346 lines
11 KiB
C++
346 lines
11 KiB
C++
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "rsContext.h"
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#include "rsProgramFragment.h"
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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using namespace android;
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using namespace android::renderscript;
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ProgramFragment::ProgramFragment(Context *rsc, const uint32_t * params,
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uint32_t paramLength) :
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Program(rsc)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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rsAssert(paramLength = 5);
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mEnvModes[0] = (RsTexEnvMode)params[0];
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mTextureFormats[0] = params[1];
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mEnvModes[1] = (RsTexEnvMode)params[2];
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mTextureFormats[1] = params[3];
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mPointSpriteEnable = params[4] != 0;
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mTextureEnableMask = 0;
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if (mEnvModes[0]) {
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mTextureEnableMask |= 1;
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}
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if (mEnvModes[1]) {
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mTextureEnableMask |= 2;
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}
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init(rsc);
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}
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ProgramFragment::ProgramFragment(Context *rsc, const char * shaderText,
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uint32_t shaderLength, const uint32_t * params,
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uint32_t paramLength) :
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Program(rsc, shaderText, shaderLength, params, paramLength)
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{
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mAllocFile = __FILE__;
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mAllocLine = __LINE__;
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init(rsc);
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mTextureEnableMask = (1 << mTextureCount) -1;
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}
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ProgramFragment::~ProgramFragment()
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{
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}
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void ProgramFragment::setupGL(const Context *rsc, ProgramFragmentState *state)
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{
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if ((state->mLast.get() == this) && !mDirty) {
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return;
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}
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state->mLast.set(this);
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for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
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glActiveTexture(GL_TEXTURE0 + ct);
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if (!(mTextureEnableMask & (1 << ct)) || !mTextures[ct].get()) {
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glDisable(GL_TEXTURE_2D);
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continue;
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}
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glEnable(GL_TEXTURE_2D);
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if (rsc->checkVersion1_1()) {
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if (mPointSpriteEnable) {
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glEnable(GL_POINT_SPRITE_OES);
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} else {
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glDisable(GL_POINT_SPRITE_OES);
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}
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glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, mPointSpriteEnable);
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}
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mTextures[ct]->uploadCheck(rsc);
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glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID());
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switch(mEnvModes[ct]) {
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case RS_TEX_ENV_MODE_NONE:
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rsAssert(0);
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break;
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case RS_TEX_ENV_MODE_REPLACE:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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break;
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case RS_TEX_ENV_MODE_MODULATE:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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break;
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case RS_TEX_ENV_MODE_DECAL:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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break;
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}
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if (mSamplers[ct].get()) {
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mSamplers[ct]->setupGL(rsc, mTextures[ct]->getType()->getIsNp2());
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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// Gross hack.
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if (ct == 2) {
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_ADD);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PREVIOUS);
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glTexEnvi(GL_TEXTURE_ENV, GL_SRC1_ALPHA, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
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glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
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}
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}
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glActiveTexture(GL_TEXTURE0);
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mDirty = false;
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rsc->checkError("ProgramFragment::setupGL");
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}
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void ProgramFragment::setupGL2(const Context *rsc, ProgramFragmentState *state, ShaderCache *sc)
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{
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//LOGE("sgl2 frag1 %x", glGetError());
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if ((state->mLast.get() == this) && !mDirty) {
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//return;
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}
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state->mLast.set(this);
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rsc->checkError("ProgramFragment::setupGL2 start");
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for (uint32_t ct=0; ct < MAX_TEXTURE; ct++) {
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glActiveTexture(GL_TEXTURE0 + ct);
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if (!(mTextureEnableMask & (1 << ct)) || !mTextures[ct].get()) {
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continue;
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}
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mTextures[ct]->uploadCheck(rsc);
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glBindTexture(GL_TEXTURE_2D, mTextures[ct]->getTextureID());
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rsc->checkError("ProgramFragment::setupGL2 tex bind");
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if (mSamplers[ct].get()) {
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mSamplers[ct]->setupGL(rsc, mTextures[ct]->getType()->getIsNp2());
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} else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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rsc->checkError("ProgramFragment::setupGL2 tex env");
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}
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glUniform1i(sc->fragUniformSlot(ct), ct);
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rsc->checkError("ProgramFragment::setupGL2 uniforms");
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}
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glActiveTexture(GL_TEXTURE0);
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mDirty = false;
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rsc->checkError("ProgramFragment::setupGL2");
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}
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void ProgramFragment::loadShader(Context *rsc) {
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Program::loadShader(rsc, GL_FRAGMENT_SHADER);
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}
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void ProgramFragment::createShader()
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{
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mShader.setTo("precision mediump float;\n");
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mShader.append("varying vec4 varColor;\n");
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mShader.append("varying vec4 varTex0;\n");
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if (mUserShader.length() > 1) {
