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