rsProgramFragment.cpp revision 383e5b1f68c321a77bfd7466fa1171a9bfab4a6f
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    mAllocFile = __FILE__;
40    mAllocLine = __LINE__;
41
42    mConstantColor[0] = 1.f;
43    mConstantColor[1] = 1.f;
44    mConstantColor[2] = 1.f;
45    mConstantColor[3] = 1.f;
46
47    init(rsc);
48}
49
50ProgramFragment::~ProgramFragment()
51{
52}
53
54void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a)
55{
56    if(isUserProgram()) {
57        LOGE("Attempting to set fixed function emulation color on user program");
58        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot  set fixed function emulation color on user program");
59        return;
60    }
61    if(mConstants[0].get() == NULL) {
62        LOGE("Unable to set fixed function emulation color because allocation is missing");
63        rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
64        return;
65    }
66    mConstantColor[0] = r;
67    mConstantColor[1] = g;
68    mConstantColor[2] = b;
69    mConstantColor[3] = a;
70    memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
71    mDirty = true;
72}
73
74void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc)
75{
76    //LOGE("sgl2 frag1 %x", glGetError());
77    if ((state->mLast.get() == this) && !mDirty) {
78        return;
79    }
80    state->mLast.set(this);
81
82    rsc->checkError("ProgramFragment::setupGL2 start");
83
84    rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
85    setupUserConstants(rsc, sc, true);
86
87    uint32_t numTexturesToBind = mTextureCount;
88    uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
89    if(numTexturesToBind >= numTexturesAvailable) {
90        LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
91             mTextureCount, (uint32_t)this, numTexturesAvailable);
92        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
93        numTexturesToBind = numTexturesAvailable;
94    }
95
96    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
97        glActiveTexture(GL_TEXTURE0 + ct);
98        if (!mTextures[ct].get()) {
99            LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
100            rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
101            continue;
102        }
103
104        mTextures[ct]->uploadCheck(rsc);
105        glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID());
106        rsc->checkError("ProgramFragment::setupGL2 tex bind");
107        if (mSamplers[ct].get()) {
108            mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
109        } else {
110            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
111            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
112            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
113            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
114            rsc->checkError("ProgramFragment::setupGL2 tex env");
115        }
116
117        glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
118        rsc->checkError("ProgramFragment::setupGL2 uniforms");
119    }
120
121    glActiveTexture(GL_TEXTURE0);
122    mDirty = false;
123    rsc->checkError("ProgramFragment::setupGL2");
124}
125
126void ProgramFragment::loadShader(Context *rsc) {
127    Program::loadShader(rsc, GL_FRAGMENT_SHADER);
128}
129
130void ProgramFragment::createShader()
131{
132    if (mUserShader.length() > 1) {
133        mShader.append("precision mediump float;\n");
134        appendUserConstants();
135        char buf[256];
136        for (uint32_t ct=0; ct < mTextureCount; ct++) {
137            sprintf(buf, "uniform sampler2D UNI_Tex%i;\n", ct);
138            mShader.append(buf);
139        }
140        mShader.append(mUserShader);
141    } else {
142        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
143        rsAssert(0);
144    }
145}
146
147void ProgramFragment::init(Context *rsc)
148{
149    mUniformCount = 0;
150    if (mUserShader.size() > 0) {
151        for (uint32_t ct=0; ct < mConstantCount; ct++) {
152            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
153        }
154    }
155    mTextureUniformIndexStart = mUniformCount;
156    char buf[256];
157    for (uint32_t ct=0; ct < mTextureCount; ct++) {
158        sprintf(buf, "UNI_Tex%i", ct);
159        mUniformNames[mUniformCount++].setTo(buf);
160    }
161
162    createShader();
163}
164
165void ProgramFragment::serialize(OStream *stream) const
166{
167
168}
169
170ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream)
171{
172    return NULL;
173}
174
175ProgramFragmentState::ProgramFragmentState()
176{
177    mPF = NULL;
178}
179
180ProgramFragmentState::~ProgramFragmentState()
181{
182    delete mPF;
183
184}
185
186void ProgramFragmentState::init(Context *rsc)
187{
188    String8 shaderString(RS_SHADER_INTERNAL);
189    shaderString.append("varying lowp vec4 varColor;\n");
190    shaderString.append("varying vec4 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 = new Type(rsc);
202    inputType->setElement(constInput);
203    inputType->setDimX(1);
204    inputType->compute();
205
206    uint32_t tmp[4];
207    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
208    tmp[1] = (uint32_t)inputType;
209    tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
210    tmp[3] = 0;
211
212    Allocation *constAlloc = new Allocation(rsc, inputType);
213    ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
214                                              shaderString.length(), tmp, 4);
215    pf->bindAllocation(rsc, constAlloc, 0);
216    pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
217
218    mDefault.set(pf);
219}
220
221void ProgramFragmentState::deinit(Context *rsc)
222{
223    mDefault.clear();
224    mLast.clear();
225}
226
227
228namespace android {
229namespace renderscript {
230
231RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
232                             uint32_t shaderLength, const uint32_t * params,
233                             uint32_t paramLength)
234{
235    ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
236    pf->incUserRef();
237    //LOGE("rsi_ProgramFragmentCreate %p", pf);
238    return pf;
239}
240
241}
242}
243
244