xref: /aosp_15_r20/frameworks/rs/driver/rsdProgram.cpp (revision e1eccf28f96817838ad6867f7f39d2351ec11f56)
1*e1eccf28SAndroid Build Coastguard Worker /*
2*e1eccf28SAndroid Build Coastguard Worker  * Copyright (C) 2011-2012 The Android Open Source Project
3*e1eccf28SAndroid Build Coastguard Worker  *
4*e1eccf28SAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*e1eccf28SAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*e1eccf28SAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*e1eccf28SAndroid Build Coastguard Worker  *
8*e1eccf28SAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*e1eccf28SAndroid Build Coastguard Worker  *
10*e1eccf28SAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*e1eccf28SAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*e1eccf28SAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*e1eccf28SAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*e1eccf28SAndroid Build Coastguard Worker  * limitations under the License.
15*e1eccf28SAndroid Build Coastguard Worker  */
16*e1eccf28SAndroid Build Coastguard Worker 
17*e1eccf28SAndroid Build Coastguard Worker 
18*e1eccf28SAndroid Build Coastguard Worker #include "rsdCore.h"
19*e1eccf28SAndroid Build Coastguard Worker #include "rsdAllocation.h"
20*e1eccf28SAndroid Build Coastguard Worker #include "rsdProgramVertex.h"
21*e1eccf28SAndroid Build Coastguard Worker #include "rsdShader.h"
22*e1eccf28SAndroid Build Coastguard Worker #include "rsdShaderCache.h"
23*e1eccf28SAndroid Build Coastguard Worker 
24*e1eccf28SAndroid Build Coastguard Worker #include "rsContext.h"
25*e1eccf28SAndroid Build Coastguard Worker #include "rsProgramVertex.h"
26*e1eccf28SAndroid Build Coastguard Worker #include "rsProgramFragment.h"
27*e1eccf28SAndroid Build Coastguard Worker 
28*e1eccf28SAndroid Build Coastguard Worker #include <GLES/gl.h>
29*e1eccf28SAndroid Build Coastguard Worker #include <GLES/glext.h>
30*e1eccf28SAndroid Build Coastguard Worker #include <GLES2/gl2.h>
31*e1eccf28SAndroid Build Coastguard Worker #include <GLES2/gl2ext.h>
32*e1eccf28SAndroid Build Coastguard Worker 
33*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Allocation;
34*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Context;
35*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Program;
36*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::ProgramFragment;
37*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::ProgramVertex;
38*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramVertexInit(const Context * rsc,const ProgramVertex * pv,const char * shader,size_t shaderLen,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)39*e1eccf28SAndroid Build Coastguard Worker bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv,
40*e1eccf28SAndroid Build Coastguard Worker                           const char* shader, size_t shaderLen,
41*e1eccf28SAndroid Build Coastguard Worker                           const char** textureNames, size_t textureNamesCount,
42*e1eccf28SAndroid Build Coastguard Worker                           const size_t *textureNamesLength) {
43*e1eccf28SAndroid Build Coastguard Worker     RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen,
44*e1eccf28SAndroid Build Coastguard Worker                                    textureNames, textureNamesCount, textureNamesLength);
45*e1eccf28SAndroid Build Coastguard Worker     pv->mHal.drv = drv;
46*e1eccf28SAndroid Build Coastguard Worker 
47*e1eccf28SAndroid Build Coastguard Worker     return true;
48*e1eccf28SAndroid Build Coastguard Worker }
49*e1eccf28SAndroid Build Coastguard Worker 
SyncProgramConstants(const Context * rsc,const Program * p)50*e1eccf28SAndroid Build Coastguard Worker static void SyncProgramConstants(const Context *rsc, const Program *p) {
51*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
52*e1eccf28SAndroid Build Coastguard Worker         const Allocation *a = p->mHal.state.textures[ct];
53*e1eccf28SAndroid Build Coastguard Worker         if (!a) {
54*e1eccf28SAndroid Build Coastguard Worker             continue;
55*e1eccf28SAndroid Build Coastguard Worker         }
56*e1eccf28SAndroid Build Coastguard Worker         DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
57*e1eccf28SAndroid Build Coastguard Worker         if (drvAlloc->uploadDeferred) {
58*e1eccf28SAndroid Build Coastguard Worker             rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
59*e1eccf28SAndroid Build Coastguard Worker         }
60*e1eccf28SAndroid Build Coastguard Worker     }
61*e1eccf28SAndroid Build Coastguard Worker }
