rsdMeshObj.cpp revision eb4fe18dd88634330f9566cbb9e785d8c7ec5813
1/*
2 * Copyright (C) 2011 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#include <GLES/gl.h>
18#include <GLES2/gl2.h>
19#include <GLES/glext.h>
20
21#include <rs_hal.h>
22#include <rsContext.h>
23#include <rsMesh.h>
24
25#include "rsdAllocation.h"
26#include "rsdMeshObj.h"
27#include "rsdGL.h"
28
29using namespace android;
30using namespace android::renderscript;
31
32RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) {
33    mRSMesh = rsMesh;
34
35    mAttribs = NULL;
36    mAttribAllocationIndex = NULL;
37    mGLPrimitives = NULL;
38
39    mAttribCount = 0;
40}
41
42RsdMeshObj::~RsdMeshObj() {
43    if (mAttribs) {
44        delete[] mAttribs;
45        delete[] mAttribAllocationIndex;
46    }
47    if (mGLPrimitives) {
48        delete[] mGLPrimitives;
49    }
50}
51
52bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
53    // Do not create attribs for padding
54    if (elem->getFieldName(fieldIdx)[0] == '#') {
55        return false;
56    }
57
58    // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
59    // Filter rs types accordingly
60    RsDataType dt = elem->getField(fieldIdx)->getComponent().getType();
61    if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
62        dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
63        dt != RS_TYPE_SIGNED_16) {
64        return false;
65    }
66
67    // Now make sure they are not arrays
68    uint32_t arraySize = elem->getFieldArraySize(fieldIdx);
69    if (arraySize != 1) {
70        return false;
71    }
72
73    return true;
74}
75
76bool RsdMeshObj::init() {
77
78    updateGLPrimitives();
79
80    // Count the number of gl attrs to initialize
81    mAttribCount = 0;
82    for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
83        const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
84        for (uint32_t ct=0; ct < elem->getFieldCount(); ct++) {
85            if (isValidGLComponent(elem, ct)) {
86                mAttribCount ++;
87            }
88        }
89    }
90
91    if (mAttribs) {
92        delete [] mAttribs;
93        delete [] mAttribAllocationIndex;
94        mAttribs = NULL;
95        mAttribAllocationIndex = NULL;
96    }
97    if (!mAttribCount) {
98        return false;
99    }
100
101    mAttribs = new RsdVertexArray::Attrib[mAttribCount];
102    mAttribAllocationIndex = new uint32_t[mAttribCount];
103
104    uint32_t userNum = 0;
105    for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
106        const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
107        uint32_t stride = elem->getSizeBytes();
108        for (uint32_t fieldI=0; fieldI < elem->getFieldCount(); fieldI++) {
109            const Component &c = elem->getField(fieldI)->getComponent();
110
111            if (!isValidGLComponent(elem, fieldI)) {
112                continue;
113            }
114
115            mAttribs[userNum].size = c.getVectorSize();
116            mAttribs[userNum].offset = elem->getFieldOffsetBytes(fieldI);
117            mAttribs[userNum].type = c.getGLType();
118            mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
119            mAttribs[userNum].stride = stride;
120            String8 tmp(RS_SHADER_ATTR);
121            tmp.append(elem->getFieldName(fieldI));
122            mAttribs[userNum].name.setTo(tmp.string());
123
124            // Remember which allocation this attribute came from
125            mAttribAllocationIndex[userNum] = ct;
126            userNum ++;
127        }
128    }
129
130    return true;
131}
132
133void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const {
134    if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) {
135        LOGE("Invalid mesh or parameters");
136        return;
137    }
138
139    for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
140        const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct].get();
141        rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
142    }
143
144    // update attributes with either buffer information or data ptr based on their current state
145    for (uint32_t ct=0; ct < mAttribCount; ct++) {
146        uint32_t allocIndex = mAttribAllocationIndex[ct];
147        Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex].get();
148        DrvAllocation *drvAlloc = (DrvAllocation *)alloc->mHal.drv;
149
150        if (drvAlloc->bufferID) {
151            mAttribs[ct].buffer = drvAlloc->bufferID;
152            mAttribs[ct].ptr = NULL;
153        } else {
154            mAttribs[ct].buffer = 0;
155            mAttribs[ct].ptr = (const uint8_t*)drvAlloc->mallocPtr;
156        }
157    }
158
159    RsdVertexArray va(mAttribs, mAttribCount);
160    va.setup(rsc);
161
162    Mesh::Primitive_t *prim = mRSMesh->mHal.state.primitives[primIndex];
163    const Allocation *idxAlloc = prim->mIndexBuffer.get();
164    if (idxAlloc) {
165        DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv;
166        rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
167
168        if (drvAlloc->bufferID) {
169            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);
170            glDrawElements(mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, (uint16_t *)(start * 2));
171        } else {
172            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
173            glDrawElements(mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT, drvAlloc->mallocPtr);
174        }
175    } else {
176        glDrawArrays(mGLPrimitives[primIndex], start, len);
177    }
178
179    rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange");
180}
181
182void RsdMeshObj::updateGLPrimitives() {
183    mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount];
184    for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) {
185        switch (mRSMesh->mHal.state.primitives[i]->mPrimitive) {
186            case RS_PRIMITIVE_POINT:          mGLPrimitives[i] = GL_POINTS; break;
187            case RS_PRIMITIVE_LINE:           mGLPrimitives[i] = GL_LINES; break;
188            case RS_PRIMITIVE_LINE_STRIP:     mGLPrimitives[i] = GL_LINE_STRIP; break;
189            case RS_PRIMITIVE_TRIANGLE:       mGLPrimitives[i] = GL_TRIANGLES; break;
190            case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break;
191            case RS_PRIMITIVE_TRIANGLE_FAN:   mGLPrimitives[i] = GL_TRIANGLE_FAN; break;
192        }
193    }
194}
195