/* * 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 <time.h> namespace android { namespace renderscript { ////////////////////////////////////////////////////////////////////////////// // Context ////////////////////////////////////////////////////////////////////////////// void rsrAllocationSyncAll(Context *, Script *, Allocation *); #ifndef RS_COMPATIBILITY_LIB void rsrBindTexture(Context *, ProgramFragment *, uint32_t slot, Allocation *); void rsrBindConstant(Context *, ProgramFragment *, uint32_t slot, Allocation *); void rsrBindConstant(Context *, ProgramVertex*, uint32_t slot, Allocation *); void rsrBindSampler(Context *, ProgramFragment *, uint32_t slot, Sampler *); void rsrBindProgramStore(Context *, ProgramStore *); void rsrBindProgramFragment(Context *, ProgramFragment *); void rsrBindProgramVertex(Context *, ProgramVertex *); void rsrBindProgramRaster(Context *, ProgramRaster *); void rsrBindFrameBufferObjectColorTarget(Context *, Allocation *, uint32_t slot); void rsrBindFrameBufferObjectDepthTarget(Context *, Allocation *); void rsrClearFrameBufferObjectColorTarget(Context *, uint32_t slot); void rsrClearFrameBufferObjectDepthTarget(Context *); void rsrClearFrameBufferObjectTargets(Context *); ////////////////////////////////////////////////////////////////////////////// // VP ////////////////////////////////////////////////////////////////////////////// void rsrVpLoadProjectionMatrix(Context *, const rsc_Matrix *m); void rsrVpLoadModelMatrix(Context *, const rsc_Matrix *m); void rsrVpLoadTextureMatrix(Context *, const rsc_Matrix *m); void rsrPfConstantColor(Context *, ProgramFragment *, float r, float g, float b, float a); void rsrVpGetProjectionMatrix(Context *, rsc_Matrix *m); ////////////////////////////////////////////////////////////////////////////// // Drawing ////////////////////////////////////////////////////////////////////////////// void rsrDrawPath(Context *, Path *); void rsrDrawMesh(Context *, Mesh *); void rsrDrawMeshPrimitive(Context *, Mesh *, uint32_t primIndex); void rsrDrawMeshPrimitiveRange(Context *, Mesh *, uint32_t primIndex, uint32_t start, uint32_t len); void rsrMeshComputeBoundingBox(Context *, Mesh *, float *minX, float *minY, float *minZ, float *maxX, float *maxY, float *maxZ); ////////////////////////////////////////////////////////////////////////////// // ////////////////////////////////////////////////////////////////////////////// void rsrColor(Context *, float r, float g, float b, float a); #endif void rsrAllocationCopy1DRange(Context *, Allocation *dstAlloc, uint32_t dstOff, uint32_t dstMip, uint32_t count, Allocation *srcAlloc, uint32_t srcOff, uint32_t srcMip); void rsrAllocationCopy2DRange(Context *, Allocation *dstAlloc, uint32_t dstXoff, uint32_t dstYoff, uint32_t dstMip, uint32_t dstFace, uint32_t width, uint32_t height, Allocation *srcAlloc, uint32_t srcXoff, uint32_t srcYoff, uint32_t srcMip, uint32_t srcFace); #ifndef RS_COMPATIBILITY_LIB void rsrPrepareClear(Context *); uint32_t rsrGetWidth(Context *); uint32_t rsrGetHeight(Context *); void rsrDrawTextAlloc(Context *, Allocation *, int x, int y); void rsrDrawText(Context *, const char *text, int x, int y); void rsrSetMetrics(Context *, Font::Rect *metrics, int32_t *left, int32_t *right, int32_t *top, int32_t *bottom); void rsrMeasureTextAlloc(Context *, Allocation *, int32_t *left, int32_t *right, int32_t *top, int32_t *bottom); void rsrMeasureText(Context *, const char *text, int32_t *left, int32_t *right, int32_t *top, int32_t *bottom); void rsrBindFont(Context *, Font *); void rsrFontColor(Context *, float r, float g, float b, float a); #endif void rsrAllocationIoSend(Context *, Allocation *); void rsrAllocationIoReceive(Context *, Allocation *); ////////////////////////////////////////////////////////////////////////////// // Time routines ////////////////////////////////////////////////////////////////////////////// float rsrGetDt(Context *, const Script *sc); time_t rsrTime(Context *, time_t *timer); tm* rsrLocalTime(Context *, tm *local, time_t *timer); int64_t rsrUptimeMillis(Context *); int64_t rsrUptimeNanos(Context *); ////////////////////////////////////////////////////////////////////////////// // Message routines ////////////////////////////////////////////////////////////////////////////// // Keep existing routines to not break current GPU drivers. uint32_t __attribute((used)) rsrToClient(Context *, int cmdID, void *data, int len); uint32_t __attribute((used)) rsrToClientBlocking(Context *, int cmdID, void *data, int len); uint32_t rsrToClient(Context *, int cmdID, const void *data, int len); uint32_t rsrToClientBlocking(Context *, int cmdID, const void *data, int len); ////////////////////////////////////////////////////////////////////////////// // ////////////////////////////////////////////////////////////////////////////// void rsrSetObject(const Context *, rs_object_base *dst, const ObjectBase *src); void rsrClearObject(rs_object_base *dst); bool rsrIsObject(const Context *, rs_object_base src); bool rsrIsObject(const Context *, ObjectBase* src); void rsrAllocationIncRefs(const Context *, const Allocation *, void *ptr, size_t elementCount, size_t startOffset); void rsrAllocationDecRefs(const Context *, const Allocation *, void *ptr, size_t elementCount, size_t startOffset); void rsrAllocationSyncAll(Context *, Allocation *a, RsAllocationUsageType source); void rsrForEach(Context *, Script *target, uint32_t slot, uint32_t numInputs, Allocation **in, Allocation *out, const void *usr, uint32_t usrBytes, const RsScriptCall *call); RsElement rsrElementCreate(Context *rsc, RsDataType dt, RsDataKind dk, bool norm, uint32_t vecSize); RsType rsrTypeCreate(Context *, const RsElement element, uint32_t dimX, uint32_t dimY, uint32_t dimZ, bool mipmaps, bool faces, uint32_t yuv); RsAllocation rsrAllocationCreateTyped(Context *, const RsType type, RsAllocationMipmapControl mipmaps, uint32_t usages, uintptr_t ptr); ////////////////////////////////////////////////////////////////////////////// // Heavy math functions ////////////////////////////////////////////////////////////////////////////// void rsrMatrixSet(rs_matrix4x4 *m, uint32_t row, uint32_t col, float v); float rsrMatrixGet(const rs_matrix4x4 *m, uint32_t row, uint32_t col); void rsrMatrixSet(rs_matrix3x3 *m, uint32_t row, uint32_t col, float v); float rsrMatrixGet(const rs_matrix3x3 *m, uint32_t row, uint32_t col); void rsrMatrixSet(rs_matrix2x2 *m, uint32_t row, uint32_t col, float v); float rsrMatrixGet(const rs_matrix2x2 *m, uint32_t row, uint32_t col); void rsrMatrixLoadIdentity_4x4(rs_matrix4x4 *m); void rsrMatrixLoadIdentity_3x3(rs_matrix3x3 *m); void rsrMatrixLoadIdentity_2x2(rs_matrix2x2 *m); void rsrMatrixLoad_4x4_f(rs_matrix4x4 *m, const float *v); void rsrMatrixLoad_3x3_f(rs_matrix3x3 *m, const float *v); void rsrMatrixLoad_2x2_f(rs_matrix2x2 *m, const float *v); void rsrMatrixLoad_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *v); void rsrMatrixLoad_4x4_3x3(rs_matrix4x4 *m, const rs_matrix3x3 *v); void rsrMatrixLoad_4x4_2x2(rs_matrix4x4 *m, const rs_matrix2x2 *v); void rsrMatrixLoad_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *v); void rsrMatrixLoad_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *v); void rsrMatrixLoadRotate(rs_matrix4x4 *m, float rot, float x, float y, float z); void rsrMatrixLoadScale(rs_matrix4x4 *m, float x, float y, float z); void rsrMatrixLoadTranslate(rs_matrix4x4 *m, float x, float y, float z); void rsrMatrixLoadMultiply_4x4_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs); void rsrMatrixMultiply_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *rhs); void rsrMatrixLoadMultiply_3x3_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *lhs, const rs_matrix3x3 *rhs); void rsrMatrixMultiply_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *rhs); void rsrMatrixLoadMultiply_2x2_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *lhs, const rs_matrix2x2 *rhs); void rsrMatrixMultiply_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *rhs); void rsrMatrixRotate(rs_matrix4x4 *m, float rot, float x, float y, float z); void rsrMatrixScale(rs_matrix4x4 *m, float x, float y, float z); void rsrMatrixTranslate(rs_matrix4x4 *m, float x, float y, float z); void rsrMatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); void rsrMatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far); void rsrMatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far); // Returns true if the matrix was successfully inversed bool rsrMatrixInverse_4x4(rs_matrix4x4 *m); // Returns true if the matrix was successfully inversed bool rsrMatrixInverseTranspose_4x4(rs_matrix4x4 *m); void rsrMatrixTranspose_4x4(rs_matrix4x4 *m); void rsrMatrixTranspose_3x3(rs_matrix3x3 *m); void rsrMatrixTranspose_2x2(rs_matrix2x2 *m); } // namespace renderscript } // namespace android