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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     // 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 
     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 = NULL;
     90         mAttribAllocationIndex = NULL;
     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.setTo(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 
    128 void RsdMeshObj::renderPrimitiveRange(const Context *rsc, uint32_t primIndex,
    129                                       uint32_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 = NULL;
    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 
    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