rsProgramFragment.cpp revision 77d9f4bd05b2d2a161f30c12a2248f9c97eaac42
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#include "rsContext.h"
18#ifndef ANDROID_RS_SERIALIZE
19#include <GLES/gl.h>
20#include <GLES/glext.h>
21#include <GLES2/gl2.h>
22#include <GLES2/gl2ext.h>
23#endif //ANDROID_RS_SERIALIZE
24
25#include "rsProgramFragment.h"
26
27using namespace android;
28using namespace android::renderscript;
29
30ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
31                                 uint32_t shaderLength, const uint32_t * params,
32                                 uint32_t paramLength)
33    : Program(rsc, shaderText, shaderLength, params, paramLength) {
34
35    mConstantColor[0] = 1.f;
36    mConstantColor[1] = 1.f;
37    mConstantColor[2] = 1.f;
38    mConstantColor[3] = 1.f;
39
40    init(rsc);
41}
42
43ProgramFragment::~ProgramFragment() {
44    if (mShaderID) {
45        mRSC->mShaderCache.cleanupFragment(mShaderID);
46    }
47}
48
49void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) {
50    if (isUserProgram()) {
51        LOGE("Attempting to set fixed function emulation color on user program");
52        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot  set fixed function emulation color on user program");
53        return;
54    }
55    if (mConstants[0].get() == NULL) {
56        LOGE("Unable to set fixed function emulation color because allocation is missing");
57        rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing");
58        return;
59    }
60    mConstantColor[0] = r;
61    mConstantColor[1] = g;
62    mConstantColor[2] = b;
63    mConstantColor[3] = a;
64    memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
65    mDirty = true;
66}
67
68void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) {
69    //LOGE("sgl2 frag1 %x", glGetError());
70    if ((state->mLast.get() == this) && !mDirty) {
71        return;
72    }
73    state->mLast.set(this);
74
75    rsc->checkError("ProgramFragment::setupGL2 start");
76
77    rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
78    setupUserConstants(rsc, sc, true);
79
80    uint32_t numTexturesToBind = mTextureCount;
81    uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures();
82    if (numTexturesToBind >= numTexturesAvailable) {
83        LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
84             mTextureCount, (uint32_t)this, numTexturesAvailable);
85        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
86        numTexturesToBind = numTexturesAvailable;
87    }
88
89    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
90        glActiveTexture(GL_TEXTURE0 + ct);
91        if (!mTextures[ct].get()) {
92            LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
93            rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
94            continue;
95        }
96
97        mTextures[ct]->uploadCheck(rsc);
98        GLenum target = (GLenum)mTextures[ct]->getGLTarget();
99        if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) {
100            LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
101            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
102        }
103        glBindTexture(target, mTextures[ct]->getTextureID());
104        rsc->checkError("ProgramFragment::setupGL2 tex bind");
105        if (mSamplers[ct].get()) {
106            mSamplers[ct]->setupGL(rsc, mTextures[ct].get());
107        } else {
108            glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
109            glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
110            glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
111            glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
112            rsc->checkError("ProgramFragment::setupGL2 tex env");
113        }
114
115        glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
116        rsc->checkError("ProgramFragment::setupGL2 uniforms");
117    }
118
119    glActiveTexture(GL_TEXTURE0);
120    mDirty = false;
121    rsc->checkError("ProgramFragment::setupGL2");
122}
123
124void ProgramFragment::loadShader(Context *rsc) {
125    Program::loadShader(rsc, GL_FRAGMENT_SHADER);
126}
127
128void ProgramFragment::createShader() {
129    if (mUserShader.length() > 1) {
130        mShader.append("precision mediump float;\n");
131        appendUserConstants();
132        char buf[256];
133        for (uint32_t ct=0; ct < mTextureCount; ct++) {
134            if (mTextureTargets[ct] == RS_TEXTURE_2D) {
135                snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
136            } else {
137                snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
138            }
139            mShader.append(buf);
140        }
141        mShader.append(mUserShader);
142    } else {
143        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
144        rsAssert(0);
145    }
146}
147
148void ProgramFragment::init(Context *rsc) {
149    uint32_t uniformIndex = 0;
150    if (mUserShader.size() > 0) {
151        for (uint32_t ct=0; ct < mConstantCount; ct++) {
152            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI);
153        }
154    }
155    mTextureUniformIndexStart = uniformIndex;
156    char buf[256];
157    for (uint32_t ct=0; ct < mTextureCount; ct++) {
158        snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
159        mUniformNames[uniformIndex].setTo(buf);
160        mUniformArraySizes[uniformIndex] = 1;
161        uniformIndex++;
162    }
163
164    createShader();
165}
166
167void ProgramFragment::serialize(OStream *stream) const {
168}
169
170ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) {
171    return NULL;
172}
173
174ProgramFragmentState::ProgramFragmentState() {
175    mPF = NULL;
176}
177
178ProgramFragmentState::~ProgramFragmentState() {
179    ObjectBase::checkDelete(mPF);
180    mPF = NULL;
181}
182
183void ProgramFragmentState::init(Context *rsc) {
184    String8 shaderString(RS_SHADER_INTERNAL);
185    shaderString.append("varying lowp vec4 varColor;\n");
186    shaderString.append("varying vec2 varTex0;\n");
187    shaderString.append("void main() {\n");
188    shaderString.append("  lowp vec4 col = UNI_Color;\n");
189    shaderString.append("  gl_FragColor = col;\n");
190    shaderString.append("}\n");
191
192    const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
193    rsc->mStateElement.elementBuilderBegin();
194    rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
195    const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
196
197    Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false);
198
199    uint32_t tmp[2];
200    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
201    tmp[1] = (uint32_t)inputType;
202
203    Allocation *constAlloc = new Allocation(rsc, inputType, RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
204    ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
205                                              shaderString.length(), tmp, 2);
206    pf->bindAllocation(rsc, constAlloc, 0);
207    pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f);
208
209    mDefault.set(pf);
210}
211
212void ProgramFragmentState::deinit(Context *rsc) {
213    mDefault.clear();
214    mLast.clear();
215}
216
217namespace android {
218namespace renderscript {
219
220RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText,
221                             uint32_t shaderLength, const uint32_t * params,
222                             uint32_t paramLength) {
223    ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
224    pf->incUserRef();
225    //LOGE("rsi_ProgramFragmentCreate %p", pf);
226    return pf;
227}
228
229}
230}
231
232