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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"
#include "rsScriptC.h"
#include "rsMatrix.h"
#include "acc/acc.h"
#include "utils/String8.h"
#include <GLES/gl.h>
#include <GLES/glext.h>
using namespace android;
using namespace android::renderscript;
#define GET_TLS() Context::ScriptTLSStruct * tls = \
(Context::ScriptTLSStruct *)pthread_getspecific(Context::gThreadTLSKey); \
Context * rsc = tls->mContext; \
ScriptC * sc = (ScriptC *) tls->mScript
//////////////////////////////////////////////////////////////////////////////
// IO routines
//////////////////////////////////////////////////////////////////////////////
static float SC_loadF(uint32_t bank, uint32_t offset)
{
GET_TLS();
const void *vp = sc->mSlots[bank]->getPtr();
const float *f = static_cast<const float *>(vp);
//LOGE("loadF %i %i = %f %x", bank, offset, f, ((int *)&f)[0]);
return f[offset];
}
static int32_t SC_loadI32(uint32_t bank, uint32_t offset)
{
GET_TLS();
const void *vp = sc->mSlots[bank]->getPtr();
const int32_t *i = static_cast<const int32_t *>(vp);
//LOGE("loadI32 %i %i = %i", bank, offset, t);
return i[offset];
}
static uint32_t SC_loadU32(uint32_t bank, uint32_t offset)
{
GET_TLS();
const void *vp = sc->mSlots[bank]->getPtr();
const uint32_t *i = static_cast<const uint32_t *>(vp);
return i[offset];
}
static void SC_loadVec4(uint32_t bank, uint32_t offset, rsc_Vector4 *v)
{
GET_TLS();
const void *vp = sc->mSlots[bank]->getPtr();
const float *f = static_cast<const float *>(vp);
memcpy(v, &f[offset], sizeof(rsc_Vector4));
}
static void SC_loadMatrix(uint32_t bank, uint32_t offset, rsc_Matrix *m)
{
GET_TLS();
const void *vp = sc->mSlots[bank]->getPtr();
const float *f = static_cast<const float *>(vp);
memcpy(m, &f[offset], sizeof(rsc_Matrix));
}
static void SC_storeF(uint32_t bank, uint32_t offset, float v)
{
//LOGE("storeF %i %i %f", bank, offset, v);
GET_TLS();
void *vp = sc->mSlots[bank]->getPtr();
float *f = static_cast<float *>(vp);
f[offset] = v;
}
static void SC_storeI32(uint32_t bank, uint32_t offset, int32_t v)
{
GET_TLS();
void *vp = sc->mSlots[bank]->getPtr();
int32_t *f = static_cast<int32_t *>(vp);
static_cast<int32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
}
static void SC_storeU32(uint32_t bank, uint32_t offset, uint32_t v)
{
GET_TLS();
void *vp = sc->mSlots[bank]->getPtr();
uint32_t *f = static_cast<uint32_t *>(vp);
static_cast<uint32_t *>(sc->mSlots[bank]->getPtr())[offset] = v;
}
static void SC_storeVec4(uint32_t bank, uint32_t offset, const rsc_Vector4 *v)
{
GET_TLS();
void *vp = sc->mSlots[bank]->getPtr();
float *f = static_cast<float *>(vp);
memcpy(&f[offset], v, sizeof(rsc_Vector4));
}
static void SC_storeMatrix(uint32_t bank, uint32_t offset, const rsc_Matrix *m)
{
GET_TLS();
void *vp = sc->mSlots[bank]->getPtr();
float *f = static_cast<float *>(vp);
memcpy(&f[offset], m, sizeof(rsc_Matrix));
}
//////////////////////////////////////////////////////////////////////////////
// Math routines
//////////////////////////////////////////////////////////////////////////////
static float SC_randf(float max)
{
float r = (float)rand();
return r / RAND_MAX * max;
}
//////////////////////////////////////////////////////////////////////////////
// Matrix routines
//////////////////////////////////////////////////////////////////////////////
static void SC_matrixLoadIdentity(rsc_Matrix *mat)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->loadIdentity();
}
static void SC_matrixLoadFloat(rsc_Matrix *mat, const float *f)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->load(f);
}
static void SC_matrixLoadMat(rsc_Matrix *mat, const rsc_Matrix *newmat)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->load(reinterpret_cast<const Matrix *>(newmat));
}
static void SC_matrixLoadRotate(rsc_Matrix *mat, float rot, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->loadRotate(rot, x, y, z);
}
static void SC_matrixLoadScale(rsc_Matrix *mat, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->loadScale(x, y, z);
}
static void SC_matrixLoadTranslate(rsc_Matrix *mat, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->loadTranslate(x, y, z);
}
