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/*
* 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"
#ifndef ANDROID_RS_SERIALIZE
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif //ANDROID_RS_SERIALIZE
#include "rsProgramFragment.h"
using namespace android;
using namespace android::renderscript;
ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength)
: Program(rsc, shaderText, shaderLength, params, paramLength) {
mConstantColor[0] = 1.f;
mConstantColor[1] = 1.f;
mConstantColor[2] = 1.f;
mConstantColor[3] = 1.f;
init(rsc);
}
ProgramFragment::~ProgramFragment() {
if (mShaderID) {
mRSC->mShaderCache.cleanupFragment(mShaderID);
}
}
void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) {
if (isUserProgram()) {
LOGE("Attempting to set fixed function emulation color on user program");
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set fixed function emulation color on user program");
return;
}
if (mConstants[0].get() == NULL) {
LOGE("Unable to set fixed function emulation color because allocation is missing");
rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
return;
}
mConstantColor[0] = r;
mConstantColor[1] = g;
mConstantColor[2] = b;
mConstantColor[3] = a;
memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
mDirty = true;
}
void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) {
//LOGE("sgl2 frag1 %x", glGetError());
if ((state->mLast.get() == this) && !mDirty) {
return;
}
state->mLast.set(this);
rsc->checkError("ProgramFragment::setupGL2 start");
rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
setupUserConstants(rsc, sc, true);
uint32_t numTexturesToBind = mTextureCount;
uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
if (numTexturesToBind >= numTexturesAvailable) {
LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
mTextureCount, (uint32_t)this, numTexturesAvailable);
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
numTexturesToBind = numTexturesAvailable;
}
for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
glActiveTexture(GL_TEXTURE0 + ct);
if (!mTextures[ct].get()) {
LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
continue;
}
mTextures[ct]->uploadCheck(rsc);
GLenum target = (GLenum)mTextures[ct]->getGLTarget();
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) {
LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
}
glBindTexture(target, mTextures[ct]->getTextureID());
rsc->checkError("ProgramFragment::setupGL2 tex bind");
if (mSamplers[ct].get()) {
mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
} else {
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
rsc->checkError("ProgramFragment::setupGL2 tex env");
}
glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
rsc->checkError("ProgramFragment::setupGL2 uniforms");
}
glActiveTexture(GL_TEXTURE0);
mDirty = false;
rsc->checkError("ProgramFragment::setupGL2");
}
void ProgramFragment::loadShader(Context *rsc) {
Program::loadShader(rsc, GL_FRAGMENT_SHADER);
}
void ProgramFragment::createShader() {
if (mUserShader.length() > 1) {
mShader.append("precision mediump float;\n");
appendUserConstants();
char buf[256];
for (uint32_t ct=0; ct < mTextureCount; ct++) {
if (mTextureTargets[ct] == RS_TEXTURE_2D) {
snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
} else {
snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
}
mShader.append(buf);
}
mShader.append(mUserShader);
} else {
LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
rsAssert(0);
}
}
void ProgramFragment::init(Context *rsc) {
uint32_t uniformIndex = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mConstantCount; ct++) {
initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI);
}
}
mTextureUniformIndexStart = uniformIndex;
char buf[256];
for (uint32_t ct=0; ct < mTextureCount; ct++) {
snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
mUniformNames[uniformIndex].setTo(buf);
mUniformArraySizes[uniformIndex] = 1;
uniformIndex++;
}
createShader();
}
void ProgramFragment::serialize(OStream *stream) const {
}
ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) {
return NULL;
}
ProgramFragmentState::ProgramFragmentState() {
mPF = NULL;
}
ProgramFragmentState::~ProgramFragmentState() {
ObjectBase::checkDelete(mPF);
mPF = NULL;
}
void ProgramFragmentState::init(Context *rsc) {
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying lowp vec4 varColor;\n");
shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" gl_FragColor = col;\n");
shaderString.append("}\n");
const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false);
uint32_t tmp[2];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType;
Allocation *constAlloc = new Allocation(rsc, inputType, RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
shaderString.length(), tmp, 2);
pf->bindAllocation(rsc, constAlloc, 0);
pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
mDefault.set(pf);
}
void ProgramFragmentState::deinit(Context *rsc) {
mDefault.clear();
mLast.clear();
}
namespace android {
namespace renderscript {
RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength) {
ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
pf->incUserRef();
//LOGE("rsi_ProgramFragmentCreate %p", pf);
return pf;
}
}
}