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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 
     32 RsdMeshObj::RsdMeshObj(const Context *rsc, const Mesh *rsMesh) {
     33     mRSMesh = rsMesh;
     34 
     35     mAttribs = NULL;
     36     mAttribAllocationIndex = NULL;
     37     mGLPrimitives = NULL;
     38 
     39     mAttribCount = 0;
     40 }
     41 
     42 RsdMeshObj::~RsdMeshObj() {
     43     if (mAttribs) {
     44         delete[] mAttribs;
     45         delete[] mAttribAllocationIndex;
     46     }
     47     if (mGLPrimitives) {
     48         delete[] mGLPrimitives;
     49     }
     50 }
     51 
     52 bool RsdMeshObj::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
     53     // Do not create attribs for padding
     54     if (elem->getFieldName(fieldIdx)[0] == '#') {
     55         return false;
     56     }
     57 
     58     // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
     59     // Filter rs types accordingly
     60     RsDataType dt = elem->getField(fieldIdx)->getComponent().getType();
     61     if (dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
     62         dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
     63         dt != RS_TYPE_SIGNED_16) {
     64         return false;
     65     }
     66 
     67     // Now make sure they are not arrays
     68     uint32_t arraySize = elem->getFieldArraySize(fieldIdx);
     69     if (arraySize != 1) {
     70         return false;
     71     }
     72 
     73     return true;
     74 }
     75 
     76 bool RsdMeshObj::init() {
     77 
     78     updateGLPrimitives();
     79 
     80     // Count the number of gl attrs to initialize
     81     mAttribCount = 0;
     82     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
     83         const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
     84         for (uint32_t ct=0; ct < elem->getFieldCount(); ct++) {
     85             if (isValidGLComponent(elem, ct)) {
     86                 mAttribCount ++;
     87             }
     88         }
     89     }
     90 
     91     if (mAttribs) {
     92         delete [] mAttribs;
     93         delete [] mAttribAllocationIndex;
     94         mAttribs = NULL;
     95         mAttribAllocationIndex = NULL;
     96     }
     97     if (!mAttribCount) {
     98         return false;
     99     }
    100 
    101     mAttribs = new RsdVertexArray::Attrib[mAttribCount];
    102     mAttribAllocationIndex = new uint32_t[mAttribCount];
    103 
    104     uint32_t userNum = 0;
    105     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
    106         const Element *elem = mRSMesh->mHal.state.vertexBuffers[ct]->getType()->getElement();
    107         uint32_t stride = elem->getSizeBytes();
    108         for (uint32_t fieldI=0; fieldI < elem->getFieldCount(); fieldI++) {
    109             const Component &c = elem->getField(fieldI)->getComponent();
    110 
    111             if (!isValidGLComponent(elem, fieldI)) {
    112                 continue;
    113             }
    114 
    115             mAttribs[userNum].size = c.getVectorSize();
    116             mAttribs[userNum].offset = elem->getFieldOffsetBytes(fieldI);
    117             mAttribs[userNum].type = rsdTypeToGLType(c.getType());
    118             mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
    119             mAttribs[userNum].stride = stride;
    120             String8 tmp(RS_SHADER_ATTR);
    121             tmp.append(elem->getFieldName(fieldI));
    122             mAttribs[userNum].name.setTo(tmp.string());
    123 
    124             // Remember which allocation this attribute came from
    125             mAttribAllocationIndex[userNum] = ct;
    126             userNum ++;
    127         }
    128     }
    129 
    130     return true;
    131 }
    132 
    133 void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex,
    134                                       uint32_t start, uint32_t len) const {
    135     if (len < 1 || primIndex >= mRSMesh->mHal.state.primitivesCount || mAttribCount == 0) {
    136         LOGE("Invalid mesh or parameters");
    137         return;
    138     }
    139 
    140     for (uint32_t ct=0; ct < mRSMesh->mHal.state.vertexBuffersCount; ct++) {
    141         const Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[ct];
    142         DrvAllocation *drv = (DrvAllocation *)alloc->mHal.drv;
    143         if (drv->uploadDeferred) {
    144             rsdAllocationSyncAll(rsc, alloc, RS_ALLOCATION_USAGE_SCRIPT);
    145         }
    146     }
    147 
    148     // update attributes with either buffer information or data ptr based on their current state
    149     for (uint32_t ct=0; ct < mAttribCount; ct++) {
    150         uint32_t allocIndex = mAttribAllocationIndex[ct];
    151         Allocation *alloc = mRSMesh->mHal.state.vertexBuffers[allocIndex];
    152         DrvAllocation *drvAlloc = (DrvAllocation *)alloc->mHal.drv;
    153 
    154         if (drvAlloc->bufferID) {
    155             mAttribs[ct].buffer = drvAlloc->bufferID;
    156             mAttribs[ct].ptr = NULL;
    157         } else {
    158             mAttribs[ct].buffer = 0;
    159             mAttribs[ct].ptr = (const uint8_t*)drvAlloc->mallocPtr;
    160         }
    161     }
    162 
    163     RsdVertexArray va(mAttribs, mAttribCount);
    164     va.setup(rsc);
    165 
    166     const Allocation *idxAlloc = mRSMesh->mHal.state.indexBuffers[primIndex];
    167     if (idxAlloc) {
    168         DrvAllocation *drvAlloc = (DrvAllocation *)idxAlloc->mHal.drv;
    169         if (drvAlloc->uploadDeferred) {
    170             rsdAllocationSyncAll(rsc, idxAlloc, RS_ALLOCATION_USAGE_SCRIPT);
    171         }
    172 
    173         if (drvAlloc->bufferID) {
    174             RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, drvAlloc->bufferID);
    175             RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
    176                         (uint16_t *)(start * 2));
    177         } else {
    178             RSD_CALL_GL(glBindBuffer, GL_ELEMENT_ARRAY_BUFFER, 0);
    179             RSD_CALL_GL(glDrawElements, mGLPrimitives[primIndex], len, GL_UNSIGNED_SHORT,
    180                         drvAlloc->mallocPtr);
    181         }
    182     } else {
    183         RSD_CALL_GL(glDrawArrays, mGLPrimitives[primIndex], start, len);
    184     }
    185 
    186     rsdGLCheckError(rsc, "Mesh::renderPrimitiveRange");
    187 }
    188 
    189 void RsdMeshObj::updateGLPrimitives() {
    190     mGLPrimitives = new uint32_t[mRSMesh->mHal.state.primitivesCount];
    191     for (uint32_t i = 0; i < mRSMesh->mHal.state.primitivesCount; i ++) {
    192         switch (mRSMesh->mHal.state.primitives[i]) {
    193             case RS_PRIMITIVE_POINT:          mGLPrimitives[i] = GL_POINTS; break;
    194             case RS_PRIMITIVE_LINE:           mGLPrimitives[i] = GL_LINES; break;
    195             case RS_PRIMITIVE_LINE_STRIP:     mGLPrimitives[i] = GL_LINE_STRIP; break;
    196             case RS_PRIMITIVE_TRIANGLE:       mGLPrimitives[i] = GL_TRIANGLES; break;
    197             case RS_PRIMITIVE_TRIANGLE_STRIP: mGLPrimitives[i] = GL_TRIANGLE_STRIP; break;
    198             case RS_PRIMITIVE_TRIANGLE_FAN:   mGLPrimitives[i] = GL_TRIANGLE_FAN; break;
    199         }
    200     }
    201 }
    202