Merge "Shader changes to allow for more flexible constant binding."

This commit is contained in:
Alex Sakhartchouk
2010-09-14 11:39:53 -07:00
committed by Android (Google) Code Review
17 changed files with 389 additions and 260 deletions

View File

@@ -62,9 +62,9 @@ public class ProgramFragment extends Program {
}
}
public static class Builder {
public static class Builder extends ShaderBuilder {
public static final int MAX_TEXTURE = 2;
RenderScript mRS;
int mNumTextures;
boolean mPointSpriteEnable;
boolean mVaryingColorEnable;
@@ -101,7 +101,72 @@ public class ProgramFragment extends Program {
}
Slot[] mSlots;
private void buildShaderString() {
mShader = "//rs_shader_internal\n";
mShader += "varying lowp vec4 varColor;\n";
mShader += "varying vec4 varTex0;\n";
mShader += "void main() {\n";
if (mVaryingColorEnable) {
mShader += " lowp vec4 col = varColor;\n";
} else {
mShader += " lowp vec4 col = UNI_Color;\n";
}
if (mNumTextures != 0) {
if (mPointSpriteEnable) {
mShader += " vec2 t0 = gl_PointCoord;\n";
} else {
mShader += " vec2 t0 = varTex0.xy;\n";
}
}
for(int i = 0; i < mNumTextures; i ++) {
switch(mSlots[i].env) {
case REPLACE:
switch (mSlots[i].format) {
case ALPHA:
mShader += " col.a = texture2D(UNI_Tex0, t0).a;\n";
break;
case LUMINANCE_ALPHA:
mShader += " col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
break;
case RGB:
mShader += " col.rgb = texture2D(UNI_Tex0, t0).rgb;\n";
break;
case RGBA:
mShader += " col.rgba = texture2D(UNI_Tex0, t0).rgba;\n";
break;
}
break;
case MODULATE:
switch (mSlots[i].format) {
case ALPHA:
mShader += " col.a *= texture2D(UNI_Tex0, t0).a;\n";
break;
case LUMINANCE_ALPHA:
mShader += " col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
break;
case RGB:
mShader += " col.rgb *= texture2D(UNI_Tex0, t0).rgb;\n";
break;
case RGBA:
mShader += " col.rgba *= texture2D(UNI_Tex0, t0).rgba;\n";
break;
}
break;
case DECAL:
mShader += " col = texture2D(UNI_Tex0, t0);\n";
break;
}
}
mShader += " gl_FragColor = col;\n";
mShader += "}\n";
}
public Builder(RenderScript rs) {
super(rs);
mRS = rs;
mSlots = new Slot[MAX_TEXTURE];
mPointSpriteEnable = false;
@@ -126,22 +191,35 @@ public class ProgramFragment extends Program {
return this;
}
@Override
public ProgramFragment create() {
mRS.validate();
int[] tmp = new int[MAX_TEXTURE * 2 + 2];
if (mSlots[0] != null) {
tmp[0] = mSlots[0].env.mID;
tmp[1] = mSlots[0].format.mID;
mNumTextures = 0;
for(int i = 0; i < MAX_TEXTURE; i ++) {
if(mSlots[i] != null) {
mNumTextures ++;
}
}
if (mSlots[1] != null) {
tmp[2] = mSlots[1].env.mID;
tmp[3] = mSlots[1].format.mID;
buildShaderString();
Type constType = null;
if (!mVaryingColorEnable) {
Element.Builder b = new Element.Builder(mRS);
b.add(Element.F32_4(mRS), "Color");
Type.Builder typeBuilder = new Type.Builder(mRS, b.create());
typeBuilder.add(Dimension.X, 1);
constType = typeBuilder.create();
addConstant(constType);
}
tmp[4] = mPointSpriteEnable ? 1 : 0;
tmp[5] = mVaryingColorEnable ? 1 : 0;
int id = mRS.nProgramFragmentCreate(tmp);
ProgramFragment pf = new ProgramFragment(id, mRS);
setTextureCount(mNumTextures);
ProgramFragment pf = super.create();
pf.mTextureCount = MAX_TEXTURE;
if (!mVaryingColorEnable) {
Allocation constantData = Allocation.createTyped(mRS,constType);
float[] data = new float[4];
data[0] = data[1] = data[2] = data[3] = 1.0f;
constantData.data(data);
pf.bindConstants(constantData, 0);
}
return pf;
}
}

