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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 #include "rsContext.h"
18 #include "rsProgram.h"
19 
20 using namespace android;
21 using namespace android::renderscript;
22 
Program(Context * rsc,const char * shaderText,size_t shaderLength,const uint32_t * params,size_t paramLength)23 Program::Program(Context *rsc, const char * shaderText, size_t shaderLength,
24                  const uint32_t * params, size_t paramLength)
25     : ProgramBase(rsc) {
26 
27     initMemberVars();
28     for (uint32_t ct=0; ct < paramLength; ct+=2) {
29         if (params[ct] == RS_PROGRAM_PARAM_INPUT) {
30             mHal.state.inputElementsCount++;
31         }
32         if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
33             mHal.state.constantsCount++;
34         }
35         if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
36             mHal.state.texturesCount++;
37         }
38     }
39 
40     mTextures = new ObjectBaseRef<Allocation>[mHal.state.texturesCount];
41     mSamplers = new ObjectBaseRef<Sampler>[mHal.state.texturesCount];
42     mInputElements = new ObjectBaseRef<Element>[mHal.state.inputElementsCount];
43     mConstantTypes = new ObjectBaseRef<Type>[mHal.state.constantsCount];
44     mConstants = new ObjectBaseRef<Allocation>[mHal.state.constantsCount];
45 
46     mHal.state.textures = new Allocation*[mHal.state.texturesCount];
47     mHal.state.samplers = new Sampler*[mHal.state.texturesCount];
48     mHal.state.textureTargets = new RsTextureTarget[mHal.state.texturesCount];
49     mHal.state.inputElements = new Element*[mHal.state.inputElementsCount];
50     mHal.state.constantTypes = new Type*[mHal.state.constantsCount];
51     mHal.state.constants = new Allocation*[mHal.state.constantsCount];
52 
53     // Will initialize everything
54     freeChildren();
55 
56     uint32_t input = 0;
57     uint32_t constant = 0;
58     uint32_t texture = 0;
59     for (uint32_t ct=0; ct < paramLength; ct+=2) {
60         if (params[ct] == RS_PROGRAM_PARAM_INPUT) {
61             mInputElements[input].set(reinterpret_cast<Element *>(params[ct+1]));
62             mHal.state.inputElements[input++] = reinterpret_cast<Element *>(params[ct+1]);
63         }
64         if (params[ct] == RS_PROGRAM_PARAM_CONSTANT) {
65             mConstantTypes[constant].set(reinterpret_cast<Type *>(params[ct+1]));
66             mHal.state.constantTypes[constant++] = reinterpret_cast<Type *>(params[ct+1]);
67         }
68         if (params[ct] == RS_PROGRAM_PARAM_TEXTURE_TYPE) {
69             mHal.state.textureTargets[texture++] = (RsTextureTarget)params[ct+1];
70         }
71     }
72     mIsInternal = false;
73     uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL);
74     if (shaderLength > internalTokenLen &&
75        strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) {
76         mIsInternal = true;
77         shaderText += internalTokenLen;
78         shaderLength -= internalTokenLen;
79     }
80     mUserShader.setTo(shaderText, shaderLength);
81 }
82 
~Program()83 Program::~Program() {
84     freeChildren();
85 
86     delete[] mTextures;
87     delete[] mSamplers;
88     delete[] mInputElements;
89     delete[] mConstantTypes;
90     delete[] mConstants;
91 
92     delete[] mHal.state.textures;
93     delete[] mHal.state.samplers;
94     delete[] mHal.state.textureTargets;
95     delete[] mHal.state.inputElements;
96     delete[] mHal.state.constantTypes;
97     delete[] mHal.state.constants;
98     mHal.state.inputElementsCount = 0;
99     mHal.state.constantsCount = 0;
100     mHal.state.texturesCount = 0;
101 }
102 
freeChildren()103 bool Program::freeChildren() {
104     for (uint32_t ct=0; ct < mHal.state.constantsCount; ct++) {
105         bindAllocation(NULL, NULL, ct);
106     }
107 
108     for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) {
109         bindTexture(NULL, ct, NULL);
110         bindSampler(NULL, ct, NULL);
111     }
112     return false;
113 }
114 
initMemberVars()115 void Program::initMemberVars() {
116     mDirty = true;
117 
