rsProgramVertex.cpp revision af83e79895d05ba45c2f8e340f2222dc19e2fffa
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, bool texMat) :
36    Program(rsc)
37{
38    mAllocFile = __FILE__;
39    mAllocLine = __LINE__;
40    mTextureMatrixEnable = texMat;
41    mLightCount = 0;
42    init(rsc);
43}
44
45ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText,
46                             uint32_t shaderLength, const uint32_t * params,
47                             uint32_t paramLength) :
48    Program(rsc, shaderText, shaderLength, params, paramLength)
49{
50    mAllocFile = __FILE__;
51    mAllocLine = __LINE__;
52    mTextureMatrixEnable = false;
53    mLightCount = 0;
54
55    init(rsc);
56}
57
58ProgramVertex::~ProgramVertex()
59{
60}
61
62static void logMatrix(const char *txt, const float *f)
63{
64    LOGV("Matrix %s, %p", txt, f);
65    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[0], f[4], f[8], f[12]);
66    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[1], f[5], f[9], f[13]);
67    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[2], f[6], f[10], f[14]);
68    LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[3], f[7], f[11], f[15]);
69}
70
71void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state)
72{
73    if ((state->mLast.get() == this) && !mDirty) {
74        return;
75    }
76    state->mLast.set(this);
77
78    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
79
80    glMatrixMode(GL_TEXTURE);
81    if (mTextureMatrixEnable) {
82        glLoadMatrixf(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
83    } else {
84        glLoadIdentity();
85    }
86
87    glMatrixMode(GL_MODELVIEW);
88    glLoadIdentity();
89    if (mLightCount) {
90#ifndef ANDROID_RS_BUILD_FOR_HOST // GLES Only
91        int v = 0;
92        glEnable(GL_LIGHTING);
93
94        glLightModelxv(GL_LIGHT_MODEL_TWO_SIDE, &v);
95
96        for (uint32_t ct = 0; ct < mLightCount; ct++) {
97            const Light *l = mLights[ct].get();
98            glEnable(GL_LIGHT0 + ct);
99            l->setupGL(ct);
100        }
101        for (uint32_t ct = mLightCount; ct < MAX_LIGHTS; ct++) {
102            glDisable(GL_LIGHT0 + ct);
103        }
104#endif //ANDROID_RS_BUILD_FOR_HOST
105    } else {
106        glDisable(GL_LIGHTING);
107    }
108
109    if (!f) {
110        LOGE("Must bind constants to vertex program");
111    }
112
113    glMatrixMode(GL_PROJECTION);
114    glLoadMatrixf(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
115    glMatrixMode(GL_MODELVIEW);
116    glLoadMatrixf(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
117
118    mDirty = false;
119}
120
121void ProgramVertex::loadShader(Context *rsc) {
122    Program::loadShader(rsc, GL_VERTEX_SHADER);
123}
124
125void ProgramVertex::createShader()
126{
127    mShader.setTo("");
128
129    mShader.append("varying vec4 varColor;\n");
130    mShader.append("varying vec4 varTex0;\n");
131
132    if (mUserShader.length() > 1) {
133        mShader.append("uniform mat4 ");
134        mShader.append(mUniformNames[0]);
135        mShader.append(";\n");
136
137        for (uint32_t ct=0; ct < mConstantCount; ct++) {
138            const Element *e = mConstantTypes[ct]->getElement();
139            for (uint32_t field=0; field < e->getFieldCount(); field++) {
140                const Element *f = e->getField(field);
141                const char *fn = e->getFieldName(field);
142
143                if (fn[0] == '#') {
144                    continue;
145                }
146
147                // Cannot be complex
148                rsAssert(!f->getFieldCount());
149                if(f->getType() == RS_TYPE_MATRIX_4X4) {
150                    mShader.append("uniform mat4 UNI_");
151                }
152                else if(f->getType() == RS_TYPE_MATRIX_3X3) {
153                    mShader.append("uniform mat3 UNI_");
154                }
155                else if(f->getType() == RS_TYPE_MATRIX_2X2) {
156                    mShader.append("uniform mat2 UNI_");
157                }
158                else {
159                    switch(f->getComponent().getVectorSize()) {
160                    case 1: mShader.append("uniform float UNI_"); break;
161                    case 2: mShader.append("uniform vec2 UNI_"); break;
162                    case 3: mShader.append("uniform vec3 UNI_"); break;
163                    case 4: mShader.append("uniform vec4 UNI_"); break;
164                    default:
165                        rsAssert(0);
166                    }
167                }
168
169                mShader.append(fn);
170                mShader.append(";\n");
171            }
172        }
173
174
175        for (uint32_t ct=0; ct < mInputCount; ct++) {
176            const Element *e = mInputElements[ct].get();
177            for (uint32_t field=0; field < e->getFieldCount(); field++) {
178                const Element *f = e->getField(field);
179                const char *fn = e->getFieldName(field);
