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 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 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 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 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 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 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 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