View File

@@ -17,6 +17,7 @@
package android.renderscript;
import android.graphics.Matrix;
import android.util.Config;
import android.util.Log;
@@ -38,29 +39,6 @@ public class ProgramVertex extends Program {
bindConstants(va.mAlloc, 0);
}
public static class Builder {
RenderScript mRS;
boolean mTextureMatrixEnable;
public Builder(RenderScript rs, Element in, Element out) {
mRS = rs;
}
public Builder(RenderScript rs) {
mRS = rs;
}
public Builder setTextureMatrixEnable(boolean enable) {
mTextureMatrixEnable = enable;
return this;
}
public ProgramVertex create() {
int id = mRS.nProgramVertexCreate(mTextureMatrixEnable);
return new ProgramVertex(id, mRS);
}
}
public static class ShaderBuilder extends BaseProgramBuilder {
public ShaderBuilder(RenderScript rs) {
super(rs);
@@ -93,6 +71,68 @@ public class ProgramVertex extends Program {
}
}
public static class Builder extends ShaderBuilder {
boolean mTextureMatrixEnable;
public Builder(RenderScript rs, Element in, Element out) {
super(rs);
}
public Builder(RenderScript rs) {
super(rs);
}
public Builder setTextureMatrixEnable(boolean enable) {
mTextureMatrixEnable = enable;
return this;
}
static Type getConstantInputType(RenderScript rs) {
Element.Builder b = new Element.Builder(rs);
b.add(Element.MATRIX4X4(rs), "MV");
b.add(Element.MATRIX4X4(rs), "P");
b.add(Element.MATRIX4X4(rs), "TexMatrix");
b.add(Element.MATRIX4X4(rs), "MVP");
Type.Builder typeBuilder = new Type.Builder(rs, b.create());
typeBuilder.add(Dimension.X, 1);
return typeBuilder.create();
}
private void buildShaderString() {
mShader = "//rs_shader_internal\n";
mShader += "varying vec4 varColor;\n";
mShader += "varying vec4 varTex0;\n";
mShader += "void main() {\n";
mShader += " gl_Position = UNI_MVP * ATTRIB_position;\n";
mShader += " gl_PointSize = 1.0;\n";
mShader += " varColor = ATTRIB_color;\n";
if (mTextureMatrixEnable) {
mShader += " varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n";
} else {
mShader += " varTex0 = ATTRIB_texture0;\n";
}
mShader += "}\n";
}
@Override
public ProgramVertex create() {
buildShaderString();
addConstant(getConstantInputType(mRS));
Element.Builder b = new Element.Builder(mRS);
b.add(Element.F32_4(mRS), "position");
b.add(Element.F32_4(mRS), "color");
b.add(Element.F32_3(mRS), "normal");
b.add(Element.F32_4(mRS), "texture0");
addInput(b.create());
return super.create();
}
}
public static class MatrixAllocation {
@@ -105,9 +145,14 @@ public class ProgramVertex extends Program {
Matrix4f mTexture;
public Allocation mAlloc;
private FieldPacker mIOBuffer;
public MatrixAllocation(RenderScript rs) {
mAlloc = Allocation.createSized(rs, Element.createUser(rs, Element.DataType.FLOAT_32), 48);
Type constInputType = ProgramVertex.Builder.getConstantInputType(rs);
mAlloc = Allocation.createTyped(rs, constInputType);
int bufferSize = constInputType.getElement().getSizeBytes()*
constInputType.getElementCount();
mIOBuffer = new FieldPacker(bufferSize);
loadModelview(new Matrix4f());
loadProjection(new Matrix4f());
loadTexture(new Matrix4f());
@@ -118,24 +163,32 @@ public class ProgramVertex extends Program {
mAlloc = null;
}
private void addToBuffer(int offset, Matrix4f m) {
mIOBuffer.reset(offset);
for(int i = 0; i < 16; i ++) {
mIOBuffer.addF32(m.mMat[i]);
}
mAlloc.data(mIOBuffer.getData());
}
public void loadModelview(Matrix4f m) {
mModel = m;
mAlloc.subData1D(MODELVIEW_OFFSET, 16, m.mMat);
addToBuffer(MODELVIEW_OFFSET*4, m);
}
public void loadProjection(Matrix4f m) {
mProjection = m;
mAlloc.subData1D(PROJECTION_OFFSET, 16, m.mMat);
addToBuffer(PROJECTION_OFFSET*4, m);
}
public void loadTexture(Matrix4f m) {
mTexture = m;
mAlloc.subData1D(TEXTURE_OFFSET, 16, m.mMat);
addToBuffer(TEXTURE_OFFSET*4, m);
}
public void setupOrthoWindow(int w, int h) {
mProjection.loadOrtho(0,w, h,0, -1,1);
mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
public void setupOrthoNormalized(int w, int h) {
@@ -147,7 +200,7 @@ public class ProgramVertex extends Program {
float aspect = ((float)h) / w;
mProjection.loadOrtho(-1,1, -aspect,aspect, -1,1);
}
mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
public void setupProjectionNormalized(int w, int h) {
@@ -173,7 +226,7 @@ public class ProgramVertex extends Program {
m1.loadMultiply(m1, m2);
mProjection = m1;
mAlloc.subData1D(PROJECTION_OFFSET, 16, mProjection.mMat);
addToBuffer(PROJECTION_OFFSET*4, mProjection);
}
}

