diff options
Diffstat (limited to 'libs/rs/rsScriptC_Lib.cpp')
-rw-r--r-- | libs/rs/rsScriptC_Lib.cpp | 523 |
1 files changed, 523 insertions, 0 deletions
diff --git a/libs/rs/rsScriptC_Lib.cpp b/libs/rs/rsScriptC_Lib.cpp new file mode 100644 index 000000000000..59d8e5f0c51b --- /dev/null +++ b/libs/rs/rsScriptC_Lib.cpp @@ -0,0 +1,523 @@ +/* + * 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 "rsScriptC.h" +#include "rsMatrix.h" + +#include "acc/acc.h" +#include "utils/String8.h" + +#include <GLES/gl.h> +#include <GLES/glext.h> + +using namespace android; +using namespace android::renderscript; + +#define GET_TLS() Context::ScriptTLSStruct * tls = \ + (Context::ScriptTLSStruct *)pthread_getspecific(Context::gThreadTLSKey); \ + Context * rsc = tls->mContext; \ + ScriptC * sc = (ScriptC *) tls->mScript + + +////////////////////////////////////////////////////////////////////////////// +// IO routines +////////////////////////////////////////////////////////////////////////////// + +static float SC_loadF(uint32_t bank, uint32_t offset) +{ + GET_TLS(); + const void *vp = sc->mSlots[bank]->getPtr(); + const float *f = static_cast<const float *>(vp); + //LOGE("loadF %i %i = %f %x", bank, offset, f, ((int *)&f)[0]); + return f[offset]; +} + +static int32_t SC_loadI32(uint32_t bank, uint32_t offset) +{ + GET_TLS(); + const void *vp = sc->mSlots[bank]->getPtr(); + const int32_t *i = static_cast<const int32_t *>(vp); + //LOGE("loadI32 %i %i = %i", bank, offset, t); + return i[offset]; +} + +static uint32_t SC_loadU32(uint32_t bank, uint32_t offset) +{ + GET_TLS(); + const void *vp = sc->mSlots[bank]->getPtr(); + const uint32_t *i = static_cast<const uint32_t *>(vp); + return i[offset]; +} + +static void SC_loadVec4(uint32_t bank, uint32_t offset, rsc_Vector4 *v) +{ + GET_TLS(); + const void *vp = sc->mSlots[bank]->getPtr(); + const float *f = static_cast<const float *>(vp); + memcpy(v, &f[offset], sizeof(rsc_Vector4)); +} + +static void SC_loadMatrix(uint32_t bank, uint32_t offset, rsc_Matrix *m) +{ + GET_TLS(); + const void *vp = sc->mSlots[bank]->getPtr(); + const float *f = static_cast<const float *>(vp); + memcpy(m, &f[offset], sizeof(rsc_Matrix)); +} + + +static void SC_storeF(uint32_t bank, uint32_t offset, float v) +{ + //LOGE("storeF %i %i %f", bank, offset, v); + GET_TLS(); + void *vp = sc->mSlots[bank]->getPtr(); + float *f = static_cast<float *>(vp); + f[offset] = v; +} + +static void SC_storeI32(uint32_t bank, uint32_t offset, int32_t v) +{ + GET_TLS(); + void *vp = sc->mSlots[bank]->getPtr(); + int32_t *f = static_cast<int32_t *>(vp); + static_cast<int32_t *>(sc->mSlots[bank]->getPtr())[offset] = v; +} + +static void SC_storeU32(uint32_t bank, uint32_t offset, uint32_t v) +{ + GET_TLS(); + void *vp = sc->mSlots[bank]->getPtr(); + uint32_t *f = static_cast<uint32_t *>(vp); + static_cast<uint32_t *>(sc->mSlots[bank]->getPtr())[offset] = v; +} + +static void SC_storeVec4(uint32_t bank, uint32_t offset, const rsc_Vector4 *v) +{ + GET_TLS(); + void *vp = sc->mSlots[bank]->getPtr(); + float *f = static_cast<float *>(vp); + memcpy(&f[offset], v, sizeof(rsc_Vector4)); +} + +static void SC_storeMatrix(uint32_t bank, uint32_t offset, const rsc_Matrix *m) +{ + GET_TLS(); + void *vp = sc->mSlots[bank]->getPtr(); + float *f = static_cast<float *>(vp); + memcpy(&f[offset], m, sizeof(rsc_Matrix)); +} + + +////////////////////////////////////////////////////////////////////////////// +// Math routines +////////////////////////////////////////////////////////////////////////////// + +static