static void SC_matrixLoadMultiply(rsc_Matrix *mat, const rsc_Matrix *lhs, const rsc_Matrix *rhs)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->loadMultiply(reinterpret_cast<const Matrix *>(lhs),
reinterpret_cast<const Matrix *>(rhs));
}
static void SC_matrixMultiply(rsc_Matrix *mat, const rsc_Matrix *rhs)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->multiply(reinterpret_cast<const Matrix *>(rhs));
}
static void SC_matrixRotate(rsc_Matrix *mat, float rot, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->rotate(rot, x, y, z);
}
static void SC_matrixScale(rsc_Matrix *mat, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->scale(x, y, z);
}
static void SC_matrixTranslate(rsc_Matrix *mat, float x, float y, float z)
{
Matrix *m = reinterpret_cast<Matrix *>(mat);
m->translate(x, y, z);
}
//////////////////////////////////////////////////////////////////////////////
// Context
//////////////////////////////////////////////////////////////////////////////
static void SC_bindTexture(RsProgramFragment vpf, uint32_t slot, RsAllocation va)
{
GET_TLS();
rsi_ProgramFragmentBindTexture(rsc,
static_cast<ProgramFragment *>(vpf),
slot,
static_cast<Allocation *>(va));
}
static void SC_bindSampler(RsProgramFragment vpf, uint32_t slot, RsSampler vs)
{
GET_TLS();
rsi_ProgramFragmentBindSampler(rsc,
static_cast<ProgramFragment *>(vpf),
slot,
static_cast<Sampler *>(vs));
}
static void SC_bindProgramFragmentStore(RsProgramFragmentStore pfs)
{
GET_TLS();
rsi_ContextBindProgramFragmentStore(rsc, pfs);
}
static void SC_bindProgramFragment(RsProgramFragment pf)
{
GET_TLS();
rsi_ContextBindProgramFragment(rsc, pf);
}
static void SC_bindProgramVertex(RsProgramVertex pv)
{
GET_TLS();
rsi_ContextBindProgramVertex(rsc, pv);
}
//////////////////////////////////////////////////////////////////////////////
// Drawing
//////////////////////////////////////////////////////////////////////////////
static void SC_drawTriangleMesh(RsTriangleMesh mesh)
{
GET_TLS();
rsi_TriangleMeshRender(rsc, mesh);
}
static void SC_drawTriangleMeshRange(RsTriangleMesh mesh, uint32_t start, uint32_t count)
{
GET_TLS();
rsi_TriangleMeshRenderRange(rsc, mesh, start, count);
}
// Assumes (GL_FIXED) x,y,z (GL_UNSIGNED_BYTE)r,g,b,a
static void SC_drawTriangleArray(int ialloc, uint32_t count)
{
GET_TLS();
RsAllocation alloc = (RsAllocation)ialloc;
const Allocation *a = (const Allocation *)alloc;
const uint32_t *ptr = (const uint32_t *)a->getPtr();
rsc->setupCheck();
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(2, GL_FIXED, 12, ptr + 1);
//glTexCoordPointer(2, GL_FIXED, 24, ptr + 1);
glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);
glDrawArrays(GL_TRIANGLES, 0, count * 3);
}
static void SC_drawQuad(float x1, float y1, float z1,
float x2, float y2, float z2,
float x3, float y3, float z3,
float x4, float y4, float z4)
{
GET_TLS();
//LOGE("Quad");
//LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1);
//LOGE("%4.2f, %4.2f, %4.2f", x2, y2, z2);
//LOGE("%4.2f, %4.2f, %4.2f", x3, y3, z3);
//LOGE("%4.2f, %4.2f, %4.2f", x4, y4, z4);
float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4};
static const float tex[] = {0,1, 1,1, 1,0, 0,0};
rsc->setupCheck();
glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vtx);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, tex);
glClientActiveTexture(GL_TEXTURE0);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
//////////////////////////////////////////////////////////////////////////////
//
//////////////////////////////////////////////////////////////////////////////
extern "C" const void * loadVp(uint32_t bank, uint32_t offset)
{
GET_TLS();
return &static_cast<const uint8_t *>(sc->mSlots[bank]->getPtr())[offset];
}
static void SC_color(float r, float g, float b, float a)
{
glColor4f(r, g, b, a);
}
extern "C" void materialDiffuse(float r, float g, float b, float a)
{
float v[] = {r, g, b, a};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, v);
}
extern "C" void materialSpecular(float r, float g, float b, float a)
{
float v[] = {r, g, b, a};
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, v);
}
extern "C" void lightPosition(float x, float y, float z, float w)
{
float v[] = {x, y, z, w};
glLightfv(GL_LIGHT0, GL_POSITION, v);
}
extern "C" void materialShininess(float s)