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for (uint32_t ct=0; ct < mTextureCount; ct++) {
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char buf[256];
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sprintf(buf, "uniform sampler2D uni_Tex%i;\n", ct);
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mShader.append(buf);
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}
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mShader.append(mUserShader);
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} else {
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uint32_t mask = mTextureEnableMask;
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uint32_t texNum = 0;
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while (mask) {
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if (mask & 1) {
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char buf[64];
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mShader.append("uniform sampler2D uni_Tex");
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sprintf(buf, "%i", texNum);
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mShader.append(buf);
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mShader.append(";\n");
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}
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mask >>= 1;
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texNum++;
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}
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mShader.append("void main() {\n");
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mShader.append(" vec4 col = varColor;\n");
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if (mTextureEnableMask) {
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if (mPointSpriteEnable) {
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mShader.append(" vec2 t0 = gl_PointCoord;\n");
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} else {
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mShader.append(" vec2 t0 = varTex0.xy;\n");
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}
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}
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mask = mTextureEnableMask;
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texNum = 0;
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while (mask) {
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if (mask & 1) {
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switch(mEnvModes[texNum]) {
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case RS_TEX_ENV_MODE_NONE:
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rsAssert(0);
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break;
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case RS_TEX_ENV_MODE_REPLACE:
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switch(mTextureFormats[texNum]) {
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case 1:
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mShader.append(" col.a = texture2D(uni_Tex0, t0).a;\n");
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break;
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case 2:
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mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
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break;
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case 3:
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mShader.append(" col.rgb = texture2D(uni_Tex0, t0).rgb;\n");
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break;
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case 4:
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mShader.append(" col.rgba = texture2D(uni_Tex0, t0).rgba;\n");
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break;
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}
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break;
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case RS_TEX_ENV_MODE_MODULATE:
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switch(mTextureFormats[texNum]) {
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case 1:
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mShader.append(" col.a *= texture2D(uni_Tex0, t0).a;\n");
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break;
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case 2:
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mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
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break;
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case 3:
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mShader.append(" col.rgb *= texture2D(uni_Tex0, t0).rgb;\n");
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break;
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case 4:
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mShader.append(" col.rgba *= texture2D(uni_Tex0, t0).rgba;\n");
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break;
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}
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break;
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case RS_TEX_ENV_MODE_DECAL:
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mShader.append(" col = texture2D(uni_Tex0, t0);\n");
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break;
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}
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}
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mask >>= 1;
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texNum++;
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}
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//mShader.append(" col.a = 1.0;\n");
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//mShader.append(" col.r = 0.5;\n");
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mShader.append(" gl_FragColor = col;\n");
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mShader.append("}\n");
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}
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}
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void ProgramFragment::init(Context *rsc)
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{
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mUniformCount = 2;
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mUniformNames[0].setTo("uni_Tex0");
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mUniformNames[1].setTo("uni_Tex1");
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createShader();
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}
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ProgramFragmentState::ProgramFragmentState()
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{
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mPF = NULL;
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}
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ProgramFragmentState::~ProgramFragmentState()
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{
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delete mPF;
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}
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void ProgramFragmentState::init(Context *rsc, int32_t w, int32_t h)
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{
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uint32_t tmp[5] = {
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RS_TEX_ENV_MODE_NONE, 0,
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RS_TEX_ENV_MODE_NONE, 0,
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0
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};
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ProgramFragment *pf = new ProgramFragment(rsc, tmp, 5);
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mDefault.set(pf);
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pf->init(rsc);
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}
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void ProgramFragmentState::deinit(Context *rsc)
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{
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mDefault.clear();
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mLast.clear();
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}
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namespace android {
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namespace renderscript {
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RsProgramFragment rsi_ProgramFragmentCreate(Context *rsc,
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const uint32_t * params,
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uint32_t paramLength)
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{
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ProgramFragment *pf = new ProgramFragment(rsc, params, paramLength);
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pf->incUserRef();
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return pf;
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}
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RsProgramFragment rsi_ProgramFragmentCreate2(Context *rsc, const char * shaderText,
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uint32_t shaderLength, const uint32_t * params,
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uint32_t paramLength)
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{
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ProgramFragment *pf = new ProgramFragment(rsc, shaderText, shaderLength, params, paramLength);
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pf->incUserRef();
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return pf;
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}
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}
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}
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