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1 /*
2  * Copyright (C) 2011 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,uint32_t shaderLen)36 bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv,
37                           const char* shader, uint32_t shaderLen) {
38     RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen);
39     pv->mHal.drv = drv;
40 
41     return drv->createShader();
42 }
43 
SyncProgramConstants(const Context * rsc,const Program * p)44 static void SyncProgramConstants(const Context *rsc, const Program *p) {
45     for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
46         const Allocation *a = p->mHal.state.textures[ct].get();
47         if (!a) {
48             continue;
49         }
50         DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
51         if (drvAlloc->uploadDeferred) {
52             rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
53         }
54     }
55 }
56 
rsdProgramVertexSetActive(const Context * rsc,const ProgramVertex * pv)57 void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
58     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
59 
60     SyncProgramConstants(rsc, pv);
61     dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
62 }
63 
rsdProgramVertexDestroy(const Context * rsc,const ProgramVertex * pv)64 void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
65     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
66 
67     RsdShader *drv = NULL;
68     if(pv->mHal.drv) {
69         drv = (RsdShader*)pv->mHal.drv;
70         if (rsc->props.mLogShaders) {
71             LOGV("Destroying vertex shader with ID %u", drv->getShaderID());
72         }
73         if (drv->getShaderID()) {
74             dc->gl.shaderCache->cleanupVertex(drv->getShaderID());
75         }
76         delete drv;
77     }
78 }
79 
rsdProgramFragmentInit(const Context * rsc,const ProgramFragment * pf,const char * shader,uint32_t shaderLen)80 bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
81                           const char* shader, uint32_t shaderLen) {
82     RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen);
83     pf->mHal.drv = drv;
84 
85     return drv->createShader();
86 }
87 
rsdProgramFragmentSetActive(const Context * rsc,const ProgramFragment * pf)88 void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
89     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
90 
91     SyncProgramConstants(rsc, pf);
92     dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
93 }
94 
rsdProgramFragmentDestroy(const Context * rsc,const ProgramFragment * pf)95 void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
96     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
97 
98     RsdShader *drv = NULL;
99     if(pf->mHal.drv) {
100         drv = (RsdShader*)pf->mHal.drv;
101         if (rsc->props.mLogShaders) {
102             LOGV("Destroying fragment shader with ID %u", drv->getShaderID());
103         }
104         if (drv->getShaderID()) {
105             dc->gl.shaderCache->cleanupFragment(drv->getShaderID());
106         }
107         delete drv;
108     }
109 }
110 
111 
112