Loading tests/RenderScriptTests/SampleTest/src/com/android/rs/sample/sample.rs +1 −171 Original line number Diff line number Diff line Loading @@ -28,176 +28,6 @@ void setSampleData(rs_allocation dest, rs_allocation source, rs_sampler sampler) allocSampler = sampler; } static int32_t wrapI(rs_sampler_value wrap, int32_t coord, int32_t size) { if (wrap == RS_SAMPLER_WRAP) { coord = coord % size; if (coord < 0) { coord += size; } } return max(0, min(coord, size - 1)); } #define convert_float(v) (float)v #define SAMPLE_1D_FUNC(vecsize) \ static float##vecsize get1DSample##vecsize(rs_allocation a, float2 weights, \ int iPixel, int next) { \ uchar##vecsize *p0c = (uchar##vecsize*)rsGetElementAt(a, iPixel); \ uchar##vecsize *p1c = (uchar##vecsize*)rsGetElementAt(a, next); \ float##vecsize p0 = convert_float##vecsize(*p0c); \ float##vecsize p1 = convert_float##vecsize(*p1c); \ return p0 * weights.x + p1 * weights.y; \ } #define SAMPLE_2D_FUNC(vecsize) \ static float##vecsize get2DSample##vecsize(rs_allocation a, float4 weights, \ int2 iPixel, int nextX, int nextY) { \ uchar##vecsize *p0c = (uchar##vecsize*)rsGetElementAt(a, iPixel.x, iPixel.y); \ uchar##vecsize *p1c = (uchar##vecsize*)rsGetElementAt(a, nextX, iPixel.y); \ uchar##vecsize *p2c = (uchar##vecsize*)rsGetElementAt(a, iPixel.x, nextY); \ uchar##vecsize *p3c = (uchar##vecsize*)rsGetElementAt(a, nextX, nextY); \ float##vecsize p0 = convert_float##vecsize(*p0c); \ float##vecsize p1 = convert_float##vecsize(*p1c); \ float##vecsize p2 = convert_float##vecsize(*p2c); \ float##vecsize p3 = convert_float##vecsize(*p3c); \ return p0 * weights.x + p1 * weights.y + p2 * weights.z + p3 * weights.w; \ } SAMPLE_1D_FUNC() SAMPLE_1D_FUNC(2) SAMPLE_1D_FUNC(3) SAMPLE_1D_FUNC(4) SAMPLE_2D_FUNC() SAMPLE_2D_FUNC(2) SAMPLE_2D_FUNC(3) SAMPLE_2D_FUNC(4) static float4 getBilinearSample565(rs_allocation a, float4 weights, int2 iPixel, int nextX, int nextY) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } static float4 getBilinearSample(rs_allocation a, float4 weights, int2 iPixel, int nextX, int nextY, uint32_t vecSize, rs_data_type dt) { if (dt == RS_TYPE_UNSIGNED_5_6_5) { return getBilinearSample565(a, weights, iPixel, nextX, nextY); } float4 result; switch(vecSize) { case 1: result.x = get2DSample(a, weights, iPixel, nextX, nextY); result.yzw = 0.0f; break; case 2: result.xy = get2DSample2(a, weights, iPixel, nextX, nextY); result.zw = 0.0f; break; case 3: result.xyz = get2DSample3(a, weights, iPixel, nextX, nextY); result.w = 0.0f; break; case 4: result = get2DSample4(a, weights, iPixel, nextX, nextY); break; } return result; } static float4 getNearestSample(rs_allocation a, int2 iPixel, uint32_t vecSize, rs_data_type dt) { if (dt == RS_TYPE_UNSIGNED_5_6_5) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } float4 result; switch(vecSize) { case 1: result.x = convert_float(*((uchar*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.yzw = 0.0f; case 2: result.xy = convert_float2(*((uchar2*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.zw = 0.0f; case 3: result.xyz = convert_float3(*((uchar3*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.w = 0.0f; case 4: result = convert_float4(*((uchar4*)rsGetElementAt(a, iPixel.x, iPixel.y))); } return result; } // Naive implementation of texture filtering for prototyping purposes static float4 sample(rs_allocation a, rs_sampler s, float2 uv) { // Find out what kind of input data we are sampling rs_element elem = rsAllocationGetElement(a); uint32_t vecSize = rsElementGetVectorSize(elem); rs_data_kind dk = rsElementGetDataKind(elem); rs_data_type dt = rsElementGetDataType(elem); if (dk == RS_KIND_USER || (dt != RS_TYPE_UNSIGNED_8 && dt != RS_TYPE_UNSIGNED_5_6_5)) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } //rsDebug("*****************************************", 0); rs_sampler_value wrapS = rsgSamplerGetWrapS(s); rs_sampler_value wrapT = rsgSamplerGetWrapT(s); rs_sampler_value sampleMin = rsgSamplerGetMinification(s); rs_sampler_value sampleMag = rsgSamplerGetMagnification(s); int32_t sourceW = rsAllocationGetDimX(a); int32_t sourceH = rsAllocationGetDimY(a); float2 dimF; dimF.x = (float)(sourceW); dimF.y = (float)(sourceH); float2 pixelUV = uv * dimF; int2 iPixel = convert_int2(pixelUV); if (sampleMin == RS_SAMPLER_NEAREST || sampleMag == RS_SAMPLER_NEAREST) { iPixel.x = wrapI(wrapS, iPixel.x, sourceW); iPixel.y = wrapI(wrapT, iPixel.y, sourceH); return getNearestSample(a, iPixel, vecSize, dt); } float2 frac = pixelUV - convert_float2(iPixel); if (frac.x < 0.5f) { iPixel.x -= 1; frac.x += 0.5f; } else { frac.x -= 0.5f; } if (frac.y < 0.5f) { iPixel.y -= 1; frac.y += 0.5f; } else { frac.y -= 0.5f; } float2 oneMinusFrac = 1.0f - frac; float4 weights; weights.x = oneMinusFrac.x * oneMinusFrac.y; weights.y = frac.x * oneMinusFrac.y; weights.z = oneMinusFrac.x * frac.y; weights.w = frac.x * frac.y; int32_t nextX = wrapI(wrapS, iPixel.x + 1, sourceW); int32_t nextY = wrapI(wrapT, iPixel.y + 1, sourceH); iPixel.x = wrapI(wrapS, iPixel.x, sourceW); iPixel.y = wrapI(wrapT, iPixel.y, sourceH); return getBilinearSample(a, weights, iPixel, nextX, nextY, vecSize, dt); } void root(uchar4 *out, uint32_t x, uint32_t y) { float destX = (float)rsAllocationGetDimX(destAlloc) - 1.0f; Loading @@ -207,7 +37,7 @@ void root(uchar4 *out, uint32_t x, uint32_t y) { uv.x = (float)x / destX; uv.y = (float)y / destY; out->xyz = convert_uchar3(sample(sourceAlloc, allocSampler, uv*2.0f).xyz); out->xyz = convert_uchar3(rsSample(sourceAlloc, allocSampler, uv*2.0f).xyz); out->w = 0xff; } Loading
tests/RenderScriptTests/SampleTest/src/com/android/rs/sample/sample.rs +1 −171 Original line number Diff line number Diff line Loading @@ -28,176 +28,6 @@ void setSampleData(rs_allocation dest, rs_allocation source, rs_sampler sampler) allocSampler = sampler; } static int32_t wrapI(rs_sampler_value wrap, int32_t coord, int32_t size) { if (wrap == RS_SAMPLER_WRAP) { coord = coord % size; if (coord < 0) { coord += size; } } return max(0, min(coord, size - 1)); } #define convert_float(v) (float)v #define SAMPLE_1D_FUNC(vecsize) \ static float##vecsize get1DSample##vecsize(rs_allocation a, float2 weights, \ int iPixel, int next) { \ uchar##vecsize *p0c = (uchar##vecsize*)rsGetElementAt(a, iPixel); \ uchar##vecsize *p1c = (uchar##vecsize*)rsGetElementAt(a, next); \ float##vecsize p0 = convert_float##vecsize(*p0c); \ float##vecsize p1 = convert_float##vecsize(*p1c); \ return p0 * weights.x + p1 * weights.y; \ } #define SAMPLE_2D_FUNC(vecsize) \ static float##vecsize get2DSample##vecsize(rs_allocation a, float4 weights, \ int2 iPixel, int nextX, int nextY) { \ uchar##vecsize *p0c = (uchar##vecsize*)rsGetElementAt(a, iPixel.x, iPixel.y); \ uchar##vecsize *p1c = (uchar##vecsize*)rsGetElementAt(a, nextX, iPixel.y); \ uchar##vecsize *p2c = (uchar##vecsize*)rsGetElementAt(a, iPixel.x, nextY); \ uchar##vecsize *p3c = (uchar##vecsize*)rsGetElementAt(a, nextX, nextY); \ float##vecsize p0 = convert_float##vecsize(*p0c); \ float##vecsize p1 = convert_float##vecsize(*p1c); \ float##vecsize p2 = convert_float##vecsize(*p2c); \ float##vecsize p3 = convert_float##vecsize(*p3c); \ return p0 * weights.x + p1 * weights.y + p2 * weights.z + p3 * weights.w; \ } SAMPLE_1D_FUNC() SAMPLE_1D_FUNC(2) SAMPLE_1D_FUNC(3) SAMPLE_1D_FUNC(4) SAMPLE_2D_FUNC() SAMPLE_2D_FUNC(2) SAMPLE_2D_FUNC(3) SAMPLE_2D_FUNC(4) static float4 getBilinearSample565(rs_allocation