180
181                if (fn[0] == '#') {
182                    continue;
183                }
184
185                // Cannot be complex
186                rsAssert(!f->getFieldCount());
187                switch(f->getComponent().getVectorSize()) {
188                case 1: mShader.append("attribute float ATTRIB_"); break;
189                case 2: mShader.append("attribute vec2 ATTRIB_"); break;
190                case 3: mShader.append("attribute vec3 ATTRIB_"); break;
191                case 4: mShader.append("attribute vec4 ATTRIB_"); break;
192                default:
193                    rsAssert(0);
194                }
195
196                mShader.append(fn);
197                mShader.append(";\n");
198            }
199        }
200        mShader.append(mUserShader);
201    } else {
202        mShader.append("attribute vec4 ATTRIB_position;\n");
203        mShader.append("attribute vec4 ATTRIB_color;\n");
204        mShader.append("attribute vec3 ATTRIB_normal;\n");
205        mShader.append("attribute vec4 ATTRIB_texture0;\n");
206
207        for (uint32_t ct=0; ct < mUniformCount; ct++) {
208            mShader.append("uniform mat4 ");
209            mShader.append(mUniformNames[ct]);
210            mShader.append(";\n");
211        }
212
213        mShader.append("void main() {\n");
214        mShader.append("  gl_Position = UNI_MVP * ATTRIB_position;\n");
215        mShader.append("  gl_PointSize = 1.0;\n");
216
217        mShader.append("  varColor = ATTRIB_color;\n");
218        if (mTextureMatrixEnable) {
219            mShader.append("  varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n");
220        } else {
221            mShader.append("  varTex0 = ATTRIB_texture0;\n");
222        }
223        mShader.append("}\n");
224    }
225}
226
227void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc)
228{
229    //LOGE("sgl2 vtx1 %x", glGetError());
230    if ((state->mLast.get() == this) && !mDirty) {
231        return;
232    }
233
234    rsc->checkError("ProgramVertex::setupGL2 start");
235
236    const float *f = static_cast<const float *>(mConstants[0]->getPtr());
237
238    Matrix mvp;
239    mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
240    Matrix t;
241    t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
242    mvp.multiply(&t);
243
244    glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
245    if (mTextureMatrixEnable) {
246        glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
247                           &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
248    }
249
250    rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
251    uint32_t uidx = 1;
252    for (uint32_t ct=0; ct < mConstantCount; ct++) {
253        Allocation *alloc = mConstants[ct+1].get();
254        if (!alloc) {
255            continue;
256        }
257
258        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
259        const Element *e = mConstantTypes[ct]->getElement();
260        for (uint32_t field=0; field < e->getFieldCount(); field++) {
261            const Element *f = e->getField(field);
262            uint32_t offset = e->getFieldOffsetBytes(field);
263            int32_t slot = sc->vtxUniformSlot(uidx);
264            const char *fieldName = e->getFieldName(field);
265
266            const float *fd = reinterpret_cast<const float *>(&data[offset]);
267
268            // If this field is padding, skip it
269            if(fieldName[0] == '#') {
270                continue;
271            }
272
273            //LOGE("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
274            if (slot >= 0) {
275                if(f->getType() == RS_TYPE_MATRIX_4X4) {
276                    glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
277                }
278                else if(f->getType() == RS_TYPE_MATRIX_3X3) {
279                    glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
280                }
281                else if(f->getType() == RS_TYPE_MATRIX_2X2) {
282                    glUniformMatrix2fv(slot, 1, GL_FALSE, fd);
283                }
284                else {
285                    switch(f->getComponent().getVectorSize()) {
286                    case 1:
287                        //LOGE("Uniform 1 = %f", fd[0]);
288                        glUniform1fv(slot, 1, fd);
289                        break;
290                    case 2:
291                        //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
292                        glUniform2fv(slot, 1, fd);
293                        break;
294                    case 3:
295                        //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
296                        glUniform3fv(slot, 1, fd);
297                        break;
298                    case 4:
299                        //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
300                        glUniform4fv(slot, 1, fd);