View File

@@ -28,4 +28,4 @@ typedef struct {
#define RS_PROGRAM_VERTEX_MODELVIEW_OFFSET 0
#define RS_PROGRAM_VERTEX_PROJECTION_OFFSET 16
#define RS_PROGRAM_VERTEX_TEXTURE_OFFSET 32
#define RS_PROGRAM_VERTEX_MVP_OFFSET 48

View File

@@ -3,10 +3,11 @@ varying lowp float light0_Diffuse;
varying lowp float light0_Specular;
varying lowp float light1_Diffuse;
varying lowp float light1_Specular;
varying vec2 varTex0;
void main() {
vec2 t0 = varTex0.xy;
lowp vec4 col = texture2D(uni_Tex0, t0).rgba;
lowp vec4 col = texture2D(UNI_Tex0, t0).rgba;
col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor + light1_Diffuse * UNI_light1_DiffuseColor);
col.xyz += light0_Specular * UNI_light0_SpecularColor;
col.xyz += light1_Specular * UNI_light1_SpecularColor;

View File

@@ -2,24 +2,12 @@ varying float light0_Diffuse;
varying float light0_Specular;
varying float light1_Diffuse;
varying float light1_Specular;
/*
rs_matrix4x4 model;
float3 light0_Posision;
float light0_Diffuse;
float light0_Specular;
float light0_CosinePower;
float3 light1_Posision;
float light1_Diffuse;
float light1_Specular;
float light1_CosinePower;
*/
varying vec2 varTex0;
// This is where actual shader code begins
void main() {
vec4 worldPos = UNI_model * ATTRIB_position;
gl_Position = UNI_MVP * worldPos;
gl_Position = UNI_proj * worldPos;
mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz);
vec3 worldNorm = model3 * ATTRIB_normal;

View File

@@ -67,7 +67,6 @@ public class RsRenderStatesRS {
// Custom shaders
private ProgramVertex mProgVertexCustom;
private ProgramVertex.MatrixAllocation mPVACustom;
private ProgramFragment mProgFragmentCustom;
private ScriptField_VertexShaderConstants_s mVSConst;
private ScriptField_FragentShaderConstants_s mFSConst;
@@ -202,9 +201,7 @@ public class RsRenderStatesRS {
pvbCustom.addConstant(mVSConst.getAllocation().getType());
mProgVertexCustom = pvbCustom.create();
// Bind the source of constant data
mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 1);
mPVACustom = new ProgramVertex.MatrixAllocation(mRS);
mProgVertexCustom.bindAllocation(mPVACustom);
mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 0);
ProgramFragment.ShaderBuilder pfbCustom = new ProgramFragment.ShaderBuilder(mRS);
// Specify the resource that contains the shader string
@@ -215,7 +212,7 @@ public class RsRenderStatesRS {
pfbCustom.addConstant(mFSConst.getAllocation().getType());
mProgFragmentCustom = pfbCustom.create();
// Bind the source of constant data
mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 1);
mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 0);
mScript.set_gProgVertexCustom(mProgVertexCustom);
mScript.set_gProgFragmentCustom(mProgFragmentCustom);

View File

@@ -395,14 +395,12 @@ void displayCustomShaderSamples() {
rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -10.0f);
rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f);
rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f);
// Setup the projectioni matrix
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f);
setupCustomShaderLights();
rsgBindProgramVertex(gProgVertexCustom);
// Setup the projectioni matrix with 60 degree field of view
rs_matrix4x4 proj;
float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f);
rsgProgramVertexLoadProjectionMatrix(&proj);
// Fragment shader with texture
rsgBindProgramStore(gProgStoreBlendNoneDepth);
@@ -416,7 +414,7 @@ void displayCustomShaderSamples() {
rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f);
rsgBindFont(gFontMono);
rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10);
//rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10);
}
int root(int launchID) {

