Files
frameworks_base/libs/rs/rsFileA3D.cpp
Jason Sams 0b9bbb6dc5 DO NOT MERGE. Merge Froyo renderscript to Eclair to support live wallpapers on droid. This gives the necessary CPU reduction to allow the wallpapers to work on the slower CPU.
Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.cpp
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgram.cpp
	modified:   libs/rs/rsProgram.h

Delete the old rollo sample which is obsolete.

Fix film init

Begin gl2 support.  Renderscript still uses GL1.1 by default.  However, 2.0 can be enabled and will render most tests correctly.

Fix film

Beging GL2 user shaders.  Switch master to using GL2 by default.

Implement RS tracked defered texture and buffer object uploads.

 Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgramFragment.cpp
	modified:   libs/rs/rsSimpleMesh.cpp

Remove check for surface valid that is no longer valid.

Continue development of es2.0 user shader support for renderscript.  This change cleans up ProgramVertex creation and adds support for passing input, output, and constant type info.

Continue es2 shader dev

Conflicts:

	graphics/java/android/renderscript/Program.java
	graphics/java/android/renderscript/ProgramVertex.java

Place shader logging behind prop to declutter logs.

Fix emulated glColor in es2 mode.

Fix live wallpaper many.  Z coordinate was being ignored for draw quad call.

Add argument checking to sampler builder to disallow illegal modes.

Move texture bindings to base program object.  Change ProgramFragment creation to require a texture format in 1.0 mode.

Element restructuring.  Add support for new basic Element types including the RS objects and vectors(2-4).  In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.

This will break some apps, checkings for other projects will follow to unbreak them.

Disable excessive RS logging.

Add RS support for generic attribs as input to vertex programs.

More complete support for named attribs.  Adds user typed attribs as available to programVertex.  Non user attribs are not treated like user for GL2 for simplicity.

Support npot on es 2.0 HW.

Change user attribs to look for empty slot rather than using them in order.  Prevents conflict with numbered legacy slots.

Fix npot but where mipmap level sizes were rounding in the wrong direction.  Should always be floor.

Implement type generation for user uniforms in vertex shader.

Remove excessive logging, fix error in GLSL uniform generation.

Fix RS mipmap generation for 8 bit alpha textures.

Cleanup seperation of Legacy and user attribs.  All user programs now use the new names.  Legacy vertex attribs are given default names.

Fix some minor bugs with GL state setup that were exposed by Droids driver.

