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      1 /*
      2  * Copyright (C) 2011-2012 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, size_t shaderLen,
     38                           const char** textureNames, size_t textureNamesCount,
     39                           const size_t *textureNamesLength) {
     40     RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen,
     41                                    textureNames, textureNamesCount, textureNamesLength);
     42     pv->mHal.drv = drv;
     43 
     44     return true;
     45 }
     46 
     47 static void SyncProgramConstants(const Context *rsc, const Program *p) {
     48     for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
     49         const Allocation *a = p->mHal.state.textures[ct];
     50         if (!a) {
     51             continue;
     52         }
     53         DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
     54         if (drvAlloc->uploadDeferred) {
     55             rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
     56         }
     57     }
     58 }
     59 
     60 void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
     61     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
     62 
     63     SyncProgramConstants(rsc, pv);
     64     dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
     65 }
     66 
     67 void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
     68     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
     69 
     70     RsdShader *drv = NULL;
     71     if(pv->mHal.drv) {
     72         drv = (RsdShader*)pv->mHal.drv;
     73         if (rsc->props.mLogShaders) {
     74             ALOGV("Destroying vertex shader with ID %p", (void*)pv);
     75         }
     76         if (drv->getStateBasedIDCount()) {
     77             dc->gl.shaderCache->cleanupVertex(drv);
     78         }
     79         delete drv;
     80     }
     81 }
     82 
     83 bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
     84                             const char* shader, size_t shaderLen,
     85                             const char** textureNames, size_t textureNamesCount,
     86                             const size_t *textureNamesLength) {
     87     RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
     88                                    textureNames, textureNamesCount, textureNamesLength);
     89     pf->mHal.drv = drv;
     90 
     91     return true;
     92 }
     93 
     94 void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
     95     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
     96 
     97     SyncProgramConstants(rsc, pf);
     98     dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
     99 }
    100 
    101 void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
    102     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
    103 
    104     RsdShader *drv = NULL;
    105     if(pf->mHal.drv) {
    106         drv = (RsdShader*)pf->mHal.drv;
    107         if (rsc->props.mLogShaders) {
    108             ALOGV("Destroying fragment shader with ID %p", (void*)pf);
    109         }
    110         if (drv->getStateBasedIDCount()) {
    111             dc->gl.shaderCache->cleanupFragment(drv);
    112         }
    113         delete drv;
    114     }
    115 }
    116 
    117 
    118