rsProgram.cpp revision 886f11ade9dde05485cb11c0d67d87f76a428f6c
1/* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_RS_BUILD_FOR_HOST 18#include "rsContext.h" 19#include <GLES2/gl2.h> 20#include <GLES2/gl2ext.h> 21#else 22#include "rsContextHostStub.h" 23#include <OpenGL/gl.h> 24#include <OpenGL/glext.h> 25#endif //ANDROID_RS_BUILD_FOR_HOST 26 27#include "rsProgram.h" 28 29using namespace android; 30using namespace android::renderscript; 31 32Program::Program(Context *rsc) : ObjectBase(rsc) 33{ 34 mAllocFile = __FILE__; 35 mAllocLine = __LINE__; 36 mDirty = true; 37 mShaderID = 0; 38 mAttribCount = 0; 39 mUniformCount = 0; 40 mTextureCount = 0; 41 42 mTextures = NULL; 43 mSamplers = NULL; 44 mInputElements = NULL; 45 mOutputElements = NULL; 46 mConstantTypes = NULL; 47 mInputCount = 0; 48 mOutputCount = 0; 49 mConstantCount = 0; 50 mIsValid = false; 51 mIsInternal = false; 52} 53 54Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength, 55 const uint32_t * params, uint32_t paramLength) : 56 ObjectBase(rsc) 57{ 58 mAllocFile = __FILE__; 59 mAllocLine = __LINE__; 60 mDirty = true; 61 mShaderID = 0; 62 mAttribCount = 0; 63 mUniformCount = 0; 64 mTextureCount = 0; 65 66 mInputCount = 0; 67 mOutputCount = 0; 68 mConstantCount = 0; 69 70 for (uint32_t ct=0; ct < paramLength; ct+=2) { 71 if (params[ct] == RS_PROGRAM_PARAM_INPUT) { 72 mInputCount++; 73 } 74 if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) { 75 mOutputCount++; 76 } 77 if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) { 78 mConstantCount++; 79 } 80 if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_COUNT) { 81 mTextureCount = params[ct+1]; 82 } 83 } 84 85 mTextures = new ObjectBaseRef<Allocation>[mTextureCount]; 86 mSamplers = new ObjectBaseRef<Sampler>[mTextureCount]; 87 mInputElements = new ObjectBaseRef<Element>[mInputCount]; 88 mOutputElements = new ObjectBaseRef<Element>[mOutputCount]; 89 mConstantTypes = new ObjectBaseRef<Type>[mConstantCount]; 90 91 uint32_t input = 0; 92 uint32_t output = 0; 93 uint32_t constant = 0; 94 for (uint32_t ct=0; ct < paramLength; ct+=2) { 95 if (params[ct] == RS_PROGRAM_PARAM_INPUT) { 96 mInputElements[input++].set(reinterpret_cast<Element *>(params[ct+1])); 97 } 98 if (params[ct] == RS_PROGRAM_PARAM_OUTPUT) { 99 mOutputElements[output++].set(reinterpret_cast<Element *>(params[ct+1])); 100 } 101 if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) { 102 mConstantTypes[constant++].set(reinterpret_cast<Type *>(params[ct+1])); 103 } 104 } 105 mIsInternal = false; 106 uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL); 107 if(shaderLength > internalTokenLen && 108 strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) { 109 mIsInternal = true; 110 shaderText += internalTokenLen; 111 shaderLength -= internalTokenLen; 112 } 113 mUserShader.setTo(shaderText, shaderLength); 114} 115 116Program::~Program() 117{ 118 for (uint32_t ct=0; ct < MAX_UNIFORMS; ct++) { 119 bindAllocation(NULL, NULL, ct); 120 } 121 122 for (uint32_t ct=0; ct < mTextureCount; ct++) { 123 bindTexture(NULL, ct, NULL); 124 bindSampler(NULL, ct, NULL); 125 } 126 delete[] mTextures; 127 delete[] mSamplers; 128 delete[] mInputElements; 129 delete[] mOutputElements; 130 delete[] mConstantTypes; 131 mInputCount = 0; 132 mOutputCount = 0; 133 mConstantCount = 0; 134} 135 136 137void Program::bindAllocation(Context *rsc, Allocation *alloc, uint32_t slot) 138{ 139 if (alloc != NULL) { 140 if (slot >= mConstantCount) { 141 LOGE("Attempt to bind alloc at slot %u, on shader id %u, but const count is %u", 142 slot, (uint32_t)this, mConstantCount); 143 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation"); 144 return; 145 } 146 if (!alloc->getType()->isEqual(mConstantTypes[slot].get())) { 147 LOGE("Attempt to bind alloc at slot %u, on shader id %u, but types mismatch", 148 slot, (uint32_t)this); 149 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation"); 150 return; 151 } 152 } 153 if (mConstants[slot].get() == alloc) { 154 return; 155 } 156 if (mConstants[slot].get()) { 157 mConstants[slot].get()->removeProgramToDirty(this); 158 } 159 mConstants[slot].set(alloc); 