blob: 656a3c33952980a01d69faebb380942de89185ea [file] [log] [blame]
/*
* 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 <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
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;
}
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<Element>[mInputCount];
mOutputElements = new ObjectBaseRef<Element>[mOutputCount];
mConstantTypes = new ObjectBaseRef<Type>[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<Element *>(params[ct+1]));
}
if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) {
mOutputElements[output++].set(reinterpret_cast<Element *>(params[ct+1]));
}
if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
mConstantTypes[constant++].set(reinterpret_cast<Type *>(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(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;
return false;
}
}
}
if (rsc->props.mLogShaders) {
LOGV("--Shader load result %x ", glGetError());
}
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<Program *>(vp);
p->bindAllocation(static_cast<Allocation *>(constants), slot);
}
void rsi_ProgramBindTexture(Context *rsc, RsProgram vpf, uint32_t slot, RsAllocation a)
{
Program *p = static_cast<Program *>(vpf);
p->bindTexture(slot, static_cast<Allocation *>(a));
}
void rsi_ProgramBindSampler(Context *rsc, RsProgram vpf, uint32_t slot, RsSampler s)
{
Program *p = static_cast<Program *>(vpf);
p->bindSampler(slot, static_cast<Sampler *>(s));
}
}
}