float SC_randf(float max) +{ + float r = (float)rand(); + return r / RAND_MAX * max; +} + + + + + +////////////////////////////////////////////////////////////////////////////// +// Matrix routines +////////////////////////////////////////////////////////////////////////////// + + +static void SC_matrixLoadIdentity(rsc_Matrix *mat) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->loadIdentity(); +} + +static void SC_matrixLoadFloat(rsc_Matrix *mat, const float *f) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->load(f); +} + +static void SC_matrixLoadMat(rsc_Matrix *mat, const rsc_Matrix *newmat) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->load(reinterpret_cast<const Matrix *>(newmat)); +} + +static void SC_matrixLoadRotate(rsc_Matrix *mat, float rot, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->loadRotate(rot, x, y, z); +} + +static void SC_matrixLoadScale(rsc_Matrix *mat, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->loadScale(x, y, z); +} + +static void SC_matrixLoadTranslate(rsc_Matrix *mat, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->loadTranslate(x, y, z); +} + +static void SC_matrixLoadMultiply(rsc_Matrix *mat, const rsc_Matrix *lhs, const rsc_Matrix *rhs) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->loadMultiply(reinterpret_cast<const Matrix *>(lhs), + reinterpret_cast<const Matrix *>(rhs)); +} + +static void SC_matrixMultiply(rsc_Matrix *mat, const rsc_Matrix *rhs) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->multiply(reinterpret_cast<const Matrix *>(rhs)); +} + +static void SC_matrixRotate(rsc_Matrix *mat, float rot, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->rotate(rot, x, y, z); +} + +static void SC_matrixScale(rsc_Matrix *mat, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->scale(x, y, z); +} + +static void SC_matrixTranslate(rsc_Matrix *mat, float x, float y, float z) +{ + Matrix *m = reinterpret_cast<Matrix *>(mat); + m->translate(x, y, z); +} + + + + +////////////////////////////////////////////////////////////////////////////// +// Context +////////////////////////////////////////////////////////////////////////////// + +static void SC_bindTexture(RsProgramFragment vpf, uint32_t slot, RsAllocation va) +{ + GET_TLS(); + rsi_ProgramFragmentBindTexture(rsc, + static_cast<ProgramFragment *>(vpf), + slot, + static_cast<Allocation *>(va)); + +} + +static void SC_bindSampler(RsProgramFragment vpf, uint32_t slot, RsSampler vs) +{ + GET_TLS(); + rsi_ProgramFragmentBindSampler(rsc, + static_cast<ProgramFragment *>(vpf), + slot, + static_cast<Sampler *>(vs)); + +} + +static void SC_bindProgramFragmentStore(RsProgramFragmentStore pfs) +{ + GET_TLS(); + rsi_ContextBindProgramFragmentStore(rsc, pfs); + +} + +static void SC_bindProgramFragment(RsProgramFragment pf) +{ + GET_TLS(); + rsi_ContextBindProgramFragment(rsc, pf); + +} + + +////////////////////////////////////////////////////////////////////////////// +// Drawing +////////////////////////////////////////////////////////////////////////////// + +static void SC_drawTriangleMesh(RsTriangleMesh mesh) +{ + GET_TLS(); + rsi_TriangleMeshRender(rsc, mesh); +} + +static void SC_drawTriangleMeshRange(RsTriangleMesh mesh, uint32_t start, uint32_t count) +{ + GET_TLS(); + rsi_TriangleMeshRenderRange(rsc, mesh, start, count); +} + +// Assumes (GL_FIXED) x,y,z (GL_UNSIGNED_BYTE)r,g,b,a +static void SC_drawTriangleArray(int ialloc, uint32_t count) +{ + GET_TLS(); + RsAllocation alloc = (RsAllocation)ialloc; + + const Allocation *a = (const Allocation *)alloc; + const uint32_t *ptr = (const uint32_t *)a->getPtr(); + + rsc->setupCheck(); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]); + + glEnableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + glVertexPointer(2, GL_FIXED, 12, ptr + 1); + //glTexCoordPointer(2, GL_FIXED, 24, ptr + 1); + glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr); + + glDrawArrays(GL_TRIANGLES, 0, count * 3); +} + +static void SC_drawQuad(float x1, float y1, float z1, + float x2, float y2, float z2, + float x3, float y3, float z3, + float x4, float y4, float z4) +{ + GET_TLS(); + + //LOGE("Quad"); + //LOGE("%4.2f, %4.2f, %4.2f", x1, y1, z1); + //LOGE("%4.2f, %4.2f, %4.2f", x2, y2, z2); + //LOGE("%4.2f, %4.2f, %4.2f", x3, y3, z3); + //LOGE("%4.2f, %4.2f, %4.2f", x4, y4, z4); + + float vtx[] = {x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4}; + static const float tex[] = {0,1, 1,1, 1,0, 0,0}; + + + rsc->setupCheck(); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + //glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, tm->mBufferObjects[1]); + + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(3, GL_FLOAT, 0, vtx); + + glClientActiveTexture(GL_TEXTURE0); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, GL_FLOAT, 0, tex); + glClientActiveTexture(GL_TEXTURE1); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, GL_FLOAT, 0, tex); + glClientActiveTexture(GL_TEXTURE0); + + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + + //glColorPointer(4, GL_UNSIGNED_BYTE, 12, ptr); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); +} + +////////////////////////////////////////////////////////////////////////////// +// +////////////////////////////////////////////////////////////////////////////// + +extern "C" const void * loadVp(uint32_t bank, uint32_t offset) +{ + GET_TLS(); + return &static_cast<const uint8_t *>(sc->mSlots[bank]->getPtr())[offset]; +} + + + +static void SC_color(float r, float g, float b, float a) +{ + glColor4f(r, g, b, a); +} + + +extern "C" void materialDiffuse(float r, float g, float b, float a) +{ + float v[] = {r, g, b, a}; + glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, v); +} + +extern "C" void materialSpecular(float r, float g, float b, float a) +{ + float v[] = {r, g, b, a}; + glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, v); +} + +extern "C" void lightPosition(float x, float y, float z, float w) +{ + float v[] = {x, y, z, w}; + glLightfv(GL_LIGHT0, GL_POSITION, v); +} + +extern "C" void materialShininess(float s) +{ + glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, &s); +} + +extern "C" void uploadToTexture(RsAllocation va, uint32_t baseMipLevel) +{ + GET_TLS(); + rsi_AllocationUploadToTexture(rsc, va, baseMipLevel); +} + +extern "C" void enable(uint32_t p) +{ + glEnable(p); +} + +extern "C" void disable(uint32_t p) +{ + glDisable(p); +} + + + +static void SC_ClearColor(float r, float g, float b, float a) +{ + //LOGE("c %f %f %f %f", r, g, b, a); + GET_TLS(); + sc->mEnviroment.mClearColor[0] = r; + sc->mEnviroment.mClearColor[1] = g; + sc->mEnviroment.mClearColor[2] = b; + sc->mEnviroment.mClearColor[3] = a; +} + + + +////////////////////////////////////////////////////////////////////////////// +// Class implementation +////////////////////////////////////////////////////////////////////////////// + +ScriptCState::SymbolTable_t ScriptCState::gSyms[] = { + // IO + { "loadI32", (void *)&SC_loadI32, + "int", "(int, int)" }, + //{ "loadU32", (void *)&SC_loadU32, "unsigned int", "(int, int)" }, + { "loadF", (void *)&SC_loadF, + "float", "(int, int)" }, + { "loadVec4", (void *)&SC_loadVec4, + "void", "(int, int, float *)" }, + { "loadMatrix", (void *)&SC_loadMatrix, + "void", "(int, int, float *)" }, + { "storeI32", (void *)&SC_storeI32, + "void", "(int, int, int)" }, + //{ "storeU32", (void *)&SC_storeU32, "void", "(int, int, unsigned int)" }, + { "storeF", (void *)&SC_storeF, + "void", "(int, int, float)" }, + { "storeVec4", (void *)&SC_storeVec4, + "void", "(int, int, float *)" }, + { "storeMatrix", (void *)&SC_storeMatrix, + "void", "(int, int, float *)" }, + + // math + { "sinf", (void *)&sinf, + "float", "(float)" }, + { "cosf", (void *)&cosf, + "float", "(float)" }, + { "fabs", (void *)&fabs, + "float", "(float)" }, + { "randf", (void *)&SC_randf, + "float", "(float)" }, + + // matrix + { "matrixLoadIdentity", (void *)&SC_matrixLoadIdentity, + "void", "(float *mat)" }, + { "matrixLoadFloat", (void *)&SC_matrixLoadFloat, + "void", "(float *mat, float *f)" }, + { "matrixLoadMat", (void *)&SC_matrixLoadMat, + "void", "(float *mat, float *newmat)" }, + { "matrixLoadRotate", (void *)&SC_matrixLoadRotate, + "void", "(float *mat, float rot, float x, float y, float z)" }, + { "matrixLoadScale", (void *)&SC_matrixLoadScale, + "void", "(float *mat, float x, float y, float z)" }, + { "matrixLoadTranslate", (void *)&SC_matrixLoadTranslate, + "void", "(float *mat, float x, float y, float z)" }, + { "matrixLoadMultiply", (void *)&SC_matrixLoadMultiply, + "void", "(float *mat, float *lhs, float *rhs)" }, + { "matrixMultiply", (void *)&SC_matrixMultiply, + "void", "(float *mat, float *rhs)" }, + { "matrixRotate", (void *)&SC_matrixRotate, + "void", "(float *mat, float rot, float x, float y, float z)" }, + { "matrixScale", (void *)&SC_matrixScale, + "void", "(float *mat, float x, float y, float z)" }, + { "matrixTranslate", (void *)&SC_matrixTranslate, + "void", "(float *mat, float x, float y, float z)" }, + + // context + { "bindProgramFragment", (void *)&SC_bindProgramFragment, + "void", "(int)" }, + { "bindProgramFragmentStore", (void *)&SC_bindProgramFragmentStore, + "void", "(int)" }, + { "bindSampler", (void *)&SC_bindSampler, + "void", "(int, int, int)" }, + { "bindTexture", (void *)&SC_bindTexture, + "void", "(int, int, int)" }, + + // drawing + { "drawQuad", (void *)&SC_drawQuad, + "void", "(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3, float x4, float y4, float z4)" }, + { "drawTriangleArray", (void *)&SC_drawTriangleArray, + "void", "(int ialloc, int count)" }, + { "drawTriangleMesh", (void *)&SC_drawTriangleMesh, + "void", "(int mesh)" }, + { "drawTriangleMeshRange", (void *)&SC_drawTriangleMeshRange, + "void", "(int mesh, int start, int count)" }, + + + // misc + { "pfClearColor", (void *)&SC_ClearColor, + "void", "(float, float, float, float)" }, + + { "color", (void *)&SC_color, + "void", "(float, float, float, float)" }, + + { NULL, NULL, NULL, NULL } +}; + +const ScriptCState::SymbolTable_t * ScriptCState::lookupSymbol(const char *sym) +{ + ScriptCState::SymbolTable_t *syms = gSyms; + + while (syms->mPtr) { + if (!strcmp(syms->mName, sym)) { + return syms; + } + syms++; + } + return NULL; +} + +void ScriptCState::appendDecls(String8 *str) +{ + ScriptCState::SymbolTable_t *syms = gSyms; + while (syms->mPtr) { + str->append(syms->mRet); + str->append(" "); + str->append(syms->mName); + str->append(syms->mParam); + str->append(";\n"); + syms++; + } +} + + |