rsProgramFragment.cpp revision afb743aca56c18beb7ab924e75cb6e070ef3e55a
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 glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID()); 103 rsc->checkError("ProgramFragment::setupGL2 tex bind"); 104 if (mSamplers[ct].get()) { 105 mSamplers[ct]->setupGL(rsc, mTextures[ct].get()); 106 } else { 107 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 110 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 111 rsc->checkError("ProgramFragment::setupGL2 tex env"); 112 } 113 114 glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); 115 rsc->checkError("ProgramFragment::setupGL2 uniforms"); 116 } 117 118 glActiveTexture(GL_TEXTURE0); 119 mDirty = false; 120 rsc->checkError("ProgramFragment::setupGL2"); 121} 122 123void ProgramFragment::loadShader(Context *rsc) { 124 Program::loadShader(rsc, GL_FRAGMENT_SHADER); 125} 126 127void ProgramFragment::createShader() { 128 if (mUserShader.length() > 1) { 129 mShader.append("precision mediump float;\n"); 130 appendUserConstants(); 131 char buf[256]; 132 for (uint32_t ct=0; ct < mTextureCount; ct++) { 133 sprintf(buf, "uniform sampler2D UNI_Tex%i;\n", ct); 134 mShader.append(buf); 135 } 136 mShader.append(mUserShader); 137 } else { 138 LOGE("ProgramFragment::createShader cannot create program, shader code not defined"); 139 rsAssert(0); 140 } 141} 142 143void ProgramFragment::init(Context *rsc) { 144 uint32_t uniformIndex = 0; 145 if (mUserShader.size() > 0) { 146 for (uint32_t ct=0; ct < mConstantCount; ct++) { 147 initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI); 148 } 149 } 150 mTextureUniformIndexStart = uniformIndex; 151 char buf[256]; 152 for (uint32_t ct=0; ct < mTextureCount; ct++) { 153 sprintf(buf, "UNI_Tex%i", ct); 154 mUniformNames[uniformIndex].setTo(buf); 155 mUniformArraySizes[uniformIndex] = 1; 156 uniformIndex++; 157 } 158 159 createShader(); 160} 161 162void ProgramFragment::serialize(OStream *stream) const { 163} 164 165ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) { 166 return NULL; 167} 168 169ProgramFragmentState::ProgramFragmentState() { 170 mPF = NULL; 171} 172 173ProgramFragmentState::~ProgramFragmentState() { 174 ObjectBase::checkDelete(mPF); 175 mPF = NULL; 176} 177 178void ProgramFragmentState::init(Context *rsc) { 179 String8 shaderString(RS_SHADER_INTERNAL); 180 shaderString.append("varying lowp vec4 varColor;\n"); 181 shaderString.append("varying vec2 varTex0;\n"); 182 shaderString.append("void main() {\n"); 183 shaderString.append(" lowp vec4 col = UNI_Color;\n"); 184 shaderString.append(" gl_FragColor = col;\n"); 185 shaderString.append("}\n"); 186 187 const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4); 188 rsc->mStateElement.elementBuilderBegin(); 189 rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1); 190 const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc); 191 192 Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false); 193 194 uint32_t tmp[4]; 195 tmp[0] = RS_PROGRAM_PARAM_CONSTANT; 196 tmp[1] = (uint32_t)inputType; 197 tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT; 198 tmp[3] = 0; 199 200 Allocation *constAlloc = new Allocation(rsc, inputType); 201 ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(), 202 shaderString.length(), tmp, 4); 203 pf->bindAllocation(rsc, constAlloc, 0); 204 pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f); 205 206 mDefault.set(pf); 207} 208 209void ProgramFragmentState::deinit(Context *rsc) { 210 mDefault.clear(); 211 mLast.clear(); 212} 213 214namespace android { 215namespace renderscript { 216 217RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText, 218 uint32_t shaderLength, const uint32_t * params, 219 uint32_t paramLength) { 220 ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength); 221 pf->incUserRef(); 222 //LOGE("rsi_ProgramFragmentCreate %p", pf); 223 return pf; 224} 225 226} 227} 228 229