160 if (alloc) { 161 alloc->addProgramToDirty(this); 162 } 163 mDirty = true; 164} 165 166void Program::bindTexture(Context *rsc, uint32_t slot, Allocation *a) 167{ 168 if (slot >= mTextureCount) { 169 LOGE("Attempt to bind texture to slot %u but tex count is %u", slot, mTextureCount); 170 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind texture"); 171 return; 172 } 173 174 //LOGE("bindtex %i %p", slot, a); 175 mTextures[slot].set(a); 176 mDirty = true; 177} 178 179void Program::bindSampler(Context *rsc, uint32_t slot, Sampler *s) 180{ 181 if (slot >= mTextureCount) { 182 LOGE("Attempt to bind sampler to slot %u but tex count is %u", slot, mTextureCount); 183 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind sampler"); 184 return; 185 } 186 187 mSamplers[slot].set(s); 188 mDirty = true; 189} 190 191String8 Program::getGLSLInputString() const 192{ 193 String8 s; 194 for (uint32_t ct=0; ct < mInputCount; ct++) { 195 const Element *e = mInputElements[ct].get(); 196 for (uint32_t field=0; field < e->getFieldCount(); field++) { 197 const Element *f = e->getField(field); 198 199 // Cannot be complex 200 rsAssert(!f->getFieldCount()); 201 switch(f->getComponent().getVectorSize()) { 202 case 1: s.append("attribute float ATTRIB_"); break; 203 case 2: s.append("attribute vec2 ATTRIB_"); break; 204 case 3: s.append("attribute vec3 ATTRIB_"); break; 205 case 4: s.append("attribute vec4 ATTRIB_"); break; 206 default: 207 rsAssert(0); 208 } 209 210 s.append(e->getFieldName(field)); 211 s.append(";\n"); 212 } 213 } 214 return s; 215} 216 217String8 Program::getGLSLOutputString() const 218{ 219 return String8(); 220} 221 222String8 Program::getGLSLConstantString() const 223{ 224 return String8(); 225} 226 227 228void Program::createShader() 229{ 230} 231 232bool Program::loadShader(Context *rsc, uint32_t type) 233{ 234 mShaderID = glCreateShader(type); 235 rsAssert(mShaderID); 236 237 if (rsc->props.mLogShaders) { 238 LOGV("Loading shader type %x, ID %i", type, mShaderID); 239 LOGV("%s", mShader.string()); 240 } 241 242 if (mShaderID) { 243 const char * ss = mShader.string(); 244 glShaderSource(mShaderID, 1, &ss, NULL); 245 glCompileShader(mShaderID); 246 247 GLint compiled = 0; 248 glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled); 249 if (!compiled) { 250 GLint infoLen = 0; 251 glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen); 252 if (infoLen) { 253 char* buf = (char*) malloc(infoLen); 254 if (buf) { 255 glGetShaderInfoLog(mShaderID, infoLen, NULL, buf); 256 LOGE("Could not compile shader \n%s\n", buf); 257 free(buf); 258 } 259 glDeleteShader(mShaderID); 260 mShaderID = 0; 261 rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,"); 262 return false; 263 } 264 } 265 } 266 267 if (rsc->props.mLogShaders) { 268 LOGV("--Shader load result %x ", glGetError()); 269 } 270 mIsValid = true; 271 return true; 272} 273 274void Program::setShader(const char *txt, uint32_t len) 275{ 276 mUserShader.setTo(txt, len); 277} 278 279void Program::appendUserConstants() { 280 for (uint32_t ct=0; ct < mConstantCount; ct++) { 281 const Element *e = mConstantTypes[ct]->getElement(); 282 for (uint32_t field=0; field < e->getFieldCount(); field++) { 283 const Element *f = e->getField(field); 284 const char *fn = e->getFieldName(field); 285 286 if (fn[0] == '#') { 287 continue; 288 } 289 290 // Cannot be complex 291 rsAssert(!f->getFieldCount()); 292 if(f->getType() == RS_TYPE_MATRIX_4X4) { 293 mShader.append("uniform mat4 UNI_"); 294 } 295 else if(f->getType() == RS_TYPE_MATRIX_3X3) { 296 mShader.append("uniform mat3 UNI_"); 297 } 298 else if(f->getType() == RS_TYPE_MATRIX_2X2) { 299 mShader.append("uniform mat2 UNI_"); 300 } 301 else { 302 switch(f->getComponent().getVectorSize()) { 303 case 1: mShader.append("uniform float UNI_"); break; 304 case 2: mShader.append("uniform vec2 UNI_"); break; 305 case 3: mShader.append("uniform vec3 UNI_"); break; 306 case 4: mShader.append("uniform vec4 UNI_"); break; 307 default: 308 rsAssert(0); 309 } 310 } 311 312 mShader.append(fn); 313 mShader.append(";\n"); 314 } 315 } 316} 317 318void