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