View File

@@ -18,6 +18,7 @@
typedef struct VertexShaderConstants_s {
rs_matrix4x4 model;
rs_matrix4x4 proj;
float3 light0_Posision;
float light0_Diffuse;
float light0_Specular;
@@ -27,7 +28,6 @@ typedef struct VertexShaderConstants_s {
float light1_Diffuse;
float light1_Specular;
float light1_CosinePower;
} VertexShaderConstants;
typedef struct FragentShaderConstants_s {
@@ -42,6 +42,6 @@ typedef struct FragentShaderConstants_s {
typedef struct VertexShaderInputs_s {
float4 position;
float3 normal;
float4 texture0;
float2 texture0;
} VertexShaderInputs;

View File

@@ -314,6 +314,11 @@ void Element::decRefs(const void *ptr) const
ElementState::ElementState()
{
const uint32_t initialCapacity = 32;
mBuilderElements.setCapacity(initialCapacity);
mBuilderNameStrings.setCapacity(initialCapacity);
mBuilderNameLengths.setCapacity(initialCapacity);
mBuilderArrays.setCapacity(initialCapacity);
}
ElementState::~ElementState()
@@ -321,6 +326,29 @@ ElementState::~ElementState()
rsAssert(!mElements.size());
}
void ElementState::elementBuilderBegin() {
mBuilderElements.clear();
mBuilderNameStrings.clear();
mBuilderNameLengths.clear();
mBuilderArrays.clear();
}
void ElementState::elementBuilderAdd(const Element *e, const char *nameStr, uint32_t arraySize) {
mBuilderElements.push(e);
mBuilderNameStrings.push(nameStr);
mBuilderNameLengths.push(strlen(nameStr));
mBuilderArrays.push(arraySize);
}
const Element *ElementState::elementBuilderCreate(Context *rsc) {
return Element::create(rsc, mBuilderElements.size(),
&(mBuilderElements.editArray()[0]),
&(mBuilderNameStrings.editArray()[0]),
mBuilderNameLengths.editArray(),
mBuilderArrays.editArray());
}
/////////////////////////////////////////
//

View File

@@ -99,8 +99,17 @@ public:
ElementState();
~ElementState();
void elementBuilderBegin();
void elementBuilderAdd(const Element *e, const char *nameStr, uint32_t arraySize);
const Element *elementBuilderCreate(Context *rsc);
// Cache of all existing elements.
Vector<Element *> mElements;
private:
Vector<const Element *> mBuilderElements;
Vector<const char*> mBuilderNameStrings;
Vector<size_t> mBuilderNameLengths;
Vector<uint32_t> mBuilderArrays;
};

View File

@@ -387,14 +387,34 @@ bool FontState::cacheBitmap(FT_Bitmap *bitmap, uint32_t *retOriginX, uint32_t *r
void FontState::initRenderState()
{
uint32_t tmp[] = {
RS_TEX_ENV_MODE_REPLACE, 1,
RS_TEX_ENV_MODE_NONE, 0,
0, 0
};
ProgramFragment *pf = new ProgramFragment(mRSC, tmp, 6);
String8 shaderString("varying vec4 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" col.a = texture2D(UNI_Tex0, varTex0.xy).a;\n");
shaderString.append(" gl_FragColor = col;\n");
shaderString.append("}\n");
const Element *colorElem = Element::create(mRSC, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
mRSC->mStateElement.elementBuilderBegin();
mRSC->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
const Element *constInput = mRSC->mStateElement.elementBuilderCreate(mRSC);
Type *inputType = new Type(mRSC);
inputType->setElement(constInput);
inputType->setDimX(1);
inputType->compute();
uint32_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType;
tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
tmp[3] = 1;
mFontShaderFConstant.set(new Allocation(mRSC, inputType));
ProgramFragment *pf = new ProgramFragment(mRSC, shaderString.string(),
shaderString.length(), tmp, 4);
mFontShaderF.set(pf);
mFontShaderF->init(mRSC);
mFontShaderF->bindAllocation(mFontShaderFConstant.get(), 0);
Sampler *sampler = new Sampler(mRSC, RS_SAMPLER_NEAREST, RS_SAMPLER_NEAREST,
RS_SAMPLER_CLAMP, RS_SAMPLER_CLAMP, RS_SAMPLER_CLAMP);
@@ -539,7 +559,7 @@ void FontState::issueDrawCommand() {
mRSC->setFragmentStore(mFontProgramStore.get());
if(mFontColorDirty) {
mFontShaderF->setConstantColor(mFontColor[0], mFontColor[1], mFontColor[2], mFontColor[3]);
mFontShaderFConstant->data(mRSC, &mFontColor, 4*sizeof(float));
mFontColorDirty = false;
}

