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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 "rsContext.h"
#include "rsProgram.h"
using namespace android;
using namespace android::renderscript;
Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength,
const uint32_t * params, uint32_t paramLength)
: ProgramBase(rsc) {
initMemberVars();
for (uint32_t ct=0; ct < paramLength; ct+=2) {
if (params[ct] == RS_PROGRAM_PARAM_INPUT) {
mHal.state.inputElementsCount++;
}
if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
mHal.state.constantsCount++;
}
if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
mHal.state.texturesCount++;
}
}
mTextures = new ObjectBaseRef<Allocation>[mHal.state.texturesCount];
mSamplers = new ObjectBaseRef<Sampler>[mHal.state.texturesCount];
mInputElements = new ObjectBaseRef<Element>[mHal.state.inputElementsCount];
mConstantTypes = new ObjectBaseRef<Type>[mHal.state.constantsCount];
mConstants = new ObjectBaseRef<Allocation>[mHal.state.constantsCount];
mHal.state.textures = new Allocation*[mHal.state.texturesCount];
mHal.state.samplers = new Sampler*[mHal.state.texturesCount];
mHal.state.textureTargets = new RsTextureTarget[mHal.state.texturesCount];
mHal.state.inputElements = new Element*[mHal.state.inputElementsCount];
mHal.state.constantTypes = new Type*[mHal.state.constantsCount];
mHal.state.constants = new Allocation*[mHal.state.constantsCount];
// Will initialize everything
freeChildren();
uint32_t input = 0;
uint32_t constant = 0;
uint32_t texture = 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]));
mHal.state.inputElements[input++] = reinterpret_cast<Element *>(params[ct+1]);
}
if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
mConstantTypes[constant].set(reinterpret_cast<Type *>(params[ct+1]));
mHal.state.constantTypes[constant++] = reinterpret_cast<Type *>(params[ct+1]);
}
if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
mHal.state.textureTargets[texture++] = (RsTextureTarget)params[ct+1];
}
}
mIsInternal = false;
uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL);
if (shaderLength > internalTokenLen &&
strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) {
mIsInternal = true;
shaderText += internalTokenLen;
shaderLength -= internalTokenLen;
}
mUserShader.setTo(shaderText, shaderLength);
}
Program::~Program() {
freeChildren();
delete[] mTextures;
delete[] mSamplers;
delete[] mInputElements;
delete[] mConstantTypes;
delete[] mConstants;
delete[] mHal.state.textures;
delete[] mHal.state.samplers;
delete[] mHal.state.textureTargets;
delete[] mHal.state.inputElements;
delete[] mHal.state.constantTypes;
delete[] mHal.state.constants;
mHal.state.inputElementsCount = 0;
mHal.state.constantsCount = 0;
mHal.state.texturesCount = 0;
}
bool Program::freeChildren() {
for (uint32_t ct=0; ct < mHal.state.constantsCount; ct++) {
bindAllocation(NULL, NULL, ct);
}
for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
bindTexture(NULL, ct, NULL);
bindSampler(NULL, ct, NULL);
}
return false;
}
void Program::initMemberVars() {
mDirty = true;
mHal.drv = NULL;
mHal.state.textures = NULL;
mHal.state.samplers = NULL;
mHal.state.textureTargets = NULL;
mHal.state.inputElements = NULL;
mHal.state.constantTypes = NULL;
mHal.state.constants = NULL;
mHal.state.inputElementsCount = 0;
mHal.state.constantsCount = 0;
mHal.state.texturesCount = 0;
mTextures = NULL;
mSamplers = NULL;
mInputElements = NULL;
mConstantTypes = NULL;
mConstants = NULL;
mIsInternal = false;
}
void Program::bindAllocation(Context *rsc, Allocation *alloc, uint32_t slot) {
if (alloc != NULL) {
if (slot >= mHal.state.constantsCount) {
ALOGE("Attempt to bind alloc at slot %u, on shader id %u, but const count is %u",
slot, (uint32_t)this, mHal.state.constantsCount);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
return;
}
if (alloc->getType() != mConstantTypes[slot].get()) {
ALOGE("Attempt to bind alloc at slot %u, on shader id %u, but types mismatch",
slot, (uint32_t)this);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
return;
}
}
if (mConstants[slot].get() == alloc) {
return;
}
if (mConstants[slot].get()) {
mConstants[slot]->removeProgramToDirty(this);
}
mConstants[slot].set(alloc);
mHal.state.constants[slot] = alloc;
if (alloc) {
alloc->addProgramToDirty(this);
}
mDirty = true;
}
void Program::bindTexture(Context *rsc, uint32_t slot, Allocation *a) {
if (slot >= mHal.state.texturesCount) {
ALOGE("Attempt to bind texture to slot %u but tex count is %u", slot, mHal.state.texturesCount);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind texture");
return;
}
if (a && a->getType()->getDimFaces() && mHal.state.textureTargets[slot] != RS_TEXTURE_CUBE) {
ALOGE("Attempt to bind cubemap to slot %u but 2d texture needed", slot);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind cubemap to 2d texture slot");
return;
}
mTextures[slot].set(a);
mHal.state.textures[slot] = a;
mDirty = true;
}
void Program::bindSampler(Context *rsc, uint32_t slot, Sampler *s) {
if (slot >= mHal.state.texturesCount) {
ALOGE("Attempt to bind sampler to slot %u but tex count is %u", slot, mHal.state.texturesCount);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind sampler");
return;
}
mSamplers[slot].set(s);
mHal.state.samplers[slot] = s;
mDirty = true;
}
namespace android {
namespace renderscript {
void rsi_ProgramBindConstants(Context *rsc, RsProgram vp, uint32_t slot, RsAllocation constants) {
Program *p = static_cast<Program *>(vp);
p->bindAllocation(rsc, 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(rsc, 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(rsc, slot, static_cast<Sampler *>(s));
}
}
}