upload android base code part1
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android/frameworks/rs/driver/rsdShader.cpp
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622
android/frameworks/rs/driver/rsdShader.cpp
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/*
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* Copyright (C) 2011-2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <rs_hal.h>
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#include <rsContext.h>
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#include <rsProgram.h>
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#include "rsdCore.h"
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#include "rsdAllocation.h"
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#include "rsdShader.h"
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#include "rsdShaderCache.h"
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using android::renderscript::Allocation;
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using android::renderscript::Context;
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using android::renderscript::Element;
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using android::renderscript::Program;
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using android::renderscript::Sampler;
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using android::renderscript::rsMin;
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RsdShader::RsdShader(const Program *p, uint32_t type,
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const char * shaderText, size_t shaderLength,
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const char** textureNames, size_t textureNamesCount,
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const size_t *textureNamesLength) {
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mUserShader.replace(0, shaderLength, shaderText);
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mRSProgram = p;
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mType = type;
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initMemberVars();
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initAttribAndUniformArray();
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init(textureNames, textureNamesCount, textureNamesLength);
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for(size_t i=0; i < textureNamesCount; i++) {
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mTextureNames.push_back(std::string(textureNames[i], textureNamesLength[i]));
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}
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}
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RsdShader::~RsdShader() {
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for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
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StateBasedKey *state = mStateBasedShaders.at(i);
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if (state->mShaderID) {
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glDeleteShader(state->mShaderID);
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}
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delete state;
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}
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delete[] mAttribNames;
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delete[] mUniformNames;
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delete[] mUniformArraySizes;
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}
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void RsdShader::initMemberVars() {
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mDirty = true;
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mAttribCount = 0;
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mUniformCount = 0;
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mAttribNames = nullptr;
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mUniformNames = nullptr;
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mUniformArraySizes = nullptr;
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mCurrentState = nullptr;
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mIsValid = false;
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}
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RsdShader::StateBasedKey *RsdShader::getExistingState() {
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RsdShader::StateBasedKey *returnKey = nullptr;
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for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
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returnKey = mStateBasedShaders.at(i);
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for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
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uint32_t texType = 0;
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if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
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Allocation *a = mRSProgram->mHal.state.textures[ct];
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if (a && a->mHal.state.surfaceTextureID) {
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texType = GL_TEXTURE_EXTERNAL_OES;
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} else {
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texType = GL_TEXTURE_2D;
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}
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} else {
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texType = GL_TEXTURE_CUBE_MAP;
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}
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if (texType != returnKey->mTextureTargets[ct]) {
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returnKey = nullptr;
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break;
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}
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}
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}
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return returnKey;
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}
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uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
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StateBasedKey *state = getExistingState();
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if (state != nullptr) {
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mCurrentState = state;
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return mCurrentState->mShaderID;
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}
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// We have not created a shader for this particular state yet
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state = new StateBasedKey(mTextureCount);
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mCurrentState = state;
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mStateBasedShaders.push_back(state);
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createShader();
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loadShader(rsc);
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return mCurrentState->mShaderID;
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}
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void RsdShader::init(const char** textureNames, size_t textureNamesCount,
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const size_t *textureNamesLength) {
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uint32_t attribCount = 0;
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uint32_t uniformCount = 0;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
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nullptr, &attribCount, RS_SHADER_ATTR);
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}
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
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initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
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mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
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}
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mTextureUniformIndexStart = uniformCount;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
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mUniformNames[uniformCount] = "UNI_";
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mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
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mUniformArraySizes[uniformCount] = 1;
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uniformCount++;
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}
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}
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std::string RsdShader::getGLSLInputString() const {