View File

@@ -171,6 +171,7 @@ protected:
Vector<Font*> mActiveFonts;
// Render state for the font
ObjectBaseRef<Allocation> mFontShaderFConstant;
ObjectBaseRef<ProgramFragment> mFontShaderF;
ObjectBaseRef<Sampler> mFontSampler;
ObjectBaseRef<ProgramStore> mFontProgramStore;

View File

@@ -46,6 +46,7 @@ Program::Program(Context *rsc) : ObjectBase(rsc)
mOutputCount = 0;
mConstantCount = 0;
mIsValid = false;
mIsInternal = false;
}
Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength,
@@ -97,6 +98,14 @@ Program::Program(Context *rsc, const char * shaderText, uint32_t shaderLength,
mConstantTypes[constant++].set(reinterpret_cast<Type *>(params[ct+1]));
}
}
mIsInternal = false;
uint32_t internalTokenLen = strlen(RS_SHADER_INTERNAL);
if(shaderLength > internalTokenLen &&
strncmp(RS_SHADER_INTERNAL, shaderText, internalTokenLen) == 0) {
mIsInternal = true;
shaderText += internalTokenLen;
shaderLength -= internalTokenLen;
}
mUserShader.setTo(shaderText, shaderLength);
}
@@ -281,9 +290,9 @@ void Program::appendUserConstants() {
}
void Program::setupUserConstants(ShaderCache *sc, bool isFragment) {
uint32_t uidx = 1;
uint32_t uidx = 0;
for (uint32_t ct=0; ct < mConstantCount; ct++) {
Allocation *alloc = mConstants[ct+1].get();
Allocation *alloc = mConstants[ct].get();
if (!alloc) {
continue;
}
@@ -313,6 +322,9 @@ void Program::setupUserConstants(ShaderCache *sc, bool isFragment) {
if (slot >= 0) {
if(f->getType() == RS_TYPE_MATRIX_4X4) {
glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
/*for(int i = 0; i < 4; i++) {
LOGE("Mat = %f %f %f %f", fd[i*4 + 0], fd[i*4 + 1], fd[i*4 + 2], fd[i*4 + 3]);
}*/
}
else if(f->getType() == RS_TYPE_MATRIX_3X3) {
glUniformMatrix3fv(slot, 1, GL_FALSE, fd);

View File

@@ -23,10 +23,10 @@
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class ShaderCache;
#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
class Program : public ObjectBase
{
public:
@@ -42,7 +42,7 @@ public:
void bindAllocation(Allocation *, uint32_t slot);
virtual void createShader();
bool isUserProgram() const {return mUserShader.size() > 0;}
bool isUserProgram() const {return !mIsInternal;}
void bindTexture(uint32_t slot, Allocation *);
void bindSampler(uint32_t slot, Sampler *);
@@ -71,6 +71,7 @@ protected:
uint32_t mOutputCount;
uint32_t mConstantCount;
bool mIsValid;
bool mIsInternal;
// Applies to vertex and fragment shaders only
void appendUserConstants();

