1 /*
2 * Copyright (C) 2011-2012 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
18 #include "rsdCore.h"
19 #include "rsdAllocation.h"
20 #include "rsdProgramVertex.h"
21 #include "rsdShader.h"
22 #include "rsdShaderCache.h"
23
24 #include "rsContext.h"
25 #include "rsProgramVertex.h"
26 #include "rsProgramFragment.h"
27
28 #include <GLES/gl.h>
29 #include <GLES/glext.h>
30 #include <GLES2/gl2.h>
31 #include <GLES2/gl2ext.h>
32
33 using android::renderscript::Allocation;
34 using android::renderscript::Context;
35 using android::renderscript::Program;
36 using android::renderscript::ProgramFragment;
37 using android::renderscript::ProgramVertex;
38
rsdProgramVertexInit(const Context * rsc,const ProgramVertex * pv,const char * shader,size_t shaderLen,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)39 bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv,
40 const char* shader, size_t shaderLen,
41 const char** textureNames, size_t textureNamesCount,
42 const size_t *textureNamesLength) {
43 RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen,
44 textureNames, textureNamesCount, textureNamesLength);
45 pv->mHal.drv = drv;
46
47 return true;
48 }
49
SyncProgramConstants(const Context * rsc,const Program * p)50 static void SyncProgramConstants(const Context *rsc, const Program *p) {
51 for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
52 const Allocation *a = p->mHal.state.textures[ct];
53 if (!a) {
54 continue;
55 }
56 DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
57 if (drvAlloc->uploadDeferred) {
58 rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
59 }
60 }
61 }
62
rsdProgramVertexSetActive(const Context * rsc,const ProgramVertex * pv)63 void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
64 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
65
66 SyncProgramConstants(rsc, pv);
67 dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
68 }
69
rsdProgramVertexDestroy(const Context * rsc,const ProgramVertex * pv)70 void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
71 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
72
73 RsdShader *drv = nullptr;
74 if(pv->mHal.drv) {
75 drv = (RsdShader*)pv->mHal.drv;
76 if (rsc->props.mLogShaders) {
77 ALOGV("Destroying vertex shader with ID %p", (void*)pv);
78 }
79 if (drv->getStateBasedIDCount()) {
80 dc->gl.shaderCache->cleanupVertex(drv);
81 }
82 delete drv;
83 }
84 }
85
rsdProgramFragmentInit(const Context * rsc,const ProgramFragment * pf,const char * shader,size_t shaderLen,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)86 bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
87 const char* shader, size_t shaderLen,
88 const char** textureNames, size_t textureNamesCount,
89 const size_t *textureNamesLength) {
90 RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
91 textureNames, textureNamesCount, textureNamesLength);
92 pf->mHal.drv = drv;
93
94 return true;
95 }
96
rsdProgramFragmentSetActive(const Context * rsc,const ProgramFragment * pf)97 void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
98 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
99
100 SyncProgramConstants(rsc, pf);
101 dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
102 }
103
rsdProgramFragmentDestroy(const Context * rsc,const ProgramFragment * pf)104 void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
105 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
106
107 RsdShader *drv = nullptr;
108 if(pf->mHal.drv) {
109 drv = (RsdShader*)pf->mHal.drv;
110 if (rsc->props.mLogShaders) {
111 ALOGV("Destroying fragment shader with ID %p", (void*)pf);
112 }
113 if (drv->getStateBasedIDCount()) {
114 dc->gl.shaderCache->cleanupFragment(drv);
115 }
116 delete drv;
117 }
118 }
119
120
121