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/*
* 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 <GLES/gl.h>
#include <GLES/glext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif //ANDROID_RS_SERIALIZE
#include "rsProgramVertex.h"
using namespace android;
using namespace android::renderscript;
ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength)
: Program(rsc, shaderText, shaderLength, params, paramLength) {
init(rsc);
}
ProgramVertex::~ProgramVertex() {
if (mShaderID) {
mRSC->mShaderCache.cleanupVertex(mShaderID);
}
}
void ProgramVertex::loadShader(Context *rsc) {
Program::loadShader(rsc, GL_VERTEX_SHADER);
}
void ProgramVertex::createShader(Context *rsc) {
if (mUserShader.length() > 1) {
appendUserConstants();
for (uint32_t ct=0; ct < mInputCount; ct++) {
const Element *e = mInputElements[ct].get();
for (uint32_t field=0; field < e->getFieldCount(); field++) {
const Element *f = e->getField(field);
const char *fn = e->getFieldName(field);
if (fn[0] == '#') {
continue;
}
// Cannot be complex
rsAssert(!f->getFieldCount());
switch (f->getComponent().getVectorSize()) {
case 1: mShader.append("attribute float ATTRIB_"); break;
case 2: mShader.append("attribute vec2 ATTRIB_"); break;
case 3: mShader.append("attribute vec3 ATTRIB_"); break;
case 4: mShader.append("attribute vec4 ATTRIB_"); break;
default:
rsAssert(0);
}
mShader.append(fn);
mShader.append(";\n");
}
}
mShader.append(mUserShader);
} else {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"ProgramFragment::createShader cannot create program, shader code not defined");
}
}
void ProgramVertex::setupGL2(Context *rsc, ProgramVertexState *state, ShaderCache *sc) {
if ((state->mLast.get() == this) && !mDirty) {
return;
}
rsc->checkError("ProgramVertex::setupGL2 start");
if (!isUserProgram()) {
if (mConstants[0].get() == NULL) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Unable to set fixed function emulation matrices because allocation is missing");
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
Matrix mvp;
mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
Matrix t;
t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
mvp.multiply(&t);
for (uint32_t i = 0; i < 16; i ++) {
f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i];
}
}
rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
setupUserConstants(rsc, sc, false);
state->mLast.set(this);
rsc->checkError("ProgramVertex::setupGL2");
}
void ProgramVertex::setProjectionMatrix(Context *rsc, const rsc_Matrix *m) const {
if (isUserProgram()) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Attempting to set fixed function emulation matrix projection on user program");
return;
}
if (mConstants[0].get() == NULL) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Unable to set fixed function emulation matrix projection because allocation is missing");
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
}
void ProgramVertex::setModelviewMatrix(Context *rsc, const rsc_Matrix *m) const {
if (isUserProgram()) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Attempting to set fixed function emulation matrix modelview on user program");
return;
}
if (mConstants[0].get() == NULL) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Unable to set fixed function emulation matrix modelview because allocation is missing");
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
}
void ProgramVertex::setTextureMatrix(Context *rsc, const rsc_Matrix *m) const {
if (isUserProgram()) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Attempting to set fixed function emulation matrix texture on user program");
return;
}
if (mConstants[0].get() == NULL) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Unable to set fixed function emulation matrix texture because allocation is missing");
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
}
void ProgramVertex::getProjectionMatrix(Context *rsc, rsc_Matrix *m) const {
if (isUserProgram()) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Attempting to get fixed function emulation matrix projection on user program");
return;
}
if (mConstants[0].get() == NULL) {
rsc->setError(RS_ERROR_FATAL_UNKNOWN,
"Unable to get fixed function emulation matrix projection because allocation is missing");
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
}
void ProgramVertex::transformToScreen(Context *rsc, float *v4out, const float *v3in) const {
if (isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
Matrix mvp;
mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
(Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
mvp.vectorMultiply(v4out, v3in);
}
void ProgramVertex::init(Context *rsc) {
uint32_t attribCount = 0;
uint32_t uniformCount = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mInputCount; ct++) {
initAddUserElement(mInputElements[ct].get(), mAttribNames, NULL, &attribCount, RS_SHADER_ATTR);
}
for (uint32_t ct=0; ct < mConstantCount; ct++) {
initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
}
}
createShader(rsc);
}
void ProgramVertex::serialize(OStream *stream) const {
}
ProgramVertex *ProgramVertex::createFromStream(Context *rsc, IStream *stream) {
return NULL;
}
///////////////////////////////////////////////////////////////////////
ProgramVertexState::ProgramVertexState() {
}
ProgramVertexState::~ProgramVertexState() {
}
void ProgramVertexState::init(Context *rsc) {
const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
const Element *f2Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 2);
const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1);
const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
rsc->mStateElement.elementBuilderAdd(f2Elem, "texture0", 1);
const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
Type *inputType = Type::getType(rsc, constInput, 1, 0, 0, false, false);
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying vec4 varColor;\n");
shaderString.append("varying vec2 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
shaderString.append(" gl_PointSize = 1.0;\n");
shaderString.append(" varColor = ATTRIB_color;\n");
shaderString.append(" varTex0 = ATTRIB_texture0;\n");
shaderString.append("}\n");
uint32_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType;
tmp[2] = RS_PROGRAM_PARAM_INPUT;
tmp[3] = (uint32_t)attrElem;
ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
shaderString.length(), tmp, 4);
Allocation *alloc = new Allocation(rsc, inputType, RS_ALLOCATION_USAGE_SCRIPT | RS_ALLOCATION_USAGE_GRAPHICS_CONSTANTS);
pv->bindAllocation(rsc, alloc, 0);
mDefaultAlloc.set(alloc);
mDefault.set(pv);
updateSize(rsc);
}
void ProgramVertexState::updateSize(Context *rsc) {
float *f = static_cast<float *>(mDefaultAlloc->getPtr());
Matrix m;
m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m));
memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m));
m.loadIdentity();
memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m));
memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m));
}
void ProgramVertexState::deinit(Context *rsc) {
mDefaultAlloc.clear();
mDefault.clear();
mLast.clear();
}
namespace android {
namespace renderscript {
RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength) {
ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
pv->incUserRef();
return pv;
}
}
}