Moving attrib creation to Mesh. Adding arrays as shader inputs.
Removing fixed size arrays.
Change-Id: I0213e403a2f1283dd43f21bea770aeb059561903
diff --git a/libs/rs/rsMesh.cpp b/libs/rs/rsMesh.cpp
index fd604e5..f2dd687 100644
--- a/libs/rs/rsMesh.cpp
+++ b/libs/rs/rsMesh.cpp
@@ -37,6 +37,10 @@
mPrimitivesCount = 0;
mVertexBuffers = NULL;
mVertexBufferCount = 0;
+ mAttribs = NULL;
+ mAttribAllocationIndex = NULL;
+
+ mAttribCount = 0;
}
Mesh::~Mesh()
@@ -51,6 +55,87 @@
}
delete[] mPrimitives;
}
+
+ if(mAttribs) {
+ delete[] mAttribs;
+ delete[] mAttribAllocationIndex;
+ }
+}
+
+bool Mesh::isValidGLComponent(const Element *elem, uint32_t fieldIdx) {
+ // Do not create attribs for padding
+ if(elem->getFieldName(fieldIdx)[0] == '#') {
+ return false;
+ }
+
+ // Only GL_BYTE, GL_UNSIGNED_BYTE, GL_SHORT, GL_UNSIGNED_SHORT, GL_FIXED, GL_FLOAT are accepted.
+ // Filter rs types accordingly
+ RsDataType dt = elem->getField(fieldIdx)->getComponent().getType();
+ if(dt != RS_TYPE_FLOAT_32 && dt != RS_TYPE_UNSIGNED_8 &&
+ dt != RS_TYPE_UNSIGNED_16 && dt != RS_TYPE_SIGNED_8 &&
+ dt != RS_TYPE_SIGNED_16) {
+ return false;
+ }
+
+ // Now make sure they are not arrays
+ uint32_t arraySize = elem->getFieldArraySize(fieldIdx);
+ if(arraySize != 1) {
+ return false;
+ }
+
+ return true;
+}
+
+void Mesh::initVertexAttribs() {
+ // Count the number of gl attrs to initialize
+ mAttribCount = 0;
+ for (uint32_t ct=0; ct < mVertexBufferCount; ct++) {
+ const Element *elem = mVertexBuffers[ct]->getType()->getElement();
+ for (uint32_t ct=0; ct < elem->getFieldCount(); ct++) {
+ if(isValidGLComponent(elem, ct)) {
+ mAttribCount ++;
+ }
+ }
+ }
+
+ if(mAttribs) {
+ delete [] mAttribs;
+ delete [] mAttribAllocationIndex;
+ mAttribs = NULL;
+ mAttribAllocationIndex = NULL;
+ }
+ if(!mAttribCount) {
+ return;
+ }
+
+ mAttribs = new VertexArray::Attrib[mAttribCount];
+ mAttribAllocationIndex = new uint32_t[mAttribCount];
+
+ uint32_t userNum = 0;
+ for (uint32_t ct=0; ct < mVertexBufferCount; ct++) {
+ const Element *elem = mVertexBuffers[ct]->getType()->getElement();
+ uint32_t stride = elem->getSizeBytes();
+ for (uint32_t fieldI=0; fieldI < elem->getFieldCount(); fieldI++) {
+ const Component &c = elem->getField(fieldI)->getComponent();
+
+ if(!isValidGLComponent(elem, fieldI)) {
+ continue;
+ }
+
+ mAttribs[userNum].size = c.getVectorSize();
+ mAttribs[userNum].offset = elem->getFieldOffsetBytes(fieldI);
+ mAttribs[userNum].type = c.getGLType();
+ mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
+ mAttribs[userNum].stride = stride;
+ String8 tmp(RS_SHADER_ATTR);
+ tmp.append(elem->getFieldName(fieldI));
+ mAttribs[userNum].name.setTo(tmp.string());
+
+ // Remember which allocation this attribute came from
+ mAttribAllocationIndex[userNum] = ct;
+ userNum ++;
+ }
+ }
}
void Mesh::render(Context *rsc) const
@@ -78,21 +163,29 @@
void Mesh::renderPrimitiveRange(Context *rsc, uint32_t primIndex, uint32_t start, uint32_t len) const
{
- if (len < 1 || primIndex >= mPrimitivesCount) {
+ if (len < 1 || primIndex >= mPrimitivesCount || mAttribCount == 0) {
+ LOGE("Invalid mesh or parameters");
return;
}
rsc->checkError("Mesh::renderPrimitiveRange 1");
- VertexArray va;
for (uint32_t ct=0; ct < mVertexBufferCount; ct++) {
mVertexBuffers[ct]->uploadCheck(rsc);
- if (mVertexBuffers[ct]->getIsBufferObject()) {
- va.setActiveBuffer(mVertexBuffers[ct]->getBufferObjectID());
- } else {
- va.setActiveBuffer(mVertexBuffers[ct]->getPtr());
- }
- mVertexBuffers[ct]->getType()->enableGLVertexBuffer(&va);
}
+ // update attributes with either buffer information or data ptr based on their current state
+ for (uint32_t ct=0; ct < mAttribCount; ct++) {
+ uint32_t allocIndex = mAttribAllocationIndex[ct];
+ Allocation *alloc = mVertexBuffers[allocIndex].get();
+ if (alloc->getIsBufferObject()) {
+ mAttribs[ct].buffer = alloc->getBufferObjectID();
+ mAttribs[ct].ptr = NULL;
+ } else {
+ mAttribs[ct].buffer = 0;
+ mAttribs[ct].ptr = (const uint8_t*)alloc->getPtr();
+ }
+ }
+
+ VertexArray va(mAttribs, mAttribCount);
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
rsc->checkError("Mesh::renderPrimitiveRange 2");
@@ -215,6 +308,7 @@
}
mesh->updateGLPrimitives();
+ mesh->initVertexAttribs();
mesh->uploadAll(rsc);
return mesh;
@@ -310,6 +404,12 @@
sm->updateGLPrimitives();
}
+void rsi_MeshInitVertexAttribs(Context *rsc, RsMesh mv)
+{
+ Mesh *sm = static_cast<Mesh *>(mv);
+ sm->initVertexAttribs();
+}
+
}}
void rsaMeshGetVertexBufferCount(RsContext con, RsMesh mv, int32_t *numVtx)