1 /*
2 * Copyright (C) 2009 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 #include "rsContext.h"
18 #include "rsProgramVertex.h"
19
20 #include <GLES/gl.h>
21 #include <GLES/glext.h>
22 #include <GLES2/gl2.h>
23 #include <GLES2/gl2ext.h>
24
25 using namespace android;
26 using namespace android::renderscript;
27
28
ProgramVertex(Context * rsc,bool texMat)29 ProgramVertex::ProgramVertex(Context *rsc, bool texMat) :
30 Program(rsc)
31 {
32 mAllocFile = __FILE__;
33 mAllocLine = __LINE__;
34 mTextureMatrixEnable = texMat;
35 mLightCount = 0;
36 init(rsc);
37 }
38
ProgramVertex(Context * rsc,const char * shaderText,uint32_t shaderLength,const uint32_t * params,uint32_t paramLength)39 ProgramVertex::ProgramVertex(Context *rsc, const char * shaderText,
40 uint32_t shaderLength, const uint32_t * params,
41 uint32_t paramLength) :
42 Program(rsc, shaderText, shaderLength, params, paramLength)
43 {
44 mAllocFile = __FILE__;
45 mAllocLine = __LINE__;
46 mTextureMatrixEnable = false;
47 mLightCount = 0;
48
49 init(rsc);
50 }
51
~ProgramVertex()52 ProgramVertex::~ProgramVertex()
53 {
54 }
55
logMatrix(const char * txt,const float * f)56 static void logMatrix(const char *txt, const float *f)
57 {
58 LOGV("Matrix %s, %p", txt, f);
59 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[0], f[4], f[8], f[12]);
60 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[1], f[5], f[9], f[13]);
61 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[2], f[6], f[10], f[14]);
62 LOGV("%6.4f, %6.4f, %6.4f, %6.4f", f[3], f[7], f[11], f[15]);
63 }
64
setupGL(const Context * rsc,ProgramVertexState * state)65 void ProgramVertex::setupGL(const Context *rsc, ProgramVertexState *state)
66 {
67 if ((state->mLast.get() == this) && !mDirty) {
68 return;
69 }
70 state->mLast.set(this);
71
72 const float *f = static_cast<const float *>(mConstants[0]->getPtr());
73
74 glMatrixMode(GL_TEXTURE);
75 if (mTextureMatrixEnable) {
76 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
77 } else {
78 glLoadIdentity();
79 }
80
81 glMatrixMode(GL_MODELVIEW);
82 glLoadIdentity();
83 if (mLightCount) {
84 int v = 0;
85 glEnable(GL_LIGHTING);
86 glLightModelxv(GL_LIGHT_MODEL_TWO_SIDE, &v);
87 for (uint32_t ct = 0; ct < mLightCount; ct++) {
88 const Light *l = mLights[ct].get();
89 glEnable(GL_LIGHT0 + ct);
90 l->setupGL(ct);
91 }
92 for (uint32_t ct = mLightCount; ct < MAX_LIGHTS; ct++) {
93 glDisable(GL_LIGHT0 + ct);
94 }
95 } else {
96 glDisable(GL_LIGHTING);
97 }
98
99 if (!f) {
100 LOGE("Must bind constants to vertex program");
101 }
102
103 glMatrixMode(GL_PROJECTION);
104 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
105 glMatrixMode(GL_MODELVIEW);
106 glLoadMatrixf(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
107
108 mDirty = false;
109 }
110
loadShader(Context * rsc)111 void ProgramVertex::loadShader(Context *rsc) {
112 Program::loadShader(rsc, GL_VERTEX_SHADER);
113 }
114
createShader()115 void ProgramVertex::createShader()
116 {
117 mShader.setTo("");
118
119 mShader.append("varying vec4 varColor;\n");
120 mShader.append("varying vec4 varTex0;\n");
121
122 if (mUserShader.length() > 1) {
123 mShader.append("uniform mat4 ");
124 mShader.append(mUniformNames[0]);
125 mShader.append(";\n");
126
127 for (uint32_t ct=0; ct < mConstantCount; ct++) {
128 const Element *e = mConstantTypes[ct]->getElement();
129 for (uint32_t field=0; field < e->getFieldCount(); field++) {
130 const Element *f = e->getField(field);
131
132 // Cannot be complex
133 rsAssert(!f->getFieldCount());
134 switch(f->getComponent().getVectorSize()) {
135 case 1: mShader.append("uniform float UNI_"); break;
136 case 2: mShader.append("uniform vec2 UNI_"); break;
137 case 3: mShader.append("uniform vec3 UNI_"); break;
138 case 4: mShader.append("uniform vec4 UNI_"); break;
139 default:
140 rsAssert(0);
141 }
142
143 mShader.append(e->getFieldName(field));
144 mShader.append(";\n");
145 }
146 }
147
148
149 for (uint32_t ct=0; ct < mInputCount; ct++) {
150 const Element *e = mInputElements[ct].get();
151 for (uint32_t field=0; field < e->getFieldCount(); field++) {
152 const Element *f = e->getField(field);
153
154 // Cannot be complex
155 rsAssert(!f->getFieldCount());
156 switch(f->getComponent().getVectorSize()) {
157 case 1: mShader.append("attribute float ATTRIB_"); break;
