rsProgramFragment.cpp revision 366c9c85196675437a8dd74c1cf6b63ddbde3d6a
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 <GLES/gl.h>
20#include <GLES/glext.h>
21#include <GLES2/gl2.h>
22#include <GLES2/gl2ext.h>
23#else
24#include "rsContextHostStub.h"
25#include <OpenGL/gl.h>
26#include <OpenGL/glext.h>
27#endif //ANDROID_RS_BUILD_FOR_HOST
28
29#include "rsProgramFragment.h"
30
31using namespace android;
32using namespace android::renderscript;
33
34ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
35                                 uint32_t shaderLength, const uint32_t * params,
36                                 uint32_t paramLength)
37    : Program(rsc, shaderText, shaderLength, params, paramLength) {
38
39    mConstantColor[0] = 1.f;
40    mConstantColor[1] = 1.f;
41    mConstantColor[2] = 1.f;
42    mConstantColor[3] = 1.f;
43
44    init(rsc);
45}
46
47ProgramFragment::~ProgramFragment() {
48    if (mShaderID) {
49        mRSC->mShaderCache.cleanupFragment(mShaderID);
50    }
51}
52
53void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) {
54    if (isUserProgram()) {
55        LOGE("Attempting to set fixed function emulation color on user program");
56        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot  set fixed function emulation color on user program");
57        return;
58    }
59    if (mConstants[0].get() == NULL) {
60        LOGE("Unable to set fixed function emulation color because allocation is missing");
61        rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
62        return;
63    }
64    mConstantColor[0] = r;
65    mConstantColor[1] = g;
66    mConstantColor[2] = b;
67    mConstantColor[3] = a;
68    memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
69    mDirty = true;
70}
71
72void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) {
73    //LOGE("sgl2 frag1 %x", glGetError());
74    if ((state->mLast.get() == this) && !mDirty) {
75        return;
76    }
77    state->mLast.set(this);
78
79    rsc->checkError("ProgramFragment::setupGL2 start");
80
81    rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
82    setupUserConstants(rsc, sc, true);
83
84    uint32_t numTexturesToBind = mTextureCount;
85    uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
86    if (numTexturesToBind >= numTexturesAvailable) {
87        LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
88             mTextureCount, (uint32_t)this, numTexturesAvailable);
89        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
90        numTexturesToBind = numTexturesAvailable;
91    }
92
93    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
94        glActiveTexture(GL_TEXTURE0 + ct);
95        if (!mTextures[ct].get()) {
96            LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
97            rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
98            continue;
99        }
100
101        mTextures[ct]->uploadCheck(rsc);
102        GLenum target = (GLenum)mTextures[ct]->getGLTarget();
103        if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) {
104            LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
105            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
106        }
107        glBindTexture(target, mTextures[ct]->getTextureID());
108        rsc->checkError("ProgramFragment::setupGL2 tex bind");
109        if (mSamplers[ct].get()) {
110            mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
111        } else {
112            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
113            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
114            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
115            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
116            rsc->checkError("ProgramFragment::setupGL2 tex env");
117        }
118
119        glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
120        rsc->checkError("ProgramFragment::setupGL2 uniforms");
121    }
122
123    glActiveTexture(GL_TEXTURE0);
124    mDirty = false;
125    rsc->checkError("ProgramFragment::setupGL2");
126}
127
128void ProgramFragment::loadShader(Context *rsc) {
129    Program::loadShader(rsc, GL_FRAGMENT_SHADER);
130}
131
132void ProgramFragment::createShader() {
133    if (mUserShader.length() > 1) {
134        mShader.append("precision mediump float;\n");
135        appendUserConstants();
136        char buf[256];
137        for (uint32_t ct=0; ct < mTextureCount; ct++) {
138            if (mTextureTargets[ct] == RS_TEXTURE_2D) {
139                snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
140            } else {
141                snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
142            }
143            mShader.append(buf);
144        }
145        mShader.append(mUserShader);
146    } else {
147        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
148        rsAssert(0);
149    }
150}
151
152void ProgramFragment::init(Context *rsc) {
153    uint32_t uniformIndex = 0;
154    if (mUserShader.size() > 0) {
155        for (uint32_t ct=0; ct < mConstantCount; ct++) {
156            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI);
157        }
158    }
159    mTextureUniformIndexStart = uniformIndex;
160    char buf[256];
161    for (uint32_t ct=0; ct < mTextureCount; ct++) {
162        snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
163        mUniformNames[uniformIndex].setTo(buf);
164        mUniformArraySizes[uniformIndex] = 1;
165        uniformIndex++;
166    }
167
168    createShader();
169}
170
171void ProgramFragment::serialize(OStream *stream) const {
172}
173
174ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) {
175    return NULL;
176}
177
178ProgramFragmentState::ProgramFragmentState() {
179    mPF = NULL;
180}
181
182ProgramFragmentState::~ProgramFragmentState() {
183    ObjectBase::checkDelete(mPF);
184    mPF = NULL;
185}
186
187void ProgramFragmentState::init(Context *rsc) {
188    String8 shaderString(RS_SHADER_INTERNAL);
189    shaderString.append("varying lowp vec4 varColor;\n");
190    shaderString.append("varying vec2 varTex0;\n");
191    shaderString.append("void main() {\n");
192    shaderString.append("  lowp vec4 col = UNI_Color;\n");
193    shaderString.append("  gl_FragColor = col;\n");
194    shaderString.append("}\n");
195
196    const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
197    rsc->mStateElement.elementBuilderBegin();
198    rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
199    const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
200
201    Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false);
202
203    uint32_t tmp[2];
204    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
205    tmp[1] = (uint32_t)inputType;
206
207    Allocation *constAlloc = new Allocation(rsc, inputType, RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
208    ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
209                                              shaderString.length(), tmp, 2);
210    pf->bindAllocation(rsc, constAlloc, 0);
211    pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
212
213    mDefault.set(pf);
214}
215
216void ProgramFragmentState::deinit(Context *rsc) {
217    mDefault.clear();
218    mLast.clear();
219}
220
221namespace android {
222namespace renderscript {
223
224RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
225                             uint32_t shaderLength, const uint32_t * params,
226                             uint32_t paramLength) {
227    ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
228    pf->incUserRef();
229    //LOGE("rsi_ProgramFragmentCreate %p", pf);
230    return pf;
231}
232
233}
234}
235
236