Program::setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment) { 319 uint32_t uidx = 0; 320 for (uint32_t ct=0; ct < mConstantCount; ct++) { 321 Allocation *alloc = mConstants[ct].get(); 322 if (!alloc) { 323 LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", (uint32_t)this, ct); 324 rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound"); 325 continue; 326 } 327 328 const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr()); 329 const Element *e = mConstantTypes[ct]->getElement(); 330 for (uint32_t field=0; field < e->getFieldCount(); field++) { 331 const Element *f = e->getField(field); 332 const char *fieldName = e->getFieldName(field); 333 // If this field is padding, skip it 334 if(fieldName[0] == '#') { 335 continue; 336 } 337 338 uint32_t offset = e->getFieldOffsetBytes(field); 339 const float *fd = reinterpret_cast<const float *>(&data[offset]); 340 341 int32_t slot = -1; 342 if(!isFragment) { 343 slot = sc->vtxUniformSlot(uidx); 344 } 345 else { 346 slot = sc->fragUniformSlot(uidx); 347 } 348 349 if(rsc->props.mLogShadersUniforms) { 350 LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName); 351 } 352 if (slot >= 0) { 353 if(f->getType() == RS_TYPE_MATRIX_4X4) { 354 if(rsc->props.mLogShadersUniforms) { 355 LOGV("Matrix4x4"); 356 LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]); 357 LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]); 358 LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]); 359 LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]); 360 } 361 glUniformMatrix4fv(slot, 1, GL_FALSE, fd); 362 } 363 else if(f->getType() == RS_TYPE_MATRIX_3X3) { 364 if(rsc->props.mLogShadersUniforms) { 365 LOGV("Matrix3x3"); 366 LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]); 367 LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]); 368 LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]); 369 } 370 glUniformMatrix3fv(slot, 1, GL_FALSE, fd); 371 } 372 else if(f->getType() == RS_TYPE_MATRIX_2X2) { 373 if(rsc->props.mLogShadersUniforms){ 374 LOGV("Matrix2x2"); 375 LOGV("{%f, %f", fd[0], fd[2]); 376 LOGV(" %f, %f}", fd[1], fd[3]); 377 } 378 glUniformMatrix2fv(slot, 1, GL_FALSE, fd); 379 } 380 else { 381 switch(f->getComponent().getVectorSize()) { 382 case 1: 383 if(rsc->props.mLogShadersUniforms) { 384 LOGV("Uniform 1 = %f", fd[0]); 385 } 386 glUniform1fv(slot, 1, fd); 387 break; 388 case 2: 389 if(rsc->props.mLogShadersUniforms) { 390 LOGV("Uniform 2 = %f %f", fd[0], fd[1]); 391 } 392 glUniform2fv(slot, 1, fd); 393 break; 394 case 3: 395 if(rsc->props.mLogShadersUniforms) { 396 LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]); 397 } 398 glUniform3fv(slot, 1, fd); 399 break; 400 case 4: 401 if(rsc->props.mLogShadersUniforms) { 402 LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]); 403 } 404 glUniform4fv(slot, 1, fd); 405 break; 406 default: 407 rsAssert(0); 408 } 409 } 410 } 411 uidx ++; 412 } 413 } 414} 415 416void Program::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix) 417{ 418 rsAssert(e->getFieldCount()); 419 for (uint32_t ct=0; ct < e->getFieldCount(); ct++) { 420 const Element *ce = e->getField(ct); 421 if (ce->getFieldCount()) { 422 initAddUserElement(ce, names, count, prefix); 423 } 424 else if(e->getFieldName(ct)[0] != '#') { 425 String8 tmp(prefix); 426 tmp.append(e->getFieldName(ct)); 427 names[*count].setTo(tmp.string()); 428 (*count)++; 429 } 430 } 431} 432 433namespace android { 434namespace renderscript { 435 436 437void rsi_ProgramBindConstants(Context *rsc, RsProgram vp, uint32_t slot, RsAllocation constants) 438{ 439 Program *p = static_cast<Program *>(vp); 440 p->bindAllocation(rsc, static_cast<Allocation *>(constants), slot); 441} 442 443void rsi_ProgramBindTexture(Context *rsc, RsProgram vpf, uint32_t slot, RsAllocation a) 444{ 445 Program *p = static_cast<Program *>(vpf); 446 p->bindTexture(rsc, slot, static_cast<Allocation *>(a)); 447} 448 449void rsi_ProgramBindSampler(Context *rsc, RsProgram vpf, uint32_t slot, RsSampler s) 450{ 451 Program *p = static_cast<Program *>(vpf); 452 p->bindSampler(rsc, slot, static_cast<Sampler *>(s)); 453} 454 455} 456} 457 458