/* * Copyright (C) 2009 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 "rsContext.h" #ifndef ANDROID_RS_SERIALIZE #include #include #include #include #endif //ANDROID_RS_SERIALIZE #include "rsProgramFragment.h" using namespace android; using namespace android::renderscript; ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength) : Program(rsc, shaderText, shaderLength, params, paramLength) { mConstantColor[0] = 1.f; mConstantColor[1] = 1.f; mConstantColor[2] = 1.f; mConstantColor[3] = 1.f; init(rsc); } ProgramFragment::~ProgramFragment() { if (mShaderID) { mRSC->mShaderCache.cleanupFragment(mShaderID); } } void ProgramFragment::setConstantColor(Context *rsc, float r, float g, float b, float a) { if (isUserProgram()) { LOGE("Attempting to set fixed function emulation color on user program"); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot set fixed function emulation color on user program"); return; } if (mConstants[0].get() == NULL) { LOGE("Unable to set fixed function emulation color because allocation is missing"); rsc->setError(RS_ERROR_BAD_SHADER, "Unable to set fixed function emulation color because allocation is missing"); return; } mConstantColor[0] = r; mConstantColor[1] = g; mConstantColor[2] = b; mConstantColor[3] = a; memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float)); mDirty = true; } void ProgramFragment::setupGL2(Context *rsc, ProgramFragmentState *state, ShaderCache *sc) { //LOGE("sgl2 frag1 %x", glGetError()); if ((state->mLast.get() == this) && !mDirty) { return; } state->mLast.set(this); rsc->checkError("ProgramFragment::setupGL2 start"); rsc->checkError("ProgramFragment::setupGL2 begin uniforms"); setupUserConstants(rsc, sc, true); uint32_t numTexturesToBind = mTextureCount; uint32_t numTexturesAvailable = rsc->getMaxFragmentTextures(); if (numTexturesToBind >= numTexturesAvailable) { LOGE("Attempting to bind %u textures on shader id %u, but only %u are available", mTextureCount, (uint32_t)this, numTexturesAvailable); rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available"); numTexturesToBind = numTexturesAvailable; } for (uint32_t ct=0; ct < numTexturesToBind; ct++) { glActiveTexture(GL_TEXTURE0 + ct); if (!mTextures[ct].get()) { LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct); rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound"); continue; } mTextures[ct]->uploadCheck(rsc); GLenum target = (GLenum)mTextures[ct]->getGLTarget(); if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) { LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct); rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader"); } glBindTexture(target, mTextures[ct]->getTextureID()); rsc->checkError("ProgramFragment::setupGL2 tex bind"); if (mSamplers[ct].get()) { mSamplers[ct]->setupGL(rsc, mTextures[ct].get()); } else { glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); rsc->checkError("ProgramFragment::setupGL2 tex env"); } glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); rsc->checkError("ProgramFragment::setupGL2 uniforms"); } glActiveTexture(GL_TEXTURE0); mDirty = false; rsc->checkError("ProgramFragment::setupGL2"); } void ProgramFragment::loadShader(Context *rsc) { Program::loadShader(rsc, GL_FRAGMENT_SHADER); } void ProgramFragment::createShader() { if (mUserShader.length() > 1) { mShader.append("precision mediump float;\n"); appendUserConstants(); char buf[256]; for (uint32_t ct=0; ct < mTextureCount; ct++) { if (mTextureTargets[ct] == RS_TEXTURE_2D) { snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct); } else { snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct); } mShader.append(buf); } mShader.append(mUserShader); } else { LOGE("ProgramFragment::createShader cannot create program, shader code not defined"); rsAssert(0); } } void ProgramFragment::init(Context *rsc) { uint32_t uniformIndex = 0; if (mUserShader.size() > 0) { for (uint32_t ct=0; ct < mConstantCount; ct++) { initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformIndex, RS_SHADER_UNI); } } mTextureUniformIndexStart = uniformIndex; char buf[256]; for (uint32_t ct=0; ct < mTextureCount; ct++) { snprintf(buf, sizeof(buf), "UNI_Tex%i", ct); mUniformNames[uniformIndex].setTo(buf); mUniformArraySizes[uniformIndex] = 1; uniformIndex++; } createShader(); } void ProgramFragment::serialize(OStream *stream) const { } ProgramFragment *ProgramFragment::createFromStream(Context *rsc, IStream *stream) { return NULL; } ProgramFragmentState::ProgramFragmentState() { mPF = NULL; } ProgramFragmentState::~ProgramFragmentState() { ObjectBase::checkDelete(mPF); mPF = NULL; } void ProgramFragmentState::init(Context *rsc) { String8 shaderString(RS_SHADER_INTERNAL); shaderString.append("varying lowp vec4 varColor;\n"); shaderString.append("varying vec2 varTex0;\n"); shaderString.append("void main() {\n"); shaderString.append(" lowp vec4 col = UNI_Color;\n"); shaderString.append(" gl_FragColor = col;\n"); shaderString.append("}\n"); const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4); rsc->mStateElement.elementBuilderBegin(); rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1); const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc); Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false); uint32_t tmp[2]; tmp[0] = RS_PROGRAM_PARAM_CONSTANT; tmp[1] = (uint32_t)inputType; Allocation *constAlloc = new Allocation(rsc, inputType, RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS); ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(), shaderString.length(), tmp, 2); pf->bindAllocation(rsc, constAlloc, 0); pf->setConstantColor(rsc, 1.0f, 1.0f, 1.0f, 1.0f); mDefault.set(pf); } void ProgramFragmentState::deinit(Context *rsc) { mDefault.clear(); mLast.clear(); } namespace android { namespace renderscript { RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength) { ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength); pf->incUserRef(); //LOGE("rsi_ProgramFragmentCreate %p", pf); return pf; } } }