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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