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std::string s;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.inputElements[ct];
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for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
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const Element *f = e->mHal.state.fields[field];
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// Cannot be complex
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rsAssert(!f->mHal.state.fieldsCount);
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switch (f->mHal.state.vectorSize) {
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case 1: s.append("attribute float ATTRIB_"); break;
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case 2: s.append("attribute vec2 ATTRIB_"); break;
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case 3: s.append("attribute vec3 ATTRIB_"); break;
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case 4: s.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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}
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s.append(e->mHal.state.fieldNames[field]);
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s.append(";\n");
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}
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}
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return s;
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}
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void RsdShader::appendAttributes() {
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.inputElements[ct];
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for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
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const Element *f = e->mHal.state.fields[field];
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const char *fn = e->mHal.state.fieldNames[field];
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// Cannot be complex
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rsAssert(!f->mHal.state.fieldsCount);
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switch (f->mHal.state.vectorSize) {
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case 1: mShader.append("attribute float ATTRIB_"); break;
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case 2: mShader.append("attribute vec2 ATTRIB_"); break;
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case 3: mShader.append("attribute vec3 ATTRIB_"); break;
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case 4: mShader.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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}
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mShader.append(fn);
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mShader.append(";\n");
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}
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}
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}
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void RsdShader::appendTextures() {
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// TODO: this does not yet handle cases where the texture changes between IO
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// input and local
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bool appendUsing = true;
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for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
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if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
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Allocation *a = mRSProgram->mHal.state.textures[ct];
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if (a && a->mHal.state.surfaceTextureID) {
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if(appendUsing) {
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mShader.append("#extension GL_OES_EGL_image_external : require\n");
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appendUsing = false;
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}
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mShader.append("uniform samplerExternalOES UNI_");
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mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
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} else {
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mShader.append("uniform sampler2D UNI_");
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mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
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}
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} else {
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mShader.append("uniform samplerCube UNI_");
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mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
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}
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mShader.append(mTextureNames[ct]);
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mShader.append(";\n");
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}
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}
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bool RsdShader::createShader() {
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mShader.clear();
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if (mType == GL_FRAGMENT_SHADER) {
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mShader.append("precision mediump float;\n");
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}
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appendUserConstants();
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appendAttributes();
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appendTextures();
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mShader.append(mUserShader);
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return true;
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}
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bool RsdShader::loadShader(const Context *rsc) {
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mCurrentState->mShaderID = glCreateShader(mType);
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rsAssert(mCurrentState->mShaderID);
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if(!mShader.length()) {
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createShader();
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}
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if (rsc->props.mLogShaders) {
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ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
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ALOGV("%s", mShader.c_str());
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}
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if (mCurrentState->mShaderID) {
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const char * ss = mShader.c_str();
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RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
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RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
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GLint compiled = 0;
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RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
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rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
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free(buf);
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}
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RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
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mCurrentState->mShaderID = 0;
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return false;
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}
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}
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}
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if (rsc->props.mLogShaders) {
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ALOGV("--Shader load result %x ", glGetError());
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}
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mIsValid = true;
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return true;
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}
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void RsdShader::appendUserConstants() {
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
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for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
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const Element *f = e->mHal.state.fields[field];
