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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 <GLES/gl.h>
18 #include <GLES2/gl2.h>
19 #include <GLES/glext.h>
20 
21 #include <rs_hal.h>
22 #include <rsContext.h>
23 #include <rsMesh.h>
24 
25 #include "rsdAllocation.h"
26 #include "rsdMeshObj.h"
27 #include "rsdGL.h"
28 
29 using namespace android;
30 using namespace android::renderscript;
31 
RsdMeshObj(const Context * rsc,const Mesh * rsMesh)32 RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) {
33     mRSMesh = rsMesh;
34 
35     mAttribs = nullptr;
36     mAttribAllocationIndex = nullptr;
37     mGLPrimitives = nullptr;
38 
39     mAttribCount = 0;
40 }
41 
~RsdMeshObj()42 RsdMeshObj::~RsdMeshObj() {
43     if (mAttribs) {
44         delete[] mAttribs;
45         delete[] mAttribAllocationIndex;
46     }
47     if (mGLPrimitives) {
48         delete[] mGLPrimitives;
49     }
50 }
51 
isValidGLComponent(const Element * elem,uint32_t fieldIdx)52 bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
53     // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
54     // Filter rs types accordingly
55     RsDataType dt = elem->mHal.state.fields[fieldIdx]->mHal.state.dataType;
56     if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
57         dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
58         dt != RS_TYPE_SIGNED_16) {
59         return false;
60     }
61 
62     // Now make sure they are not arrays
63     uint32_t arraySize = elem->mHal.state.fieldArraySizes[fieldIdx];
64     if (arraySize != 1) {
65         return false;
66     }
67 
68     return true;
69 }
70 
init(const Context * rsc)71 bool RsdMeshObj::init(const Context *rsc) {
72 
73     updateGLPrimitives(rsc);
74 
75     // Count the number of gl attrs to initialize
76     mAttribCount = 0;
77     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
78         const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
79         for (uint32_t ct=0; ct < elem->mHal.state.fieldsCount; ct++) {
80             if (isValidGLComponent(elem, ct)) {
81                 mAttribCount ++;
82             }
83         }
84     }
85 
86     if (mAttribs) {
87         delete [] mAttribs;
88         delete [] mAttribAllocationIndex;
89         mAttribs = nullptr;
90         mAttribAllocationIndex = nullptr;
91     }
92     if (!mAttribCount) {
93         return false;
94     }
95 
96     mAttribs = new RsdVertexArray::Attrib[mAttribCount];
97     mAttribAllocationIndex = new uint32_t[mAttribCount];
98 
99     uint32_t userNum = 0;
100     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
101         const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
102         uint32_t stride = elem->mHal.state.elementSizeBytes;
103         for (uint32_t fieldI=0; fieldI < elem->mHal.state.fieldsCount; fieldI++) {
104             const Element *f = elem->mHal.state.fields[fieldI];
105 
106             if (!isValidGLComponent(elem, fieldI)) {
107                 continue;
108             }
109 
110             mAttribs[userNum].size = f->mHal.state.vectorSize;
111             mAttribs[userNum].offset = elem->mHal.state.fieldOffsetBytes[fieldI];
112             mAttribs[userNum].type = rsdTypeToGLType(f->mHal.state.dataType);
113             mAttribs[userNum].normalized = f->mHal.state.dataType != RS_TYPE_FLOAT_32;
114             mAttribs[userNum].stride = stride;
115             String8 tmp(RS_SHADER_ATTR);
116             tmp.append(elem->mHal.state.fieldNames[fieldI]);
117             mAttribs[userNum].name = tmp.string();
118 
119             // Remember which allocation this attribute came from
120             mAttribAllocationIndex[userNum] = ct;
121             userNum ++;
122         }
123     }
124 
125     return true;
126 }
127 
renderPrimitiveRange(const Context * rsc,uint32_t primIndex,size_t start,uint32_t len) const128 void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex,
129                                       size_t start, uint32_t len) const {
130     if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) {
131         rsc->setError(RS_ERROR_FATAL_DRIVER, "Invalid mesh or parameters");
132         return;
133     }
134 
135     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
136         const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct];
137         DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv;
138         if (drv->uploadDeferred) {
139             rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
140         }
141     }
142 
143     // update attributes with either buffer information or data ptr based on their current state
144     for (uint32_t ct=0; ct < mAttribCount; ct++) {
145         uint32_t allocIndex = mAttribAllocationIndex[ct];
146         Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex];
147         DrvAllocation *drvAlloc = (DrvAllocation *)alloc->mHal.drv;
148 
149         if (drvAlloc->bufferID) {
150             mAttribs[ct].buffer = drvAlloc->bufferID;
151             mAttribs[ct].ptr = nullptr;
152         } else {
153             mAttribs[ct].buffer = 0;
154             mAttribs[ct].ptr = (const uint8_t*)alloc->mHal.drvState.lod[0].mallocPtr;
155         }
156     }
157 
158     RsdVertexArray va(mAttribs, mAttribCount);
159     va.setup(rsc);
160 
161     const Allocation *idxAlloc = mRSMesh->mHal.state.indexBuffers[primIndex];
162     if (idxAlloc) {
163         DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv;
164         if (drvAlloc->uploadDeferred) {
165             rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
166         }
167 
168         if (drvAlloc->bufferID) {
169             RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);
170             RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
171                         (uint16_t *)(start * 2));
172         } else {
173             RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0);
174             RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
175                         idxAlloc->mHal.drvState.lod[0].mallocPtr);
176         }
177     } else {
178         RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
179     }
180 
181     rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange");
182 }
183 
updateGLPrimitives(const Context * rsc)184 void RsdMeshObj::updateGLPrimitives(const Context *rsc) {
185     mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount];
186     for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) {
187         switch (mRSMesh->mHal.state.primitives[i]) {
188             case RS_PRIMITIVE_POINT:          mGLPrimitives[i] = GL_POINTS; break;
189             case RS_PRIMITIVE_LINE:           mGLPrimitives[i] = GL_LINES; break;
190             case RS_PRIMITIVE_LINE_STRIP:     mGLPrimitives[i] = GL_LINE_STRIP; break;
191             case RS_PRIMITIVE_TRIANGLE:       mGLPrimitives[i] = GL_TRIANGLES; break;
192             case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break;
193             case RS_PRIMITIVE_TRIANGLE_FAN:   mGLPrimitives[i] = GL_TRIANGLE_FAN; break;
194             default: rsc->setError(RS_ERROR_FATAL_DRIVER, "Invalid mesh primitive"); break;
195         }
196     }
197 }
198