a, float4 weights, int2 iPixel, int nextX, int nextY) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } static float4 getBilinearSample(rs_allocation a, float4 weights, int2 iPixel, int nextX, int nextY, uint32_t vecSize, rs_data_type dt) { if (dt == RS_TYPE_UNSIGNED_5_6_5) { return getBilinearSample565(a, weights, iPixel, nextX, nextY); } float4 result; switch(vecSize) { case 1: result.x = get2DSample(a, weights, iPixel, nextX, nextY); result.yzw = 0.0f; break; case 2: result.xy = get2DSample2(a, weights, iPixel, nextX, nextY); result.zw = 0.0f; break; case 3: result.xyz = get2DSample3(a, weights, iPixel, nextX, nextY); result.w = 0.0f; break; case 4: result = get2DSample4(a, weights, iPixel, nextX, nextY); break; } return result; } static float4 getNearestSample(rs_allocation a, int2 iPixel, uint32_t vecSize, rs_data_type dt) { if (dt == RS_TYPE_UNSIGNED_5_6_5) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } float4 result; switch(vecSize) { case 1: result.x = convert_float(*((uchar*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.yzw = 0.0f; case 2: result.xy = convert_float2(*((uchar2*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.zw = 0.0f; case 3: result.xyz = convert_float3(*((uchar3*)rsGetElementAt(a, iPixel.x, iPixel.y))); result.w = 0.0f; case 4: result = convert_float4(*((uchar4*)rsGetElementAt(a, iPixel.x, iPixel.y))); } return result; } // Naive implementation of texture filtering for prototyping purposes static float4 sample(rs_allocation a, rs_sampler s, float2 uv) { // Find out what kind of input data we are sampling rs_element elem = rsAllocationGetElement(a); uint32_t vecSize = rsElementGetVectorSize(elem); rs_data_kind dk = rsElementGetDataKind(elem); rs_data_type dt = rsElementGetDataType(elem); if (dk == RS_KIND_USER || (dt != RS_TYPE_UNSIGNED_8 && dt != RS_TYPE_UNSIGNED_5_6_5)) { float4 zero = {0.0f, 0.0f, 0.0f, 0.0f}; return zero; } //rsDebug("*****************************************", 0); rs_sampler_value wrapS = rsgSamplerGetWrapS(s); rs_sampler_value wrapT = rsgSamplerGetWrapT(s); rs_sampler_value sampleMin = rsgSamplerGetMinification(s); rs_sampler_value sampleMag = rsgSamplerGetMagnification(s); int32_t sourceW = rsAllocationGetDimX(a); int32_t sourceH = rsAllocationGetDimY(a); float2 dimF; dimF.x = (float)(sourceW); dimF.y = (float)(sourceH); float2 pixelUV = uv * dimF; int2 iPixel = convert_int2(pixelUV); if (sampleMin == RS_SAMPLER_NEAREST || sampleMag == RS_SAMPLER_NEAREST) { iPixel.x = wrapI(wrapS, iPixel.x, sourceW); iPixel.y = wrapI(wrapT, iPixel.y, sourceH); return getNearestSample(a, iPixel, vecSize, dt); } float2 frac = pixelUV - convert_float2(iPixel); if (frac.x < 0.5f) { iPixel.x -= 1; frac.x += 0.5f; } else { frac.x -= 0.5f; } if (frac.y < 0.5f) { iPixel.y -= 1; frac.y += 0.5f; } else { frac.y -= 0.5f; } float2 oneMinusFrac = 1.0f - frac; float4 weights; weights.x = oneMinusFrac.x * oneMinusFrac.y; weights.y = frac.x * oneMinusFrac.y; weights.z = oneMinusFrac.x * frac.y; weights.w = frac.x * frac.y; int32_t nextX = wrapI(wrapS, iPixel.x + 1, sourceW); int32_t nextY = wrapI(wrapT, iPixel.y + 1, sourceH); iPixel.x = wrapI(wrapS, iPixel.x, sourceW); iPixel.y = wrapI(wrapT, iPixel.y, sourceH); return getBilinearSample(a, weights, iPixel, nextX, nextY, vecSize, dt); } void root(uchar4 *out, uint32_t x, uint32_t y) { float destX = (float)rsAllocationGetDimX(destAlloc) - 1.0f; Loading @@ -207,7 +37,7 @@ void root(uchar4 *out, uint32_t x, uint32_t y) { uv.x = (float)x / destX; uv.y = (float)y / destY; out->xyz = convert_uchar3(sample(sourceAlloc, allocSampler, uv*2.0f).xyz); out->xyz = convert_uchar3(rsSample(sourceAlloc, allocSampler, uv*2.0f).xyz); out->w = 0xff; }