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const char *fn = e->mHal.state.fieldNames[field];
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// Cannot be complex
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rsAssert(!f->mHal.state.fieldsCount);
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if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
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mShader.append("uniform mat4 UNI_");
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} else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
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mShader.append("uniform mat3 UNI_");
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} else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
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mShader.append("uniform mat2 UNI_");
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} else {
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switch (f->mHal.state.vectorSize) {
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case 1: mShader.append("uniform float UNI_"); break;
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case 2: mShader.append("uniform vec2 UNI_"); break;
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case 3: mShader.append("uniform vec3 UNI_"); break;
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case 4: mShader.append("uniform vec4 UNI_"); break;
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default:
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rsAssert(0);
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}
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}
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mShader.append(fn);
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if (e->mHal.state.fieldArraySizes[field] > 1) {
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mShader += "[";
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mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
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mShader += "]";
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}
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mShader.append(";\n");
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}
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}
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}
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void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
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RsDataType dataType = field->mHal.state.dataType;
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uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
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for (uint32_t i = 0; i < arraySize; i ++) {
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if (arraySize > 1) {
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ALOGV("Array Element [%u]", i);
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}
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if (dataType == RS_TYPE_MATRIX_4X4) {
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ALOGV("Matrix4x4");
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ALOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
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ALOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
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ALOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
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ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
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} else if (dataType == RS_TYPE_MATRIX_3X3) {
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ALOGV("Matrix3x3");
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ALOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
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ALOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
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ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
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} else if (dataType == RS_TYPE_MATRIX_2X2) {
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ALOGV("Matrix2x2");
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ALOGV("{%f, %f", fd[0], fd[2]);
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ALOGV(" %f, %f}", fd[1], fd[3]);
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} else {
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switch (field->mHal.state.vectorSize) {
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case 1:
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ALOGV("Uniform 1 = %f", fd[0]);
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break;
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case 2:
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ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
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break;
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case 3:
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ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
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break;
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case 4:
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ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
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break;
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default:
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rsAssert(0);
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}
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}
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ALOGV("Element size %u data=%p", elementSize, fd);
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fd += elementSize;
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ALOGV("New data=%p", fd);
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}
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}
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void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
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int32_t slot, uint32_t arraySize ) {
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RsDataType dataType = field->mHal.state.dataType;
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if (dataType == RS_TYPE_MATRIX_4X4) {
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RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
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} else if (dataType == RS_TYPE_MATRIX_3X3) {
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RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
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} else if (dataType == RS_TYPE_MATRIX_2X2) {
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RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
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} else {
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switch (field->mHal.state.vectorSize) {
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case 1:
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RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
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break;
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case 2:
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RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
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break;
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case 3:
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RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
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break;
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case 4:
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RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
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break;
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default:
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rsAssert(0);
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}
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}
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}
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void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
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RsdHal *dc = (RsdHal *)rsc->mHal.drv;
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GLenum trans[] = {
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GL_NEAREST, //RS_SAMPLER_NEAREST,
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GL_LINEAR, //RS_SAMPLER_LINEAR,
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GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