301                        break;
302                    default:
303                        rsAssert(0);
304                    }
305                }
306            }
307            uidx ++;
308        }
309    }
310
311    state->mLast.set(this);
312    rsc->checkError("ProgramVertex::setupGL2");
313}
314
315void ProgramVertex::addLight(const Light *l)
316{
317    if (mLightCount < MAX_LIGHTS) {
318        mLights[mLightCount].set(l);
319        mLightCount++;
320    }
321}
322
323void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
324{
325    float *f = static_cast<float *>(mConstants[0]->getPtr());
326    memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
327    mDirty = true;
328}
329
330void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
331{
332    float *f = static_cast<float *>(mConstants[0]->getPtr());
333    memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
334    mDirty = true;
335}
336
337void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
338{
339    float *f = static_cast<float *>(mConstants[0]->getPtr());
340    memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
341    mDirty = true;
342}
343
344void ProgramVertex::getProjectionMatrix(rsc_Matrix *m) const
345{
346    float *f = static_cast<float *>(mConstants[0]->getPtr());
347    memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
348}
349
350void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
351{
352    float *f = static_cast<float *>(mConstants[0]->getPtr());
353    Matrix mvp;
354    mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
355                     (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
356    mvp.vectorMultiply(v4out, v3in);
357}
358
359void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
360{
361    rsAssert(e->getFieldCount());
362    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
363        const Element *ce = e->getField(ct);
364        if (ce->getFieldCount()) {
365            initAddUserElement(ce, names, count, prefix);
366        }
367        else if(e->getFieldName(ct)[0] != '#') {
368            String8 tmp(prefix);
369            tmp.append(e->getFieldName(ct));
370            names[*count].setTo(tmp.string());
371            (*count)++;
372        }
373    }
374}
375
376
377void ProgramVertex::init(Context *rsc)
378{
379    mAttribCount = 0;
380    if (mUserShader.size() > 0) {
381        for (uint32_t ct=0; ct < mInputCount; ct++) {
382            initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
383        }
384
385        mUniformCount = 1;
386        mUniformNames[0].setTo("UNI_MVP");
387        for (uint32_t ct=0; ct < mConstantCount; ct++) {
388            initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
389        }
390    } else {
391        mUniformCount = 2;
392        mUniformNames[0].setTo("UNI_MVP");
393        mUniformNames[1].setTo("UNI_TexMatrix");
394    }
395
396    createShader();
397}
398
399void ProgramVertex::serialize(OStream *stream) const
400{
401
402}
403
404ProgramVertex *ProgramVertex::createFromStream(Context *rsc, IStream *stream)
405{
406    return NULL;
407}
408
409
410///////////////////////////////////////////////////////////////////////
411
412ProgramVertexState::ProgramVertexState()
413{
414}
415
416ProgramVertexState::~ProgramVertexState()
417{
418}
419
420void ProgramVertexState::init(Context *rsc)
421{
422#ifndef ANDROID_RS_BUILD_FOR_HOST
423    RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
424
425    rsi_TypeBegin(rsc, e);
426    rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
427    mAllocType.set((Type *)rsi_TypeCreate(rsc));
428
429    ProgramVertex *pv = new ProgramVertex(rsc, false);
430    Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
431
432    mDefaultAlloc.set(alloc);
433    mDefault.set(pv);
434    pv->init(rsc);
435    pv->bindAllocation(alloc, 0);
436
437    updateSize(rsc);
438#endif //ANDROID_RS_BUILD_FOR_HOST
439
440}
441
442void ProgramVertexState::updateSize(Context *rsc)
443{
444    Matrix m;
445    m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
446    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
447
448    m.loadIdentity();
449    mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
450}
451
452void ProgramVertexState::deinit(Context *rsc)
453{
454    mDefaultAlloc.clear();
455    mDefault.clear();
456    mAllocType.clear();
457    mLast.clear();
458}
459
460
461namespace android {
462namespace renderscript {
463
464
465RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat)
466{
467    ProgramVertex *pv = new ProgramVertex(rsc, texMat);
468    pv->incUserRef();
469    return pv;
470}
471
472RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText,
473                             uint32_t shaderLength, const uint32_t * params,
474                             uint32_t paramLength)
475{
476    ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
477    pv->incUserRef();
478    return pv;
479}
480
481
482}
483}
484