Moving renderscript GL code into the HAL
This change affects
- shaders
- meshes
- fonts
- quad rendering
Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index 4ef05bf..28fa061 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -1,5 +1,5 @@
/*
- * Copyright (C) 2009 The Android Open Source Project
+ * 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.
@@ -15,11 +15,6 @@
*/
#include "rsContext.h"
-#ifndef ANDROID_RS_SERIALIZE
-#include <GLES2/gl2.h>
-#include <GLES2/gl2ext.h>
-#endif //ANDROID_RS_SERIALIZE
-
#include "rsProgram.h"
using namespace android;
@@ -36,26 +31,22 @@
initMemberVars();
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++;
+ mHal.state.inputElementsCount++;
}
if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
- mConstantCount++;
+ mHal.state.constantsCount++;
}
if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
- mTextureCount++;
+ mHal.state.texturesCount++;
}
}
- mTextures = new ObjectBaseRef<Allocation>[mTextureCount];
- mSamplers = new ObjectBaseRef<Sampler>[mTextureCount];
- mTextureTargets = new RsTextureTarget[mTextureCount];
- mInputElements = new ObjectBaseRef<Element>[mInputCount];
- mOutputElements = new ObjectBaseRef<Element>[mOutputCount];
- mConstantTypes = new ObjectBaseRef<Type>[mConstantCount];
- mConstants = new ObjectBaseRef<Allocation>[mConstantCount];
+ mHal.state.textures = new ObjectBaseRef<Allocation>[mHal.state.texturesCount];
+ mHal.state.samplers = new ObjectBaseRef<Sampler>[mHal.state.texturesCount];
+ mHal.state.textureTargets = new RsTextureTarget[mHal.state.texturesCount];
+ mHal.state.inputElements = new ObjectBaseRef<Element>[mHal.state.inputElementsCount];
+ mHal.state.constantTypes = new ObjectBaseRef<Type>[mHal.state.constantsCount];
+ mHal.state.constants = new ObjectBaseRef<Allocation>[mHal.state.constantsCount];
uint32_t input = 0;
uint32_t output = 0;
@@ -63,16 +54,13 @@
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]));
- }
- if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) {
- mOutputElements[output++].set(reinterpret_cast<Element *>(params[ct+1]));
+ mHal.state.inputElements[input++].set(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++].set(reinterpret_cast<Type *>(params[ct+1]));
}
if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
- mTextureTargets[texture++] = (RsTextureTarget)params[ct+1];
+ mHal.state.textureTargets[texture++] = (RsTextureTarget)params[ct+1];
}
}
mIsInternal = false;
@@ -84,88 +72,69 @@
shaderLength -= internalTokenLen;
}
mUserShader.setTo(shaderText, shaderLength);
-
- initAttribAndUniformArray();
}
Program::~Program() {
- if (mRSC->props.mLogShaders) {
- LOGV("Program::~Program with shader id %u", mShaderID);
- }
- if (mShaderID) {
- glDeleteShader(mShaderID);
- }
-
- for (uint32_t ct=0; ct < mConstantCount; ct++) {
+ for (uint32_t ct=0; ct < mHal.state.constantsCount; ct++) {
bindAllocation(NULL, NULL, ct);
}
- for (uint32_t ct=0; ct < mTextureCount; ct++) {
+ for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
bindTexture(NULL, ct, NULL);
bindSampler(NULL, ct, NULL);
}
- delete[] mTextures;
- delete[] mSamplers;
- delete[] mTextureTargets;
- delete[] mInputElements;
- delete[] mOutputElements;
- delete[] mConstantTypes;
- delete[] mConstants;
- delete[] mAttribNames;
- delete[] mUniformNames;
- delete[] mUniformArraySizes;
- mInputCount = 0;
- mOutputCount = 0;
- mConstantCount = 0;
+ 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;
}
void Program::initMemberVars() {
mDirty = true;
- mShaderID = 0;
- mAttribCount = 0;
- mUniformCount = 0;
- mTextureCount = 0;
- mTextures = NULL;
- mSamplers = NULL;
- mTextureTargets = NULL;
- mInputElements = NULL;
- mOutputElements = NULL;
- mConstantTypes = NULL;
- mConstants = NULL;
- mAttribNames = NULL;
- mUniformNames = NULL;
- mUniformArraySizes = NULL;
- mInputCount = 0;
- mOutputCount = 0;
- mConstantCount = 0;
- mIsValid = false;
+ 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;
