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/*
* 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 "rsdCore.h"
#include "rsdAllocation.h"
#include "rsdProgramVertex.h"
#include "rsdShader.h"
#include "rsdShaderCache.h"
#include "rsContext.h"
#include "rsProgramVertex.h"
#include "rsProgramFragment.h"
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
using namespace android;
using namespace android::renderscript;
bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv,
const char* shader, uint32_t shaderLen) {
RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen);
pv->mHal.drv = drv;
return drv->createShader();
}
static void SyncProgramConstants(const Context *rsc, const Program *p) {
for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
const Allocation *a = p->mHal.state.textures[ct].get();
DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
if (drvAlloc->uploadDeferred) {
rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
}
}
}
void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
SyncProgramConstants(rsc, pv);
dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
}
void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
RsdShader *drv = NULL;
if(pv->mHal.drv) {
drv = (RsdShader*)pv->mHal.drv;
if (rsc->props.mLogShaders) {
LOGV("Destroying vertex shader with ID %u", drv->getShaderID());
}
if (drv->getShaderID()) {
dc->gl.shaderCache->cleanupVertex(drv->getShaderID());
}
delete drv;
}
}
bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
const char* shader, uint32_t shaderLen) {
RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen);
pf->mHal.drv = drv;
return drv->createShader();
}
void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
SyncProgramConstants(rsc, pf);
dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
}
void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
RsdShader *drv = NULL;
if(pf->mHal.drv) {
drv = (RsdShader*)pf->mHal.drv;
if (rsc->props.mLogShaders) {
LOGV("Destroying fragment shader with ID %u", drv->getShaderID());
}
if (drv->getShaderID()) {
dc->gl.shaderCache->cleanupFragment(drv->getShaderID());
}
delete drv;
}
}
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