62*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramVertexSetActive(const Context * rsc,const ProgramVertex * pv)63*e1eccf28SAndroid Build Coastguard Worker void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
64*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
65*e1eccf28SAndroid Build Coastguard Worker 
66*e1eccf28SAndroid Build Coastguard Worker     SyncProgramConstants(rsc, pv);
67*e1eccf28SAndroid Build Coastguard Worker     dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
68*e1eccf28SAndroid Build Coastguard Worker }
69*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramVertexDestroy(const Context * rsc,const ProgramVertex * pv)70*e1eccf28SAndroid Build Coastguard Worker void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
71*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
72*e1eccf28SAndroid Build Coastguard Worker 
73*e1eccf28SAndroid Build Coastguard Worker     RsdShader *drv = nullptr;
74*e1eccf28SAndroid Build Coastguard Worker     if(pv->mHal.drv) {
75*e1eccf28SAndroid Build Coastguard Worker         drv = (RsdShader*)pv->mHal.drv;
76*e1eccf28SAndroid Build Coastguard Worker         if (rsc->props.mLogShaders) {
77*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Destroying vertex shader with ID %p", (void*)pv);
78*e1eccf28SAndroid Build Coastguard Worker         }
79*e1eccf28SAndroid Build Coastguard Worker         if (drv->getStateBasedIDCount()) {
80*e1eccf28SAndroid Build Coastguard Worker             dc->gl.shaderCache->cleanupVertex(drv);
81*e1eccf28SAndroid Build Coastguard Worker         }
82*e1eccf28SAndroid Build Coastguard Worker         delete drv;
83*e1eccf28SAndroid Build Coastguard Worker     }
84*e1eccf28SAndroid Build Coastguard Worker }
85*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramFragmentInit(const Context * rsc,const ProgramFragment * pf,const char * shader,size_t shaderLen,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)86*e1eccf28SAndroid Build Coastguard Worker bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
87*e1eccf28SAndroid Build Coastguard Worker                             const char* shader, size_t shaderLen,
88*e1eccf28SAndroid Build Coastguard Worker                             const char** textureNames, size_t textureNamesCount,
89*e1eccf28SAndroid Build Coastguard Worker                             const size_t *textureNamesLength) {
90*e1eccf28SAndroid Build Coastguard Worker     RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
91*e1eccf28SAndroid Build Coastguard Worker                                    textureNames, textureNamesCount, textureNamesLength);
92*e1eccf28SAndroid Build Coastguard Worker     pf->mHal.drv = drv;
93*e1eccf28SAndroid Build Coastguard Worker 
94*e1eccf28SAndroid Build Coastguard Worker     return true;
95*e1eccf28SAndroid Build Coastguard Worker }
96*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramFragmentSetActive(const Context * rsc,const ProgramFragment * pf)97*e1eccf28SAndroid Build Coastguard Worker void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
98*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
99*e1eccf28SAndroid Build Coastguard Worker 
100*e1eccf28SAndroid Build Coastguard Worker     SyncProgramConstants(rsc, pf);
101*e1eccf28SAndroid Build Coastguard Worker     dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
102*e1eccf28SAndroid Build Coastguard Worker }
103*e1eccf28SAndroid Build Coastguard Worker 
rsdProgramFragmentDestroy(const Context * rsc,const ProgramFragment * pf)104*e1eccf28SAndroid Build Coastguard Worker void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
105*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
106*e1eccf28SAndroid Build Coastguard Worker 
107*e1eccf28SAndroid Build Coastguard Worker     RsdShader *drv = nullptr;
108*e1eccf28SAndroid Build Coastguard Worker     if(pf->mHal.drv) {
109*e1eccf28SAndroid Build Coastguard Worker         drv = (RsdShader*)pf->mHal.drv;
110*e1eccf28SAndroid Build Coastguard Worker         if (rsc->props.mLogShaders) {
111*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Destroying fragment shader with ID %p", (void*)pf);
112*e1eccf28SAndroid Build Coastguard Worker         }
113*e1eccf28SAndroid Build Coastguard Worker         if (drv->getStateBasedIDCount()) {
114*e1eccf28SAndroid Build Coastguard Worker             dc->gl.shaderCache->cleanupFragment(drv);
115*e1eccf28SAndroid Build Coastguard Worker         }
116*e1eccf28SAndroid Build Coastguard Worker         delete drv;
117*e1eccf28SAndroid Build Coastguard Worker     }
118*e1eccf28SAndroid Build Coastguard Worker }
119*e1eccf28SAndroid Build Coastguard Worker 
120*e1eccf28SAndroid Build Coastguard Worker 
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