/* * Copyright (C) 2011-2012 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "rsdCore.h" #include "rsdAllocation.h" #include "rsdProgramVertex.h" #include "rsdShader.h" #include "rsdShaderCache.h" #include "rsContext.h" #include "rsProgramVertex.h" #include "rsProgramFragment.h" #include #include #include #include using android::renderscript::Allocation; using android::renderscript::Context; using android::renderscript::Program; using android::renderscript::ProgramFragment; using android::renderscript::ProgramVertex; bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv, const char* shader, size_t shaderLen, const char** textureNames, size_t textureNamesCount, const size_t *textureNamesLength) { RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen, textureNames, textureNamesCount, textureNamesLength); pv->mHal.drv = drv; return true; } static void SyncProgramConstants(const Context *rsc, const Program *p) { for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) { const Allocation *a = p->mHal.state.textures[ct]; if (!a) { continue; } DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv; if (drvAlloc->uploadDeferred) { rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT); } } } void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) { RsdHal *dc = (RsdHal *)rsc->mHal.drv; SyncProgramConstants(rsc, pv); dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv); } void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) { RsdHal *dc = (RsdHal *)rsc->mHal.drv; RsdShader *drv = nullptr; if(pv->mHal.drv) { drv = (RsdShader*)pv->mHal.drv; if (rsc->props.mLogShaders) { ALOGV("Destroying vertex shader with ID %p", (void*)pv); } if (drv->getStateBasedIDCount()) { dc->gl.shaderCache->cleanupVertex(drv); } delete drv; } } bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf, const char* shader, size_t shaderLen, const char** textureNames, size_t textureNamesCount, const size_t *textureNamesLength) { RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen, textureNames, textureNamesCount, textureNamesLength); pf->mHal.drv = drv; return true; } void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) { RsdHal *dc = (RsdHal *)rsc->mHal.drv; SyncProgramConstants(rsc, pf); dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv); } void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) { RsdHal *dc = (RsdHal *)rsc->mHal.drv; RsdShader *drv = nullptr; if(pf->mHal.drv) { drv = (RsdShader*)pf->mHal.drv; if (rsc->props.mLogShaders) { ALOGV("Destroying fragment shader with ID %p", (void*)pf); } if (drv->getStateBasedIDCount()) { dc->gl.shaderCache->cleanupFragment(drv); } delete drv; } }