rsProgramVertex.cpp revision 7ffcaf20cbb115326f3d72a983835d6c314a4cef
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 "rsProgramVertex.h"
30
31using namespace android;
32using namespace android::renderscript;
33
34
35ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText,
36                             uint32_t shaderLength, const uint32_t * params,
37                             uint32_t paramLength) :
38    Program(rsc, shaderText, shaderLength, params, paramLength)
39{
40    mAllocFile = __FILE__;
41    mAllocLine = __LINE__;
42
43    init(rsc);
44}
45
46ProgramVertex::~ProgramVertex()
47{
48    if(mShaderID) {
49        mRSC->mShaderCache.cleanupVertex(mShaderID);
50    }
51}
52
53void ProgramVertex::loadShader(Context *rsc) {
54    Program::loadShader(rsc, GL_VERTEX_SHADER);
55}
56
57void ProgramVertex::createShader()
58{
59    if (mUserShader.length() > 1) {
60
61        appendUserConstants();
62
63        for (uint32_t ct=0; ct < mInputCount; ct++) {
64            const Element *e = mInputElements[ct].get();
65            for (uint32_t field=0; field < e->getFieldCount(); field++) {
66                const Element *f = e->getField(field);
67                const char *fn = e->getFieldName(field);
68
69                if (fn[0] == '#') {
70                    continue;
71                }
72
73                // Cannot be complex
74                rsAssert(!f->getFieldCount());
75                switch(f->getComponent().getVectorSize()) {
76                case 1: mShader.append("attribute float ATTRIB_"); break;
77                case 2: mShader.append("attribute vec2 ATTRIB_"); break;
78                case 3: mShader.append("attribute vec3 ATTRIB_"); break;
79                case 4: mShader.append("attribute vec4 ATTRIB_"); break;
80                default:
81                    rsAssert(0);
82                }
83
84                mShader.append(fn);
85                mShader.append(";\n");
86            }
87        }
88        mShader.append(mUserShader);
89    } else {
90        LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
91        rsAssert(0);
92    }
93}
94
95void ProgramVertex::setupGL2(Context *rsc, ProgramVertexState *state, ShaderCache *sc)
96{
97    //LOGE("sgl2 vtx1 %x", glGetError());
98    if ((state->mLast.get() == this) && !mDirty) {
99        return;
100    }
101
102    rsc->checkError("ProgramVertex::setupGL2 start");
103
104    if(!isUserProgram()) {
105        if(mConstants[0].get() == NULL) {
106            LOGE("Unable to set fixed function emulation matrices because allocation is missing");
107            rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
108            return;
109        }
110        float *f = static_cast<float *>(mConstants[0]->getPtr());
111        Matrix mvp;
112        mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
113        Matrix t;
114        t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
115        mvp.multiply(&t);
116        for(uint32_t i = 0; i < 16; i ++) {
117            f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i];
118        }
119    }
120
121    rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
122    setupUserConstants(rsc, sc, false);
123
124    state->mLast.set(this);
125    rsc->checkError("ProgramVertex::setupGL2");
126}
127
128void ProgramVertex::setProjectionMatrix(Context *rsc, const rsc_Matrix *m) const
129{
130    if(isUserProgram()) {
131        LOGE("Attempting to set fixed function emulation matrix projection on user program");
132        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
133        return;
134    }
135    if(mConstants[0].get() == NULL) {
136        LOGE("Unable to set fixed function emulation matrix projection because allocation is missing");
137        return;
138    }
139    float *f = static_cast<float *>(mConstants[0]->getPtr());
140    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
141    mDirty = true;
142}
143
144void ProgramVertex::setModelviewMatrix(Context *rsc, const rsc_Matrix *m) const
145{
146    if(isUserProgram()) {
147        LOGE("Attempting to set fixed function emulation matrix modelview on user program");
148        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
149        return;
150    }
151    if(mConstants[0].get() == NULL) {
152        LOGE("Unable to set fixed function emulation matrix modelview because allocation is missing");
153        rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
154        return;
155    }
156    float *f = static_cast<float *>(mConstants[0]->getPtr());
157    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
158    mDirty = true;
159}
160
161void ProgramVertex::setTextureMatrix(Context *rsc, const rsc_Matrix *m) const
162{
163    if(isUserProgram()) {
164        LOGE("Attempting to set fixed function emulation matrix texture on user program");
165        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set emulation matrix on user shader");
166        return;
167    }
168    if(mConstants[0].get() == NULL) {
169        LOGE("Unable to set fixed function emulation matrix texture because allocation is missing");
170        rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
171        return;
172    }
173    float *f = static_cast<float *>(mConstants[0]->getPtr());
174    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
175    mDirty = true;
176}
177