Implement drawSpriteCropped on es2.0
2010-02-11 18:16:21 -08:00

387 lines
10 KiB
C++

/*
* Copyright (C) 2009 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "rsContext.h"
#include <utils/String8.h>
#include "rsFileA3D.h"
#include "rsMesh.h"
using namespace android;
using namespace android::renderscript;
FileA3D::FileA3D()
{
mRsc = NULL;
}
FileA3D::~FileA3D()
{
}
bool FileA3D::load(Context *rsc, FILE *f)
{
char magicString[12];
size_t len;
LOGE("file open 1");
len = fread(magicString, 1, 12, f);
if ((len != 12) ||
memcmp(magicString, "Android3D_ff", 12)) {
return false;
}
LOGE("file open 2");
len = fread(&mMajorVersion, 1, sizeof(mMajorVersion), f);
if (len != sizeof(mMajorVersion)) {
return false;
}
LOGE("file open 3");
len = fread(&mMinorVersion, 1, sizeof(mMinorVersion), f);
if (len != sizeof(mMinorVersion)) {
return false;
}
LOGE("file open 4");
uint32_t flags;
len = fread(&flags, 1, sizeof(flags), f);
if (len != sizeof(flags)) {
return false;
}
mUse64BitOffsets = (flags & 1) != 0;
LOGE("file open 64bit = %i", mUse64BitOffsets);
if (mUse64BitOffsets) {
len = fread(&mDataSize, 1, sizeof(mDataSize), f);
if (len != sizeof(mDataSize)) {
return false;
}
} else {
uint32_t tmp;
len = fread(&tmp, 1, sizeof(tmp), f);
if (len != sizeof(tmp)) {
return false;
}
mDataSize = tmp;
}
LOGE("file open size = %lli", mDataSize);
// We should know enough to read the file in at this point.
fseek(f, SEEK_SET, 0);
mAlloc= malloc(mDataSize);
if (!mAlloc) {
return false;
}
mData = (uint8_t *)mAlloc;
len = fread(mAlloc, 1, mDataSize, f);
if (len != mDataSize) {
return false;
}
LOGE("file start processing");
return process(rsc);
}
bool FileA3D::processIndex(Context *rsc, A3DIndexEntry *ie)
{
bool ret = false;
IO io(mData + ie->mOffset, mUse64BitOffsets);
LOGE("process index, type %i", ie->mType);
switch(ie->mType) {
case CHUNK_ELEMENT:
processChunk_Element(rsc, &io, ie);
break;
case CHUNK_ELEMENT_SOURCE:
processChunk_ElementSource(rsc, &io, ie);
break;
case CHUNK_VERTICIES:
processChunk_Verticies(rsc, &io, ie);
break;
case CHUNK_MESH:
processChunk_Mesh(rsc, &io, ie);
break;
case CHUNK_PRIMITIVE:
processChunk_Primitive(rsc, &io, ie);
break;
default:
LOGE("FileA3D Unknown chunk type");
break;
}
return (ie->mRsObj != NULL);
}
bool FileA3D::process(Context *rsc)
{
LOGE("process");
IO io(mData + 12, mUse64BitOffsets);
bool ret = true;
// Build the index first
LOGE("process 1");
io.loadU32(); // major version, already loaded
io.loadU32(); // minor version, already loaded
LOGE("process 2");
io.loadU32(); // flags
io.loadOffset(); // filesize, already loaded.
LOGE("process 4");
uint64_t mIndexOffset = io.loadOffset();
uint64_t mStringOffset = io.loadOffset();
LOGE("process mIndexOffset= 0x%016llx", mIndexOffset);
LOGE("process mStringOffset= 0x%016llx", mStringOffset);
IO index(mData + mIndexOffset, mUse64BitOffsets);
IO stringTable(mData + mStringOffset, mUse64BitOffsets);
uint32_t stringEntryCount = stringTable.loadU32();
LOGE("stringEntryCount %i", stringEntryCount);
mStrings.setCapacity(stringEntryCount);
mStringIndexValues.setCapacity(stringEntryCount);
if (stringEntryCount) {
uint32_t stringType = stringTable.loadU32();
LOGE("stringType %i", stringType);
rsAssert(stringType==0);
for (uint32_t ct = 0; ct < stringEntryCount; ct++) {
uint64_t offset = stringTable.loadOffset();
LOGE("string offset 0x%016llx", offset);
IO tmp(mData + offset, mUse64BitOffsets);
String8 s;
tmp.loadString(&s);
LOGE("string %s", s.string());
mStrings.push(s);
}
}
LOGE("strings done");
uint32_t indexEntryCount = index.loadU32();
LOGE("index count %i", indexEntryCount);
mIndex.setCapacity(indexEntryCount);
for (uint32_t ct = 0; ct < indexEntryCount; ct++) {
A3DIndexEntry e;
uint32_t stringIndex = index.loadU32();
LOGE("index %i", ct);
LOGE(" string index %i", stringIndex);
e.mType = (A3DChunkType)index.loadU32();
LOGE(" type %i", e.mType);
e.mOffset = index.loadOffset();
LOGE(" offset 0x%016llx", e.mOffset);
if (stringIndex && (stringIndex < mStrings.size())) {
e.mID = mStrings[stringIndex];
mStringIndexValues.editItemAt(stringIndex) = ct;