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GL_REPEAT, //RS_SAMPLER_WRAP,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
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GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
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};
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GLenum transNP[] = {
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GL_NEAREST, //RS_SAMPLER_NEAREST,
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GL_LINEAR, //RS_SAMPLER_LINEAR,
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GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
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GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
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};
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// This tells us the correct texture type
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DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
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const GLenum target = drvTex->glTarget;
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if (!target) {
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// this can happen if the user set the wrong allocation flags.
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rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
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return;
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}
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if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
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if (tex->getHasGraphicsMipmaps() &&
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(dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
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if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
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RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
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trans[s->mHal.state.minFilter]);
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} else {
|
||||
switch (trans[s->mHal.state.minFilter]) {
|
||||
case GL_LINEAR_MIPMAP_LINEAR:
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR_MIPMAP_NEAREST);
|
||||
break;
|
||||
default:
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
|
||||
trans[s->mHal.state.minFilter]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
|
||||
transNP[s->mHal.state.minFilter]);
|
||||
}
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
|
||||
transNP[s->mHal.state.magFilter]);
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
|
||||
} else {
|
||||
if (tex->getHasGraphicsMipmaps()) {
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
|
||||
trans[s->mHal.state.minFilter]);
|
||||
} else {
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
|
||||
transNP[s->mHal.state.minFilter]);
|
||||
}
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
|
||||
RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
|
||||
}
|
||||
|
||||
float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
|
||||
if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
|
||||
RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
|
||||
}
|
||||
|
||||
rsdGLCheckError(rsc, "Sampler::setup tex env");
|
||||
}
|
||||
|
||||
void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
|
||||
if (mRSProgram->mHal.state.texturesCount == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
RsdHal *dc = (RsdHal *)rsc->mHal.drv;
|
||||
|
||||
uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
|
||||
uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
|
||||
if (numTexturesToBind >= numTexturesAvailable) {
|
||||
ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
|
||||
mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
|
||||
rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
|
||||
numTexturesToBind = numTexturesAvailable;
|
||||
}
|
||||
|
||||
for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
|
||||
RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
|
||||
RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
|
||||
|
||||
if (!mRSProgram->mHal.state.textures[ct]) {
|
||||
// if nothing is bound, reset to default GL texture
|
||||
RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
|
||||
continue;
|
||||
}
|
||||
|
||||
DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
|
||||
|
||||
if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
|
||||
mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
|
||||
mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
|
||||
ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
|
||||
this, ct);
|
||||
rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
|
||||
}
|
||||
RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
|
||||
rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
|
||||
if (mRSProgram->mHal.state.samplers[ct]) {
|
||||
setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
|
||||
mRSProgram->mHal.state.textures[ct]);
|
||||
} else {
|
||||
RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
|
||||
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
|
||||
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
|
||||
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
|
||||
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
|
||||
}
|
||||
rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
|
||||
}
|
||||
|
||||
RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
|
||||
mDirty = false;
|
||||
rsdGLCheckError(rsc, "ProgramFragment::setup");
|
||||
}
|
||||
|
||||
void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
|
||||
uint32_t uidx = 0;
|
||||
for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
|
||||
Allocation *alloc = mRSProgram->mHal.state.constants[ct];
|
||||
|
||||
if (!alloc) {
|
||||
ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
|
||||
this, ct);
|
||||
rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
|
||||
continue;
|
||||
}
|
||||
|
||||
const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
|
||||
const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
|
||||
for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
|
||||
const Element *f = e->mHal.state.fields[field];
|
||||
const char *fieldName = e->mHal.state.fieldNames[field];
|
||||
|
||||
uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
|
||||
const float *fd = reinterpret_cast<const float *>(&data[offset]);
|
||||
|
||||
int32_t slot = -1;
|
||||
uint32_t arraySize = 1;
|
||||
if (!isFragment) {
|
||||
slot = sc->vtxUniformSlot(uidx);
|
||||
arraySize = sc->vtxUniformSize(uidx);
|
||||
} else {
|
||||
slot = sc->fragUniformSlot(uidx);
|
||||
arraySize = sc->fragUniformSize(uidx);
|
||||
}
|
||||
if (rsc->props.mLogShadersUniforms) {
|
||||
ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
|
||||
slot, offset, ct, field, uidx, fieldName);
|
||||
}
|
||||
uidx ++;
|
||||
if (slot < 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (rsc->props.mLogShadersUniforms) {
|
||||
logUniform(f, fd, arraySize);
|
||||
}
|
||||
setUniform(rsc, f, fd, slot, arraySize);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
|
||||
|
||||
setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
|
||||
setupTextures(rsc, sc);
|
||||
}
|
||||
|
||||
void RsdShader::initAttribAndUniformArray() {
|
||||
mAttribCount = 0;
|
||||
for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
|
||||
const Element *elem = mRSProgram->mHal.state.inputElements[ct];
|
||||
mAttribCount += elem->mHal.state.fieldsCount;
|
||||
}
|
||||
|
||||
mUniformCount = 0;
|
||||
for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
|
||||
const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
|
||||
mUniformCount += elem->mHal.state.fieldsCount;
|
||||
}
|
||||
mUniformCount += mRSProgram->mHal.state.texturesCount;
|
||||
|
||||
if (mAttribCount) {
|
||||
mAttribNames = new std::string[mAttribCount];
|
||||
}
|
||||
if (mUniformCount) {
|
||||
mUniformNames = new std::string[mUniformCount];
|
||||
mUniformArraySizes = new uint32_t[mUniformCount];
|
||||
}
|
||||
|
||||
mTextureCount = mRSProgram->mHal.state.texturesCount;
|
||||
}
|
||||
|
||||
void RsdShader::initAddUserElement(const Element *e, std::string *names,
|
||||
uint32_t *arrayLengths, uint32_t *count,
|
||||
const char *prefix) {
|
||||
rsAssert(e->mHal.state.fieldsCount);
|
||||
for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
|
||||
const Element *ce = e->mHal.state.fields[ct];
|
||||
if (ce->mHal.state.fieldsCount) {
|
||||
initAddUserElement(ce, names, arrayLengths, count, prefix);
|
||||
} else {
|
||||
std::string tmp(prefix);
|
||||
tmp.append(e->mHal.state.fieldNames[ct]);
|
||||
names[*count] = tmp;
|
||||
if (arrayLengths) {
|
||||
arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
|
||||
}
|
||||
(*count)++;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue