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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 
     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];
     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