rsProgramVertex.cpp revision e7ae69f4a70f1813cf8086ebd9714192c635300a
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 assert(0); 74} 75 76void ProgramVertex::loadShader(Context *rsc) { 77 Program::loadShader(rsc, GL_VERTEX_SHADER); 78} 79 80void ProgramVertex::createShader() 81{ 82 if (mUserShader.length() > 1) { 83 84 appendUserConstants(); 85 86 for (uint32_t ct=0; ct < mInputCount; ct++) { 87 const Element *e = mInputElements[ct].get(); 88 for (uint32_t field=0; field < e->getFieldCount(); field++) { 89 const Element *f = e->getField(field); 90 const char *fn = e->getFieldName(field); 91 92 if (fn[0] == '#') { 93 continue; 94 } 95 96 // Cannot be complex 97 rsAssert(!f->getFieldCount()); 98 switch(f->getComponent().getVectorSize()) { 99 case 1: mShader.append("attribute float ATTRIB_"); break; 100 case 2: mShader.append("attribute vec2 ATTRIB_"); break; 101 case 3: mShader.append("attribute vec3 ATTRIB_"); break; 102 case 4: mShader.append("attribute vec4 ATTRIB_"); break; 103 default: 104 rsAssert(0); 105 } 106 107 mShader.append(fn); 108 mShader.append(";\n"); 109 } 110 } 111 mShader.append(mUserShader); 112 } else { 113 LOGE("ProgramFragment::createShader cannot create program, shader code not defined"); 114 rsAssert(0); 115 } 116} 117 118void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc) 119{ 120 //LOGE("sgl2 vtx1 %x", glGetError()); 121 if ((state->mLast.get() == this) && !mDirty) { 122 return; 123 } 124 125 rsc->checkError("ProgramVertex::setupGL2 start"); 126 127 if(!isUserProgram()) { 128 float *f = static_cast<float *>(mConstants[0]->getPtr()); 129 Matrix mvp; 130 mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 131 Matrix t; 132 t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]); 133 mvp.multiply(&t); 134 for(uint32_t i = 0; i < 16; i ++) { 135 f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i]; 136 } 137 } 138 139 rsc->checkError("ProgramVertex::setupGL2 begin uniforms"); 140 setupUserConstants(sc, false); 141 142 state->mLast.set(this); 143 rsc->checkError("ProgramVertex::setupGL2"); 144} 145 146void ProgramVertex::addLight(const Light *l) 147{ 148 if (mLightCount < MAX_LIGHTS) { 149 mLights[mLightCount].set(l); 150 mLightCount++; 151 } 152} 153 154void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const 155{ 156 if(isUserProgram()) { 157 return; 158 } 159 float *f = static_cast<float *>(mConstants[0]->getPtr()); 160 memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix)); 161 mDirty = true; 162} 163 164void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const 165{ 166 if(isUserProgram()) { 167 return; 168 } 169 float *f = static_cast<float *>(mConstants[0]->getPtr()); 170 memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix)); 171 mDirty = true; 172} 173 174void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const 175{ 176 if(isUserProgram()) { 177 return; 178 } 179 float *f = static_cast<float *>(mConstants[0]->getPtr()); 180 memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix)); 181 mDirty = true; 182} 183 184void ProgramVertex::getProjectionMatrix(rsc_Matrix *m) const 185{ 186 if(isUserProgram()) { 187 return; 188 } 189 float *f = static_cast<float *>(mConstants[0]->getPtr()); 190 memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix)); 191} 192 193void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const 194{ 195 if(isUserProgram()) { 196 return; 197 } 198 float *f = static_cast<float *>(mConstants[0]->getPtr()); 199 Matrix mvp; 200 mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], 201 (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]); 202 mvp.vectorMultiply(v4out, v3in); 203} 204 205void ProgramVertex::init(Context *rsc) 206{ 207 mAttribCount = 0; 208 if (mUserShader.size() > 0) { 209 for (uint32_t ct=0; ct < mInputCount; ct++) { 210 initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_"); 211 } 212 213 mUniformCount = 0; 214 for (uint32_t ct=0; ct < mConstantCount; ct++) { 215 initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "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 *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3); 246 const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4); 247 248 rsc->mStateElement.elementBuilderBegin(); 249 rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1); 250 rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1); 251 rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1); 252 rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1); 253 const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc); 254 255 rsc->mStateElement.elementBuilderBegin(); 256 rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1); 257 rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1); 258 rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1); 259 rsc->mStateElement.elementBuilderAdd(f4Elem, "texture0", 1); 260 const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc); 261 262 Type *inputType = new Type(rsc); 263 inputType->setElement(constInput); 264 inputType->setDimX(1); 265 inputType->compute(); 266 267 String8 shaderString(RS_SHADER_INTERNAL); 268 shaderString.append("varying vec4 varColor;\n"); 269 shaderString.append("varying vec4 varTex0;\n"); 270 shaderString.append("void main() {\n"); 271 shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n"); 272 shaderString.append(" gl_PointSize = 1.0;\n"); 273 shaderString.append(" varColor = ATTRIB_color;\n"); 274 shaderString.append(" varTex0 = ATTRIB_texture0;\n"); 275 shaderString.append("}\n"); 276 277 uint32_t tmp[6]; 278 tmp[0] = RS_PROGRAM_PARAM_CONSTANT; 279 tmp[1] = (uint32_t)inputType; 280 tmp[2] = RS_PROGRAM_PARAM_INPUT; 281 tmp[3] = (uint32_t)attrElem; 282 tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT; 283 tmp[5] = 0; 284 285 ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(), 286 shaderString.length(), tmp, 6); 287 Allocation *alloc = new Allocation(rsc, inputType); 288 pv->bindAllocation(alloc, 0); 289 290 mDefaultAlloc.set(alloc); 291 mDefault.set(pv); 292 pv->bindAllocation(alloc, 0); 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 { 322 323 324RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat) 325{ 326 ProgramVertex *pv = new ProgramVertex(rsc, texMat); 327 pv->incUserRef(); 328 return pv; 329} 330 331RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText, 332 uint32_t shaderLength, const uint32_t * params, 333 uint32_t paramLength) 334{ 335 ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength); 336 pv->incUserRef(); 337 return pv; 338} 339 340 341} 342} 343