{
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &s);
}
extern "C" void uploadToTexture(RsAllocation va, uint32_t baseMipLevel)
{
GET_TLS();
rsi_AllocationUploadToTexture(rsc, va, baseMipLevel);
}
extern "C" void enable(uint32_t p)
{
glEnable(p);
}
extern "C" void disable(uint32_t p)
{
glDisable(p);
}
static void SC_ClearColor(float r, float g, float b, float a)
{
//LOGE("c %f %f %f %f", r, g, b, a);
GET_TLS();
sc->mEnviroment.mClearColor[0] = r;
sc->mEnviroment.mClearColor[1] = g;
sc->mEnviroment.mClearColor[2] = b;
sc->mEnviroment.mClearColor[3] = a;
}
//////////////////////////////////////////////////////////////////////////////
// Class implementation
//////////////////////////////////////////////////////////////////////////////
ScriptCState::SymbolTable_t ScriptCState::gSyms[] = {
// IO
{ "loadI32", (void *)&SC_loadI32,
"int", "(int, int)" },
//{ "loadU32", (void *)&SC_loadU32, "unsigned int", "(int, int)" },
{ "loadF", (void *)&SC_loadF,
"float", "(int, int)" },
{ "loadVec4", (void *)&SC_loadVec4,
"void", "(int, int, float *)" },
{ "loadMatrix", (void *)&SC_loadMatrix,
"void", "(int, int, float *)" },
{ "storeI32", (void *)&SC_storeI32,
"void", "(int, int, int)" },
//{ "storeU32", (void *)&SC_storeU32, "void", "(int, int, unsigned int)" },
{ "storeF", (void *)&SC_storeF,
"void", "(int, int, float)" },
{ "storeVec4", (void *)&SC_storeVec4,
"void", "(int, int, float *)" },
{ "storeMatrix", (void *)&SC_storeMatrix,
"void", "(int, int, float *)" },
// math
{ "sinf", (void *)&sinf,
"float", "(float)" },
{ "cosf", (void *)&cosf,
"float", "(float)" },
{ "fabs", (void *)&fabs,
"float", "(float)" },
{ "randf", (void *)&SC_randf,
"float", "(float)" },
// matrix
{ "matrixLoadIdentity", (void *)&SC_matrixLoadIdentity,
"void", "(float *mat)" },
{ "matrixLoadFloat", (void *)&SC_matrixLoadFloat,
"void", "(float *mat, float *f)" },
{ "matrixLoadMat", (void *)&SC_matrixLoadMat,
"void", "(float *mat, float *newmat)" },
{ "matrixLoadRotate", (void *)&SC_matrixLoadRotate,
"void", "(float *mat, float rot, float x, float y, float z)" },
{ "matrixLoadScale", (void *)&SC_matrixLoadScale,
"void", "(float *mat, float x, float y, float z)" },
{ "matrixLoadTranslate", (void *)&SC_matrixLoadTranslate,
"void", "(float *mat, float x, float y, float z)" },
{ "matrixLoadMultiply", (void *)&SC_matrixLoadMultiply,
"void", "(float *mat, float *lhs, float *rhs)" },
{ "matrixMultiply", (void *)&SC_matrixMultiply,
"void", "(float *mat, float *rhs)" },
{ "matrixRotate", (void *)&SC_matrixRotate,
"void", "(float *mat, float rot, float x, float y, float z)" },
{ "matrixScale", (void *)&SC_matrixScale,
"void", "(float *mat, float x, float y, float z)" },
{ "matrixTranslate", (void *)&SC_matrixTranslate,
"void", "(float *mat, float x, float y, float z)" },
// context
{ "bindProgramFragment", (void *)&SC_bindProgramFragment,
"void", "(int)" },
{ "bindProgramFragmentStore", (void *)&SC_bindProgramFragmentStore,
"void", "(int)" },
{ "bindProgramVertex", (void *)&SC_bindProgramVertex,
"void", "(int)" },
{ "bindSampler", (void *)&SC_bindSampler,
"void", "(int, int, int)" },
{ "bindTexture", (void *)&SC_bindTexture,
"void", "(int, int, int)" },
// drawing
{ "drawQuad", (void *)&SC_drawQuad,
"void", "(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)" },
{ "drawTriangleArray", (void *)&SC_drawTriangleArray,
"void", "(int ialloc, int count)" },
{ "drawTriangleMesh", (void *)&SC_drawTriangleMesh,
"void", "(int mesh)" },
{ "drawTriangleMeshRange", (void *)&SC_drawTriangleMeshRange,
"void", "(int mesh, int start, int count)" },
// misc
{ "pfClearColor", (void *)&SC_ClearColor,
"void", "(float, float, float, float)" },
{ "color", (void *)&SC_color,
"void", "(float, float, float, float)" },
{ NULL, NULL, NULL, NULL }
};
const ScriptCState::SymbolTable_t * ScriptCState::lookupSymbol(const char *sym)
{
ScriptCState::SymbolTable_t *syms = gSyms;
while (syms->mPtr) {
if (!strcmp(syms->mName, sym)) {
return syms;
}
syms++;
}
return NULL;
}
void ScriptCState::appendDecls(String8 *str)
{
ScriptCState::SymbolTable_t *syms = gSyms;
while (syms->mPtr) {
str->append(syms->mRet);
str->append(" ");
str->append(syms->mName);
str->append(syms->mParam);
str->append(";\n");
syms++;
}
}