rsdProgram.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 18#include "rsdCore.h" 19#include "rsdAllocation.h" 20#include "rsdProgramVertex.h" 21#include "rsdShader.h" 22#include "rsdShaderCache.h" 23 24#include "rsContext.h" 25#include "rsProgramVertex.h" 26#include "rsProgramFragment.h" 27 28#include <GLES/gl.h> 29#include <GLES/glext.h> 30#include <GLES2/gl2.h> 31#include <GLES2/gl2ext.h> 32 33using namespace android; 34using namespace android::renderscript; 35 36bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv, 37 const char* shader, uint32_t shaderLen) { 38 RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen); 39 pv->mHal.drv = drv; 40 41 return drv->createShader(); 42} 43 44static void SyncProgramConstants(const Context *rsc, const Program *p) { 45 for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) { 46 const Allocation *a = p->mHal.state.textures[ct].get(); 47 DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv; 48 if (drvAlloc->uploadDeferred) { 49 rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT); 50 } 51 } 52} 53 54void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) { 55 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 56 57 SyncProgramConstants(rsc, pv); 58 dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv); 59} 60 61void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) { 62 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 63 64 RsdShader *drv = NULL; 65 if(pv->mHal.drv) { 66 drv = (RsdShader*)pv->mHal.drv; 67 if (rsc->props.mLogShaders) { 68 LOGV("Destroying vertex shader with ID %u", drv->getShaderID()); 69 } 70 if (drv->getShaderID()) { 71 dc->gl.shaderCache->cleanupVertex(drv->getShaderID()); 72 } 73 delete drv; 74 } 75} 76 77bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf, 78 const char* shader, uint32_t shaderLen) { 79 RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen); 80 pf->mHal.drv = drv; 81 82 return drv->createShader(); 83} 84 85void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) { 86 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 87 88 SyncProgramConstants(rsc, pf); 89 dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv); 90} 91 92void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) { 93 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 94 95 RsdShader *drv = NULL; 96 if(pf->mHal.drv) { 97 drv = (RsdShader*)pf->mHal.drv; 98 if (rsc->props.mLogShaders) { 99 LOGV("Destroying fragment shader with ID %u", drv->getShaderID()); 100 } 101 if (drv->getShaderID()) { 102 dc->gl.shaderCache->cleanupFragment(drv->getShaderID()); 103 } 104 delete drv; 105 } 106} 107 108 109