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