118     mHal.drv = NULL;
119     mHal.state.textures = NULL;
120     mHal.state.samplers = NULL;
121     mHal.state.textureTargets = NULL;
122     mHal.state.inputElements = NULL;
123     mHal.state.constantTypes = NULL;
124     mHal.state.constants = NULL;
125 
126     mHal.state.inputElementsCount = 0;
127     mHal.state.constantsCount = 0;
128     mHal.state.texturesCount = 0;
129 
130     mTextures = NULL;
131     mSamplers = NULL;
132     mInputElements = NULL;
133     mConstantTypes = NULL;
134     mConstants = NULL;
135 
136     mIsInternal = false;
137 }
138 
bindAllocation(Context * rsc,Allocation * alloc,uint32_t slot)139 void Program::bindAllocation(Context *rsc, Allocation *alloc, uint32_t slot) {
140     if (alloc != NULL) {
141         if (slot >= mHal.state.constantsCount) {
142             ALOGE("Attempt to bind alloc at slot %u, on shader id %u, but const count is %u",
143                  slot, (uint32_t)this, mHal.state.constantsCount);
144             rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
145             return;
146         }
147         if (alloc->getType() != mConstantTypes[slot].get()) {
148             ALOGE("Attempt to bind alloc at slot %u, on shader id %u, but types mismatch",
149                  slot, (uint32_t)this);
150             rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind allocation");
151             return;
152         }
153     }
154     if (mConstants[slot].get() == alloc) {
155         return;
156     }
157     if (mConstants[slot].get()) {
158         mConstants[slot]->removeProgramToDirty(this);
159     }
160     mConstants[slot].set(alloc);
161     mHal.state.constants[slot] = alloc;
162     if (alloc) {
163         alloc->addProgramToDirty(this);
164     }
165     mDirty = true;
166 }
167 
bindTexture(Context * rsc,uint32_t slot,Allocation * a)168 void Program::bindTexture(Context *rsc, uint32_t slot, Allocation *a) {
169     if (slot >= mHal.state.texturesCount) {
170         ALOGE("Attempt to bind texture to slot %u but tex count is %u", slot, mHal.state.texturesCount);
171         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind texture");
172         return;
173     }
174 
175     if (a && a->getType()->getDimFaces() && mHal.state.textureTargets[slot] != RS_TEXTURE_CUBE) {
176         ALOGE("Attempt to bind cubemap to slot %u but 2d texture needed", slot);
177         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind cubemap to 2d texture slot");
178         return;
179     }
180 
181     mTextures[slot].set(a);
182     mHal.state.textures[slot] = a;
183 
184     mDirty = true;
185 }
186 
bindSampler(Context * rsc,uint32_t slot,Sampler * s)187 void Program::bindSampler(Context *rsc, uint32_t slot, Sampler *s) {
188     if (slot >= mHal.state.texturesCount) {
189         ALOGE("Attempt to bind sampler to slot %u but tex count is %u", slot, mHal.state.texturesCount);
190         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind sampler");
191         return;
192     }
193 
194     mSamplers[slot].set(s);
195     mHal.state.samplers[slot] = s;
196     mDirty = true;
197 }
198 
199 namespace android {
200 namespace renderscript {
201 
rsi_ProgramBindConstants(Context * rsc,RsProgram vp,uint32_t slot,RsAllocation constants)202 void rsi_ProgramBindConstants(Context *rsc, RsProgram vp, uint32_t slot, RsAllocation constants) {
203     Program *p = static_cast<Program *>(vp);
204     p->bindAllocation(rsc, static_cast<Allocation *>(constants), slot);
205 }
206 
rsi_ProgramBindTexture(Context * rsc,RsProgram vpf,uint32_t slot,RsAllocation a)207 void rsi_ProgramBindTexture(Context *rsc, RsProgram vpf, uint32_t slot, RsAllocation a) {
208     Program *p = static_cast<Program *>(vpf);
209     p->bindTexture(rsc, slot, static_cast<Allocation *>(a));
210 }
211 
rsi_ProgramBindSampler(Context * rsc,RsProgram vpf,uint32_t slot,RsSampler s)212 void rsi_ProgramBindSampler(Context *rsc, RsProgram vpf, uint32_t slot, RsSampler s) {
213     Program *p = static_cast<Program *>(vpf);
214     p->bindSampler(rsc, slot, static_cast<Sampler *>(s));
215 }
216 
217 }
218 }
219 
220