+
mIsInternal = false;
}
void Program::bindAllocation(Context *rsc, Allocation *alloc, uint32_t slot) {
if (alloc != NULL) {
- if (slot >= mConstantCount) {
+ if (slot >= mHal.state.constantsCount) {
LOGE("Attempt to bind alloc at slot %u, on shader id %u, but const count is %u",
- slot, (uint32_t)this, mConstantCount);
+ slot, (uint32_t)this, mHal.state.constantsCount);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
return;
}
- if (!alloc->getType()->isEqual(mConstantTypes[slot].get())) {
+ if (!alloc->getType()->isEqual(mHal.state.constantTypes[slot].get())) {
LOGE("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) {
+ if (mHal.state.constants[slot].get() == alloc) {
return;
}
- if (mConstants[slot].get()) {
- mConstants[slot].get()->removeProgramToDirty(this);
+ if (mHal.state.constants[slot].get()) {
+ mHal.state.constants[slot].get()->removeProgramToDirty(this);
}
- mConstants[slot].set(alloc);
+ mHal.state.constants[slot].set(alloc);
if (alloc) {
alloc->addProgramToDirty(this);
}
@@ -173,327 +142,38 @@
}
void Program::bindTexture(Context *rsc, uint32_t slot, Allocation *a) {
- if (slot >= mTextureCount) {
- LOGE("Attempt to bind texture to slot %u but tex count is %u", slot, mTextureCount);
+ if (slot >= mHal.state.texturesCount) {
+ LOGE("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() && mTextureTargets[slot] != RS_TEXTURE_CUBE) {
+ if (a && a->getType()->getDimFaces() && mHal.state.textureTargets[slot] != RS_TEXTURE_CUBE) {
LOGE("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;
}
//LOGE("bindtex %i %p", slot, a);
- mTextures[slot].set(a);
+ mHal.state.textures[slot].set(a);
mDirty = true;
}
void Program::bindSampler(Context *rsc, uint32_t slot, Sampler *s) {
- if (slot >= mTextureCount) {
- LOGE("Attempt to bind sampler to slot %u but tex count is %u", slot, mTextureCount);
+ if (slot >= mHal.state.texturesCount) {
+ LOGE("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].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);
}
-void Program::appendUserConstants() {
- for (uint32_t ct=0; ct < mConstantCount; ct++) {
- const Element *e = mConstantTypes[ct]->getElement();
- 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());
- if (f->getType() == RS_TYPE_MATRIX_4X4) {
- mShader.append("uniform mat4 UNI_");
- } else if (f->getType() == RS_TYPE_MATRIX_3X3) {
- mShader.append("uniform mat3 UNI_");
- } else if (f->getType() == RS_TYPE_MATRIX_2X2) {
- mShader.append("uniform mat2 UNI_");
- } else {
- switch (f->getComponent().getVectorSize()) {
- case 1: mShader.append("uniform float UNI_"); break;
- case 2: mShader.append("uniform vec2 UNI_"); break;
- case 3: mShader.append("uniform vec3 UNI_"); break;
- case 4: mShader.append("uniform vec4 UNI_"); break;
- default:
- rsAssert(0);
- }
- }
-
- mShader.append(fn);
- if (e->getFieldArraySize(field) > 1) {
- mShader.appendFormat("[%d]", e->getFieldArraySize(field));
- }
- mShader.append(";\n");
- }
- }
-}
-
-void Program::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
- RsDataType dataType = field->getType();
- uint32_t elementSize = field->getSizeBytes() / sizeof(float);
- for (uint32_t i = 0; i < arraySize; i ++) {
- if (arraySize > 1) {
- LOGV("Array Element [%u]", i);
- }
- if (dataType == RS_TYPE_MATRIX_4X4) {
- LOGV("Matrix4x4");
- LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
- LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
- LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
- LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
- } else if (dataType == RS_TYPE_MATRIX_3X3) {
- LOGV("Matrix3x3");
- LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
- LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
- LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
- } else if (dataType == RS_TYPE_MATRIX_2X2) {
- LOGV("Matrix2x2");
- LOGV("{%f, %f", fd[0], fd[2]);
- LOGV(" %f, %f}", fd[1], fd[3]);
- } else {
- switch (field->getComponent().getVectorSize()) {