158 case 2: mShader.append("attribute vec2 ATTRIB_"); break;
159 case 3: mShader.append("attribute vec3 ATTRIB_"); break;
160 case 4: mShader.append("attribute vec4 ATTRIB_"); break;
161 default:
162 rsAssert(0);
163 }
164
165 mShader.append(e->getFieldName(field));
166 mShader.append(";\n");
167 }
168 }
169 mShader.append(mUserShader);
170 } else {
171 mShader.append("attribute vec4 ATTRIB_LegacyPosition;\n");
172 mShader.append("attribute vec4 ATTRIB_LegacyColor;\n");
173 mShader.append("attribute vec3 ATTRIB_LegacyNormal;\n");
174 mShader.append("attribute float ATTRIB_LegacyPointSize;\n");
175 mShader.append("attribute vec4 ATTRIB_LegacyTexture;\n");
176
177 for (uint32_t ct=0; ct < mUniformCount; ct++) {
178 mShader.append("uniform mat4 ");
179 mShader.append(mUniformNames[ct]);
180 mShader.append(";\n");
181 }
182
183 mShader.append("void main() {\n");
184 mShader.append(" gl_Position = UNI_MVP * ATTRIB_LegacyPosition;\n");
185 mShader.append(" gl_PointSize = ATTRIB_LegacyPointSize;\n");
186
187 mShader.append(" varColor = ATTRIB_LegacyColor;\n");
188 if (mTextureMatrixEnable) {
189 mShader.append(" varTex0 = UNI_TexMatrix * ATTRIB_LegacyTexture;\n");
190 } else {
191 mShader.append(" varTex0 = ATTRIB_LegacyTexture;\n");
192 }
193 //mShader.append(" pos.x = pos.x / 480.0;\n");
194 //mShader.append(" pos.y = pos.y / 800.0;\n");
195 //mShader.append(" gl_Position = pos;\n");
196 mShader.append("}\n");
197 }
198 }
199
setupGL2(const Context * rsc,ProgramVertexState * state,ShaderCache * sc)200 void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, ShaderCache *sc)
201 {
202 //LOGE("sgl2 vtx1 %x", glGetError());
203 if ((state->mLast.get() == this) && !mDirty) {
204 //return;
205 }
206
207 rsc->checkError("ProgramVertex::setupGL2 start");
208 glVertexAttrib4f(1, state->color[0], state->color[1], state->color[2], state->color[3]);
209
210 const float *f = static_cast<const float *>(mConstants[0]->getPtr());
211
212 Matrix mvp;
213 mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
214 Matrix t;
215 t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
216 mvp.multiply(&t);
217
218 glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
219 if (mTextureMatrixEnable) {
220 glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
221 &f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
222 }
223
224 rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
225 uint32_t uidx = 1;
226 for (uint32_t ct=0; ct < mConstantCount; ct++) {
227 Allocation *alloc = mConstants[ct+1].get();
228 if (!alloc) {
229 continue;
230 }
231
232 const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
233 const Element *e = mConstantTypes[ct]->getElement();
234 for (uint32_t field=0; field < e->getFieldCount(); field++) {
235 const Element *f = e->getField(field);
236 uint32_t offset = e->getFieldOffsetBytes(field);
237 int32_t slot = sc->vtxUniformSlot(uidx);
238
239 const float *fd = reinterpret_cast<const float *>(&data[offset]);
240
241 //LOGE("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i", slot, offset, ct, field, uidx);
242 if (slot >= 0) {
243 switch(f->getComponent().getVectorSize()) {
244 case 1:
245 //LOGE("Uniform 1 = %f", fd[0]);
246 glUniform1fv(slot, 1, fd);
247 break;
248 case 2:
249 //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
250 glUniform2fv(slot, 1, fd);
251 break;
252 case 3:
253 //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
254 glUniform3fv(slot, 1, fd);
255 break;
256 case 4:
257 //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
258 glUniform4fv(slot, 1, fd);
259 break;
260 default:
261 rsAssert(0);
262 }
263 }
264 uidx ++;
265 }
266 }
267
268 for (uint32_t ct=0; ct < mConstantCount; ct++) {
269 uint32_t glSlot = sc->vtxUniformSlot(ct + 1);
270
271 }
272
273 state->mLast.set(this);
274 rsc->checkError("ProgramVertex::setupGL2");
275 }
276
addLight(const Light * l)277 void ProgramVertex::addLight(const Light *l)
278 {
279 if (mLightCount < MAX_LIGHTS) {
280 mLights[mLightCount].set(l);
281 mLightCount++;
282 }
283 }
284
setProjectionMatrix(const rsc_Matrix * m) const285 void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
286 {
287 float *f = static_cast<float *>(mConstants[0]->getPtr());
288 memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