View File

@@ -92,10 +92,14 @@ ProgramFragment::~ProgramFragment()
void ProgramFragment::setConstantColor(float r, float g, float b, float a)
{
if(isUserProgram()) {
return;
}
mConstantColor[0] = r;
mConstantColor[1] = g;
mConstantColor[2] = b;
mConstantColor[3] = a;
memcpy(mConstants[0]->getPtr(), mConstantColor, 4*sizeof(float));
mDirty = true;
}
@@ -114,13 +118,6 @@ void ProgramFragment::setupGL2(const Context *rsc, ProgramFragmentState *state,
rsc->checkError("ProgramFragment::setupGL2 start");
if (!mVaryingColor &&
(sc->fragUniformSlot(mConstantColorUniformIndex) >= 0)) {
//LOGE("mConstantColorUniformIndex %i %i", mConstantColorUniformIndex, sc->fragUniformSlot(mConstantColorUniformIndex));
glUniform4fv(sc->fragUniformSlot(mConstantColorUniformIndex), 1, mConstantColor);
rsc->checkError("ProgramFragment::color setup");
}
rsc->checkError("ProgramFragment::setupGL2 begin uniforms");
setupUserConstants(sc, true);
@@ -158,124 +155,32 @@ void ProgramFragment::loadShader(Context *rsc) {
void ProgramFragment::createShader()
{
mShader.setTo("precision mediump float;\n");
mShader.append("varying lowp vec4 varColor;\n");
mShader.append("varying vec4 varTex0;\n");
mShader.append("uniform vec4 uni_Color;\n");
if (mUserShader.length() > 1) {
mShader.append("precision mediump float;\n");
appendUserConstants();
for (uint32_t ct=0; ct < mTextureCount; ct++) {
char buf[256];
sprintf(buf, "uniform sampler2D uni_Tex%i;\n", ct);
sprintf(buf, "uniform sampler2D UNI_Tex%i;\n", ct);
mShader.append(buf);
}
mShader.append(mUserShader);
} else {
uint32_t mask = mTextureEnableMask;
uint32_t texNum = 0;
while (mask) {
if (mask & 1) {
char buf[64];
mShader.append("uniform sampler2D uni_Tex");
sprintf(buf, "%i", texNum);
mShader.append(buf);
mShader.append(";\n");
}
mask >>= 1;
texNum++;
}
mShader.append("void main() {\n");
if (mVaryingColor) {
mShader.append(" lowp vec4 col = varColor;\n");
} else {
mShader.append(" lowp vec4 col = uni_Color;\n");
}
if (mTextureEnableMask) {
if (mPointSpriteEnable) {
mShader.append(" vec2 t0 = gl_PointCoord;\n");
} else {
mShader.append(" vec2 t0 = varTex0.xy;\n");
}
}
mask = mTextureEnableMask;
texNum = 0;
while (mask) {
if (mask & 1) {
switch(mEnvModes[texNum]) {
case RS_TEX_ENV_MODE_NONE:
rsAssert(0);
break;
case RS_TEX_ENV_MODE_REPLACE:
switch(mTextureFormats[texNum]) {
case 1:
mShader.append(" col.a = texture2D(uni_Tex0, t0).a;\n");
break;
case 2:
mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
break;
case 3:
mShader.append(" col.rgb = texture2D(uni_Tex0, t0).rgb;\n");
break;
case 4:
mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
break;
}
break;
case RS_TEX_ENV_MODE_MODULATE:
switch(mTextureFormats[texNum]) {
case 1:
mShader.append(" col.a *= texture2D(uni_Tex0, t0).a;\n");
break;
case 2:
mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
break;
case 3:
mShader.append(" col.rgb *= texture2D(uni_Tex0, t0).rgb;\n");
break;
case 4:
mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
break;
}
break;
case RS_TEX_ENV_MODE_DECAL:
mShader.append(" col = texture2D(uni_Tex0, t0);\n");
break;
}
}
mask >>= 1;
texNum++;
}
//mShader.append(" col.a = 1.0;\n");
//mShader.append(" col.r = 0.5;\n");
mShader.append(" gl_FragColor = col;\n");
mShader.append("}\n");
LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
rsAssert(0);
}
}
void ProgramFragment::init(Context *rsc)
{
mUniformCount = 0;
//if (!mVaryingColor) {
mConstantColorUniformIndex = mUniformCount;
mUniformNames[mUniformCount++].setTo("uni_Color");
//}
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mConstantCount; ct++) {
initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
}
}
mTextureUniformIndexStart = mUniformCount;
mUniformNames[mUniformCount++].setTo("uni_Tex0");
mUniformNames[mUniformCount++].setTo("uni_Tex1");
mUniformNames[mUniformCount++].setTo("UNI_Tex0");
mUniformNames[mUniformCount++].setTo("UNI_Tex1");
createShader();
}
@@ -303,12 +208,36 @@ ProgramFragmentState::~ProgramFragmentState()
void ProgramFragmentState::init(Context *rsc)
{
uint32_t tmp[] = {
RS_TEX_ENV_MODE_NONE, 0,
RS_TEX_ENV_MODE_NONE, 0,
0, 0
};
ProgramFragment *pf = new ProgramFragment(rsc, tmp, 6);
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying lowp vec4 varColor;\n");
shaderString.append("varying vec4 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" lowp vec4 col = UNI_Color;\n");
shaderString.append(" gl_FragColor = col;\n");
shaderString.append("}\n");
const Element *colorElem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(colorElem, "Color", 1);
const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
Type *inputType = new Type(rsc);
inputType->setElement(constInput);
inputType->setDimX(1);
inputType->compute();
uint32_t tmp[4];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType;
tmp[2] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
tmp[3] = 0;
Allocation *constAlloc = new Allocation(rsc, inputType);
ProgramFragment *pf = new ProgramFragment(rsc, shaderString.string(),
shaderString.length(), tmp, 4);
pf->bindAllocation(constAlloc, 0);
pf->setConstantColor(1.0f, 1.0f, 1.0f, 1.0f);
mDefault.set(pf);
}

