| /* |
| * 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; |
| } |
| |
| } |
| } |
| |