178void ProgramVertex::getProjectionMatrix(Context *rsc, rsc_Matrix *m) const
179{
180    if(isUserProgram()) {
181        LOGE("Attempting to get fixed function emulation matrix projection on user program");
182        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot get emulation matrix on user shader");
183        return;
184    }
185    if(mConstants[0].get() == NULL) {
186        LOGE("Unable to get fixed function emulation matrix projection because allocation is missing");
187        rsc->setError(RS_ERROR_BAD_SHADER, "Fixed function allocation missing");
188        return;
189    }
190    float *f = static_cast<float *>(mConstants[0]->getPtr());
191    memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
192}
193
194void ProgramVertex::transformToScreen(Context *rsc, float *v4out, const float *v3in) const
195{
196    if(isUserProgram()) {
197        return;
198    }
199    float *f = static_cast<float *>(mConstants[0]->getPtr());
200    Matrix mvp;
201    mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
202                     (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
203    mvp.vectorMultiply(v4out, v3in);
204}
205
206void ProgramVertex::init(Context *rsc)
207{
208    mAttribCount = 0;
209    if (mUserShader.size() > 0) {
210        for (uint32_t ct=0; ct < mInputCount; ct++) {
211            initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, RS_SHADER_ATTR);
212        }
213        mUniformCount = 0;
214        for (uint32_t ct=0; ct < mConstantCount; ct++) {
215            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
216        }
217    }
218    createShader();
219}
220
221void ProgramVertex::serialize(OStream *stream) const
222{
223
224}
225
226ProgramVertex *ProgramVertex::createFromStream(Context *rsc, IStream *stream)
227{
228    return NULL;
229}
230
231
232///////////////////////////////////////////////////////////////////////
233
234ProgramVertexState::ProgramVertexState()
235{
236}
237
238ProgramVertexState::~ProgramVertexState()
239{
240}
241
242void ProgramVertexState::init(Context *rsc)
243{
244    const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
245    const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
246    const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
247    const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
248
249    rsc->mStateElement.elementBuilderBegin();
250    rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1);
251    rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1);
252    rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1);
253    rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1);
254    const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
255
256    rsc->mStateElement.elementBuilderBegin();
257    rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
258    rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
259    rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
260    rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1);
261    const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
262
263    Type *inputType = new Type(rsc);
264    inputType->setElement(constInput);
265    inputType->setDimX(1);
266    inputType->compute();
267
268    String8 shaderString(RS_SHADER_INTERNAL);
269    shaderString.append("varying vec4 varColor;\n");
270    shaderString.append("varying vec2 varTex0;\n");
271    shaderString.append("void main() {\n");
272    shaderString.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
273    shaderString.append("  gl_PointSize = 1.0;\n");
274    shaderString.append("  varColor = ATTRIB_color;\n");
275    shaderString.append("  varTex0 = ATTRIB_texture0;\n");
276    shaderString.append("}\n");
277
278    uint32_t tmp[6];
279    tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
280    tmp[1] = (uint32_t)inputType;
281    tmp[2] = RS_PROGRAM_PARAM_INPUT;
282    tmp[3] = (uint32_t)attrElem;
283    tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
284    tmp[5] = 0;
285
286    ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
287                                          shaderString.length(), tmp, 6);
288    Allocation *alloc = new Allocation(rsc, inputType);
289    pv->bindAllocation(rsc, alloc, 0);
290
291    mDefaultAlloc.set(alloc);
292    mDefault.set(pv);
293
294    updateSize(rsc);
295
296}
297
298void ProgramVertexState::updateSize(Context *rsc)
299{
300    float *f = static_cast<float *>(mDefaultAlloc->getPtr());
301
302    Matrix m;
303    m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
304    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m));
305    memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m));
306
307    m.loadIdentity();
308    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m));
309    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m));
310}
311
312void ProgramVertexState::deinit(Context *rsc)
313{
314    mDefaultAlloc.clear();
315    mDefault.clear();
316    mLast.clear();
317}
318
319
320namespace android {
321namespace renderscript {
322
323RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, const char * shaderText,
324                             uint32_t shaderLength, const uint32_t * params,
325                             uint32_t paramLength)
326{
327    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
328    pv->incUserRef();
329    return pv;
330}
331
332
333}
334}
335