LOGE(" id %s", e.mID.string());
}
mIndex.push(e);
}
LOGE("index done");
// At this point the index should be fully populated.
// We can now walk though it and load all the objects.
for (uint32_t ct = 0; ct < indexEntryCount; ct++) {
LOGE("processing index entry %i", ct);
processIndex(rsc, &mIndex.editItemAt(ct));
}
return ret;
}
FileA3D::IO::IO(const uint8_t *buf, bool use64)
{
mData = buf;
mPos = 0;
mUse64 = use64;
}
uint64_t FileA3D::IO::loadOffset()
{
uint64_t tmp;
if (mUse64) {
mPos = (mPos + 7) & (~7);
tmp = reinterpret_cast<const uint64_t *>(&mData[mPos])[0];
mPos += sizeof(uint64_t);
return tmp;
}
return loadU32();
}
void FileA3D::IO::loadString(String8 *s)
{
LOGE("loadString");
uint32_t len = loadU32();
LOGE("loadString len %i", len);
s->setTo((const char *)&mData[mPos], len);
mPos += len;
}
void FileA3D::processChunk_Mesh(Context *rsc, IO *io, A3DIndexEntry *ie)
{
Mesh * m = new Mesh(rsc);
m->mPrimitivesCount = io->loadU32();
m->mPrimitives = new Mesh::Primitive_t *[m->mPrimitivesCount];
for (uint32_t ct = 0; ct < m->mPrimitivesCount; ct++) {
uint32_t index = io->loadU32();
m->mPrimitives[ct] = (Mesh::Primitive_t *)mIndex[index].mRsObj;
}
ie->mRsObj = m;
}
void FileA3D::processChunk_Primitive(Context *rsc, IO *io, A3DIndexEntry *ie)
{
Mesh::Primitive_t * p = new Mesh::Primitive_t;
p->mIndexCount = io->loadU32();
uint32_t vertIdx = io->loadU32();
p->mRestartCounts = io->loadU16();
uint32_t bits = io->loadU8();
p->mType = (RsPrimitive)io->loadU8();
LOGE("processChunk_Primitive count %i, bits %i", p->mIndexCount, bits);
p->mVerticies = (Mesh::Verticies_t *)mIndex[vertIdx].mRsObj;
p->mIndicies = new uint16_t[p->mIndexCount];
for (uint32_t ct = 0; ct < p->mIndexCount; ct++) {
switch(bits) {
case 8:
p->mIndicies[ct] = io->loadU8();
break;
case 16:
p->mIndicies[ct] = io->loadU16();
break;
case 32:
p->mIndicies[ct] = io->loadU32();
break;
}
LOGE(" idx %i", p->mIndicies[ct]);
}
if (p->mRestartCounts) {
p->mRestarts = new uint16_t[p->mRestartCounts];
for (uint32_t ct = 0; ct < p->mRestartCounts; ct++) {
switch(bits) {
case 8:
p->mRestarts[ct] = io->loadU8();
break;
case 16:
p->mRestarts[ct] = io->loadU16();
break;
case 32:
p->mRestarts[ct] = io->loadU32();
break;
}
LOGE(" idx %i", p->mRestarts[ct]);
}
} else {
p->mRestarts = NULL;
}
ie->mRsObj = p;
}
void FileA3D::processChunk_Verticies(Context *rsc, IO *io, A3DIndexEntry *ie)
{
Mesh::Verticies_t *cv = new Mesh::Verticies_t;
cv->mAllocationCount = io->loadU32();
cv->mAllocations = new Allocation *[cv->mAllocationCount];
LOGE("processChunk_Verticies count %i", cv->mAllocationCount);
for (uint32_t ct = 0; ct < cv->mAllocationCount; ct++) {
uint32_t i = io->loadU32();
cv->mAllocations[ct] = (Allocation *)mIndex[i].mRsObj;
LOGE(" idx %i", i);
}
ie->mRsObj = cv;
}
void FileA3D::processChunk_Element(Context *rsc, IO *io, A3DIndexEntry *ie)
{
/*
rsi_ElementBegin(rsc);
uint32_t count = io->loadU32();
LOGE("processChunk_Element count %i", count);
while (count--) {
RsDataKind dk = (RsDataKind)io->loadU8();
RsDataType dt = (RsDataType)io->loadU8();
uint32_t bits = io->loadU8();
bool isNorm = io->loadU8() != 0;
LOGE(" %i %i %i %i", dk, dt, bits, isNorm);
rsi_ElementAdd(rsc, dk, dt, isNorm, bits, 0);
}
LOGE("processChunk_Element create");
ie->mRsObj = rsi_ElementCreate(rsc);
*/
}
void FileA3D::processChunk_ElementSource(Context *rsc, IO *io, A3DIndexEntry *ie)
{
uint32_t index = io->loadU32();
uint32_t count = io->loadU32();
LOGE("processChunk_ElementSource count %i, index %i", count, index);
RsElement e = (RsElement)mIndex[index].mRsObj;
RsAllocation a = rsi_AllocationCreateSized(rsc, e, count);
Allocation * alloc = static_cast<Allocation *>(a);
float * data = (float *)alloc->getPtr();
while(count--) {
*data = io->loadF();
LOGE(" %f", *data);
data++;
}
ie->mRsObj = alloc;
}
namespace android {
namespace renderscript {
RsFile rsi_FileOpen(Context *rsc, char const *path, unsigned int len)
{
FileA3D *fa3d = new FileA3D;
FILE *f = fopen("/sdcard/test.a3d", "rb");
if (f) {
fa3d->load(rsc, f);
fclose(f);
return fa3d;
}
delete fa3d;
return NULL;
}
}
}