289 mDirty = true;
290 }
291
setModelviewMatrix(const rsc_Matrix * m) const292 void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
293 {
294 float *f = static_cast<float *>(mConstants[0]->getPtr());
295 memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
296 mDirty = true;
297 }
298
setTextureMatrix(const rsc_Matrix * m) const299 void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
300 {
301 float *f = static_cast<float *>(mConstants[0]->getPtr());
302 memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
303 mDirty = true;
304 }
305
transformToScreen(const Context * rsc,float * v4out,const float * v3in) const306 void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
307 {
308 float *f = static_cast<float *>(mConstants[0]->getPtr());
309 Matrix mvp;
310 mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
311 (Matrix *)&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
312 mvp.vectorMultiply(v4out, v3in);
313 }
314
initAddUserElement(const Element * e,String8 * names,uint32_t * count,const char * prefix)315 void ProgramVertex::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
316 {
317 rsAssert(e->getFieldCount());
318 for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
319 const Element *ce = e->getField(ct);
320 if (ce->getFieldCount()) {
321 initAddUserElement(ce, names, count, prefix);
322 } else {
323 String8 tmp(prefix);
324 tmp.append(e->getFieldName(ct));
325 names[*count].setTo(tmp.string());
326 (*count)++;
327 }
328 }
329 }
330
331
init(Context * rsc)332 void ProgramVertex::init(Context *rsc)
333 {
334 mAttribCount = 0;
335 if (mUserShader.size() > 0) {
336 for (uint32_t ct=0; ct < mInputCount; ct++) {
337 initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
338 }
339
340 mUniformCount = 1;
341 mUniformNames[0].setTo("UNI_MVP");
342 for (uint32_t ct=0; ct < mConstantCount; ct++) {
343 initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
344 }
345 } else {
346 mUniformCount = 2;
347 mUniformNames[0].setTo("UNI_MVP");
348 mUniformNames[1].setTo("UNI_TexMatrix");
349 }
350
351 createShader();
352 }
353
354
355 ///////////////////////////////////////////////////////////////////////
356
ProgramVertexState()357 ProgramVertexState::ProgramVertexState()
358 {
359 }
360
~ProgramVertexState()361 ProgramVertexState::~ProgramVertexState()
362 {
363 }
364
init(Context * rsc,int32_t w,int32_t h)365 void ProgramVertexState::init(Context *rsc, int32_t w, int32_t h)
366 {
367 RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
368
369 rsi_TypeBegin(rsc, e);
370 rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
371 mAllocType.set((Type *)rsi_TypeCreate(rsc));
372
373 ProgramVertex *pv = new ProgramVertex(rsc, false);
374 Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
375 mDefaultAlloc.set(alloc);
376 mDefault.set(pv);
377 pv->init(rsc);
378 pv->bindAllocation(alloc, 0);
379
380 color[0] = 1.f;
381 color[1] = 1.f;
382 color[2] = 1.f;
383 color[3] = 1.f;
384
385 updateSize(rsc, w, h);
386 }
387
updateSize(Context * rsc,int32_t w,int32_t h)388 void ProgramVertexState::updateSize(Context *rsc, int32_t w, int32_t h)
389 {
390 Matrix m;
391 m.loadOrtho(0,w, h,0, -1,1);
392 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
393
394 m.loadIdentity();
395 mDefaultAlloc->subData(RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
396 }
397
deinit(Context * rsc)398 void ProgramVertexState::deinit(Context *rsc)
399 {
400 mDefaultAlloc.clear();
401 mDefault.clear();
402 mAllocType.clear();
403 mLast.clear();
404 }
405
406
407 namespace android {
408 namespace renderscript {
409
410
rsi_ProgramVertexCreate(Context * rsc,bool texMat)411 RsProgramVertex rsi_ProgramVertexCreate(Context *rsc, bool texMat)
412 {
413 ProgramVertex *pv = new ProgramVertex(rsc, texMat);
414 pv->incUserRef();
415 return pv;
416 }
417
rsi_ProgramVertexCreate2(Context * rsc,const char * shaderText,uint32_t shaderLength,const uint32_t * params,uint32_t paramLength)418 RsProgramVertex rsi_ProgramVertexCreate2(Context *rsc, const char * shaderText,
419 uint32_t shaderLength, const uint32_t * params,
420 uint32_t paramLength)
421 {
422 ProgramVertex *pv = new ProgramVertex(rsc, shaderText, shaderLength, params, paramLength);
423 pv->incUserRef();
424 return pv;
425 }
426
427
428 }
429 }
430