View File

@@ -79,15 +79,7 @@ void ProgramVertex::loadShader(Context *rsc) {
void ProgramVertex::createShader()
{
mShader.setTo("");
mShader.append("varying vec4 varColor;\n");
mShader.append("varying vec4 varTex0;\n");
if (mUserShader.length() > 1) {
mShader.append("uniform mat4 ");
mShader.append(mUniformNames[0]);
mShader.append(";\n");
appendUserConstants();
@@ -118,28 +110,8 @@ void ProgramVertex::createShader()
}
mShader.append(mUserShader);
} else {
mShader.append("attribute vec4 ATTRIB_position;\n");
mShader.append("attribute vec4 ATTRIB_color;\n");
mShader.append("attribute vec3 ATTRIB_normal;\n");
mShader.append("attribute vec4 ATTRIB_texture0;\n");
for (uint32_t ct=0; ct < mUniformCount; ct++) {
mShader.append("uniform mat4 ");
mShader.append(mUniformNames[ct]);
mShader.append(";\n");
}
mShader.append("void main() {\n");
mShader.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
mShader.append(" gl_PointSize = 1.0;\n");
mShader.append(" varColor = ATTRIB_color;\n");
if (mTextureMatrixEnable) {
mShader.append(" varTex0 = UNI_TexMatrix * ATTRIB_texture0;\n");
} else {
mShader.append(" varTex0 = ATTRIB_texture0;\n");
}
mShader.append("}\n");
LOGE("ProgramFragment::createShader cannot create program, shader code not defined");
rsAssert(0);
}
}
@@ -152,18 +124,16 @@ void ProgramVertex::setupGL2(const Context *rsc, ProgramVertexState *state, Shad
rsc->checkError("ProgramVertex::setupGL2 start");
const float *f = static_cast<const float *>(mConstants[0]->getPtr());
Matrix mvp;
mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
Matrix t;
t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
mvp.multiply(&t);
glUniformMatrix4fv(sc->vtxUniformSlot(0), 1, GL_FALSE, mvp.m);
if (mTextureMatrixEnable) {
glUniformMatrix4fv(sc->vtxUniformSlot(1), 1, GL_FALSE,
&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET]);
if(!isUserProgram()) {
float *f = static_cast<float *>(mConstants[0]->getPtr());
Matrix mvp;
mvp.load(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET]);
Matrix t;
t.load(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET]);
mvp.multiply(&t);
for(uint32_t i = 0; i < 16; i ++) {
f[RS_PROGRAM_VERTEX_MVP_OFFSET + i] = mvp.m[i];
}
}
rsc->checkError("ProgramVertex::setupGL2 begin uniforms");
@@ -183,6 +153,9 @@ void ProgramVertex::addLight(const Light *l)
void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
{
if(isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
@@ -190,6 +163,9 @@ void ProgramVertex::setProjectionMatrix(const rsc_Matrix *m) const
void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
{
if(isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
@@ -197,6 +173,9 @@ void ProgramVertex::setModelviewMatrix(const rsc_Matrix *m) const
void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
{
if(isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m, sizeof(rsc_Matrix));
mDirty = true;
@@ -204,12 +183,18 @@ void ProgramVertex::setTextureMatrix(const rsc_Matrix *m) const
void ProgramVertex::getProjectionMatrix(rsc_Matrix *m) const
{
if(isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
memcpy(m, &f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], sizeof(rsc_Matrix));
}
void ProgramVertex::transformToScreen(const Context *rsc, float *v4out, const float *v3in) const
{
if(isUserProgram()) {
return;
}
float *f = static_cast<float *>(mConstants[0]->getPtr());
Matrix mvp;
mvp.loadMultiply((Matrix *)&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET],
@@ -225,17 +210,11 @@ void ProgramVertex::init(Context *rsc)
initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
}
mUniformCount = 1;
mUniformNames[0].setTo("UNI_MVP");