- case 1:
- LOGV("Uniform 1 = %f", fd[0]);
- break;
- case 2:
- LOGV("Uniform 2 = %f %f", fd[0], fd[1]);
- break;
- case 3:
- LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
- break;
- case 4:
- LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
- break;
- default:
- rsAssert(0);
- }
- }
- LOGE("Element size %u data=%p", elementSize, fd);
- fd += elementSize;
- LOGE("New data=%p", fd);
- }
-}
-
-void Program::setUniform(Context *rsc, const Element *field, const float *fd,
- int32_t slot, uint32_t arraySize ) {
- RsDataType dataType = field->getType();
- if (dataType == RS_TYPE_MATRIX_4X4) {
- glUniformMatrix4fv(slot, arraySize, GL_FALSE, fd);
- } else if (dataType == RS_TYPE_MATRIX_3X3) {
- glUniformMatrix3fv(slot, arraySize, GL_FALSE, fd);
- } else if (dataType == RS_TYPE_MATRIX_2X2) {
- glUniformMatrix2fv(slot, arraySize, GL_FALSE, fd);
- } else {
- switch (field->getComponent().getVectorSize()) {
- case 1:
- glUniform1fv(slot, arraySize, fd);
- break;
- case 2:
- glUniform2fv(slot, arraySize, fd);
- break;
- case 3:
- glUniform3fv(slot, arraySize, fd);
- break;
- case 4:
- glUniform4fv(slot, arraySize, fd);
- break;
- default:
- rsAssert(0);
- }
- }
-}
-
-void Program::setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment) {
- uint32_t uidx = 0;
- for (uint32_t ct=0; ct < mConstantCount; ct++) {
- Allocation *alloc = mConstants[ct].get();
- if (!alloc) {
- LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", (uint32_t)this, ct);
- rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
- continue;
- }
-
- const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
- const Element *e = mConstantTypes[ct]->getElement();
- for (uint32_t field=0; field < e->getFieldCount(); field++) {
- const Element *f = e->getField(field);
- const char *fieldName = e->getFieldName(field);
- // If this field is padding, skip it
- if (fieldName[0] == '#') {
- continue;
- }
-
- uint32_t offset = e->getFieldOffsetBytes(field);
- const float *fd = reinterpret_cast<const float *>(&data[offset]);
-
- int32_t slot = -1;
- uint32_t arraySize = 1;
- if (!isFragment) {
- slot = sc->vtxUniformSlot(uidx);
- arraySize = sc->vtxUniformSize(uidx);
- } else {
- slot = sc->fragUniformSlot(uidx);
- arraySize = sc->fragUniformSize(uidx);
- }
- if (rsc->props.mLogShadersUniforms) {
- LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
- }
- uidx ++;
- if (slot < 0) {
- continue;
- }
-
- if (rsc->props.mLogShadersUniforms) {
- logUniform(f, fd, arraySize);
- }
- setUniform(rsc, f, fd, slot, arraySize);
- }
- }
-}
-
-void Program::initAttribAndUniformArray() {
- mAttribCount = 0;
- for (uint32_t ct=0; ct < mInputCount; ct++) {
- const Element *elem = mInputElements[ct].get();
- for (uint32_t field=0; field < elem->getFieldCount(); field++) {
- if (elem->getFieldName(field)[0] != '#') {
- mAttribCount ++;
- }
- }
- }
-
- mUniformCount = 0;
- for (uint32_t ct=0; ct < mConstantCount; ct++) {
- const Element *elem = mConstantTypes[ct]->getElement();
-
- for (uint32_t field=0; field < elem->getFieldCount(); field++) {
- if (elem->getFieldName(field)[0] != '#') {
- mUniformCount ++;
- }
- }
- }
- mUniformCount += mTextureCount;
-
- if (mAttribCount) {
- mAttribNames = new String8[mAttribCount];
- }
- if (mUniformCount) {
- mUniformNames = new String8[mUniformCount];
- mUniformArraySizes = new uint32_t[mUniformCount];
- }
-}
-
-void Program::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix) {
- rsAssert(e->getFieldCount());
- for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
- const Element *ce = e->getField(ct);
- if (ce->getFieldCount()) {
- initAddUserElement(ce, names, arrayLengths, count, prefix);
- } else if (e->getFieldName(ct)[0] != '#') {
- String8 tmp(prefix);
- tmp.append(e->getFieldName(ct));
- names[*count].setTo(tmp.string());
- if (arrayLengths) {
- arrayLengths[*count] = e->getFieldArraySize(ct);
- }
- (*count)++;
- }
- }
-}
-
namespace android {
namespace renderscript {