)); m.loadIdentity(); memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m)); memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m)); } void ProgramVertexState::deinit(Context *rsc) { mDefaultAlloc.clear(); mDefault.clear(); mLast.clear(); } namespace android { namespace renderscript { RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength) { ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength); pv->incUserRef(); return pv; } } }