mUniformCount = 0;
for (uint32_t ct=0; ct < mConstantCount; ct++) {
initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
}
} else {
mUniformCount = 2;
mUniformNames[0].setTo("UNI_MVP");
mUniformNames[1].setTo("UNI_TexMatrix");
}
createShader();
}
@@ -262,41 +241,78 @@ ProgramVertexState::~ProgramVertexState()
void ProgramVertexState::init(Context *rsc)
{
#ifndef ANDROID_RS_BUILD_FOR_HOST
RsElement e = (RsElement) Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 1);
const Element *matrixElem = Element::create(rsc, RS_TYPE_MATRIX_4X4, RS_KIND_USER, false, 1);
const Element *f3Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 3);
const Element *f4Elem = Element::create(rsc, RS_TYPE_FLOAT_32, RS_KIND_USER, false, 4);
rsi_TypeBegin(rsc, e);
rsi_TypeAdd(rsc, RS_DIMENSION_X, 48);
mAllocType.set((Type *)rsi_TypeCreate(rsc));
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(matrixElem, "MV", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "P", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "TexMatrix", 1);
rsc->mStateElement.elementBuilderAdd(matrixElem, "MVP", 1);
const Element *constInput = rsc->mStateElement.elementBuilderCreate(rsc);
ProgramVertex *pv = new ProgramVertex(rsc, false);
Allocation *alloc = (Allocation *)rsi_AllocationCreateTyped(rsc, mAllocType.get());
rsc->mStateElement.elementBuilderBegin();
rsc->mStateElement.elementBuilderAdd(f4Elem, "position", 1);
rsc->mStateElement.elementBuilderAdd(f4Elem, "color", 1);
rsc->mStateElement.elementBuilderAdd(f3Elem, "normal", 1);
rsc->mStateElement.elementBuilderAdd(f4Elem, "texture0", 1);
const Element *attrElem = rsc->mStateElement.elementBuilderCreate(rsc);
Type *inputType = new Type(rsc);
inputType->setElement(constInput);
inputType->setDimX(1);
inputType->compute();
String8 shaderString(RS_SHADER_INTERNAL);
shaderString.append("varying vec4 varColor;\n");
shaderString.append("varying vec4 varTex0;\n");
shaderString.append("void main() {\n");
shaderString.append(" gl_Position = UNI_MVP * ATTRIB_position;\n");
shaderString.append(" gl_PointSize = 1.0;\n");
shaderString.append(" varColor = ATTRIB_color;\n");
shaderString.append(" varTex0 = ATTRIB_texture0;\n");
shaderString.append("}\n");
uint32_t tmp[6];
tmp[0] = RS_PROGRAM_PARAM_CONSTANT;
tmp[1] = (uint32_t)inputType;
tmp[2] = RS_PROGRAM_PARAM_INPUT;
tmp[3] = (uint32_t)attrElem;
tmp[4] = RS_PROGRAM_PARAM_TEXTURE_COUNT;
tmp[5] = 0;
ProgramVertex *pv = new ProgramVertex(rsc, shaderString.string(),
shaderString.length(), tmp, 6);
Allocation *alloc = new Allocation(rsc, inputType);
pv->bindAllocation(alloc, 0);
mDefaultAlloc.set(alloc);
mDefault.set(pv);
pv->init(rsc);
pv->bindAllocation(alloc, 0);
updateSize(rsc);
#endif //ANDROID_RS_BUILD_FOR_HOST
}
void ProgramVertexState::updateSize(Context *rsc)
{
float *f = static_cast<float *>(mDefaultAlloc->getPtr());
Matrix m;
m.loadOrtho(0,rsc->getWidth(), rsc->getHeight(),0, -1,1);
mDefaultAlloc->subData(rsc, RS_PROGRAM_VERTEX_PROJECTION_OFFSET, 16, &m.m[0], 16*4);
memcpy(&f[RS_PROGRAM_VERTEX_PROJECTION_OFFSET], m.m, sizeof(m));
memcpy(&f[RS_PROGRAM_VERTEX_MVP_OFFSET], m.m, sizeof(m));
m.loadIdentity();
mDefaultAlloc->subData(rsc, RS_PROGRAM_VERTEX_MODELVIEW_OFFSET, 16, &m.m[0], 16*4);
memcpy(&f[RS_PROGRAM_VERTEX_MODELVIEW_OFFSET], m.m, sizeof(m));
memcpy(&f[RS_PROGRAM_VERTEX_TEXTURE_OFFSET], m.m, sizeof(m));
}
void ProgramVertexState::deinit(Context *rsc)
{
mDefaultAlloc.clear();
mDefault.clear();
mAllocType.clear();
mLast.clear();
}

View File

@@ -79,8 +79,6 @@ public:
ObjectBaseRef<ProgramVertex> mDefault;
ObjectBaseRef<ProgramVertex> mLast;
ObjectBaseRef<Allocation> mDefaultAlloc;
ObjectBaseRef<Type> mAllocType;
};