| /* |
| * Copyright (C) 2011-2012 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 <rs_hal.h> |
| #include <rsContext.h> |
| |
| #include "rsdShader.h" |
| #include "rsdShaderCache.h" |
| #include "rsdGL.h" |
| |
| #include <GLES/gl.h> |
| #include <GLES2/gl2.h> |
| |
| using namespace android; |
| using namespace android::renderscript; |
| |
| |
| RsdShaderCache::RsdShaderCache() { |
| mEntries.setCapacity(16); |
| mVertexDirty = true; |
| mFragmentDirty = true; |
| } |
| |
| RsdShaderCache::~RsdShaderCache() { |
| cleanupAll(); |
| } |
| |
| void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID, |
| UniformData *data, const char* logTag, |
| UniformQueryData **uniformList, uint32_t uniListSize) { |
| |
| for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) { |
| if (data[ct].slot >= 0 && data[ct].arraySize > 1) { |
| //Iterate over the list of active GL uniforms and find highest array index |
| for (uint32_t ui = 0; ui < uniListSize; ui ++) { |
| if (prog->getUniformName(ct) == uniformList[ui]->name) { |
| data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize; |
| break; |
| } |
| } |
| } |
| |
| if (rsc->props.mLogShaders) { |
| ALOGV("%s U, %s = %d, arraySize = %d\n", logTag, |
| prog->getUniformName(ct).string(), data[ct].slot, data[ct].arraySize); |
| } |
| } |
| } |
| |
| void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) { |
| for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) { |
| data[ct].slot = glGetUniformLocation(linkedID, prog->getUniformName(ct)); |
| data[ct].arraySize = prog->getUniformArraySize(ct); |
| } |
| } |
| |
| bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) { |
| UniformData *data = mCurrent->vtxUniforms; |
| for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { |
| if (data[ct].slot >= 0 && data[ct].arraySize > 1) { |
| return true; |
| } |
| } |
| data = mCurrent->fragUniforms; |
| for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) { |
| if (data[ct].slot >= 0 && data[ct].arraySize > 1) { |
| return true; |
| } |
| } |
| return false; |
| } |
| |
| bool RsdShaderCache::setup(const Context *rsc) { |
| if (!mVertexDirty && !mFragmentDirty) { |
| return true; |
| } |
| |
| if (!link(rsc)) { |
| return false; |
| } |
| |
| if (mFragmentDirty) { |
| mFragment->setup(rsc, this); |
| mFragmentDirty = false; |
| } |
| if (mVertexDirty) { |
| mVertex->setup(rsc, this); |
| mVertexDirty = false; |
| } |
| |
| return true; |
| } |
| |
| bool RsdShaderCache::link(const Context *rsc) { |
| |
| RsdShader *vtx = mVertex; |
| RsdShader *frag = mFragment; |
| |
| uint32_t vID = vtx->getStateBasedShaderID(rsc); |
| uint32_t fID = frag->getStateBasedShaderID(rsc); |
| |
| // Don't try to cache if shaders failed to load |
| if (!vID || !fID) { |
| return false; |
| } |
| uint32_t entryCount = mEntries.size(); |
| for (uint32_t ct = 0; ct < entryCount; ct ++) { |
| if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) { |
| |
| //ALOGV("SC using program %i", mEntries[ct]->program); |
| glUseProgram(mEntries[ct]->program); |
| mCurrent = mEntries[ct]; |
| //ALOGV("RsdShaderCache hit, using %i", ct); |
| rsdGLCheckError(rsc, "RsdShaderCache::link (hit)"); |
| return true; |
| } |
| } |
| |
| ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(), |
| vtx->getUniformCount(), |
| frag->getUniformCount()); |
| mEntries.push(e); |
| mCurrent = e; |
| e->vtx = vID; |
| e->frag = fID; |
| e->program = glCreateProgram(); |
| if (e->program) { |
| GLuint pgm = e->program; |
| glAttachShader(pgm, vID); |
| //ALOGE("e1 %x", glGetError()); |
| glAttachShader(pgm, fID); |
| |
| glBindAttribLocation(pgm, 0, "ATTRIB_position"); |
| glBindAttribLocation(pgm, 1, "ATTRIB_color"); |
| glBindAttribLocation(pgm, 2, "ATTRIB_normal"); |
| glBindAttribLocation(pgm, 3, "ATTRIB_texture0"); |
| |
| //ALOGE("e2 %x", glGetError()); |
| glLinkProgram(pgm); |
| //ALOGE("e3 %x", glGetError()); |
| GLint linkStatus = GL_FALSE; |
| glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus); |
| if (linkStatus != GL_TRUE) { |
| GLint bufLength = 0; |
| glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength); |
| if (bufLength) { |
| char* buf = (char*) malloc(bufLength); |
| if (buf) { |
| glGetProgramInfoLog(pgm, bufLength, NULL, buf); |
| rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf); |
| free(buf); |
| } |
| } |
| glDeleteProgram(pgm); |
| return false; |
| } |
| |
| for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) { |
| e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct)); |
| e->vtxAttrs[ct].name = vtx->getAttribName(ct).string(); |
| if (rsc->props.mLogShaders) { |
| ALOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot); |
| } |
| } |
| |
| populateUniformData(vtx, pgm, e->vtxUniforms); |
| populateUniformData(frag, pgm, e->fragUniforms); |
| |
| // Only populate this list if we have arrays in our uniforms |
| UniformQueryData **uniformList = NULL; |
| GLint numUniforms = 0; |
| bool hasArrays = hasArrayUniforms(vtx, frag); |
| if (hasArrays) { |
| // Get the number of active uniforms and the length of the longest name |
| glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms); |
| GLint maxNameLength = 0; |
| glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength); |
| if (numUniforms > 0 && maxNameLength > 0) { |
| uniformList = new UniformQueryData*[numUniforms]; |
| // Iterate over all the uniforms and build the list we |
| // can later use to match our uniforms to |
| for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) { |
| uniformList[ct] = new UniformQueryData(maxNameLength); |
| glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength, |
| &uniformList[ct]->arraySize, &uniformList[ct]->type, |
| uniformList[ct]->name); |
| //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct, |
| // uniformList[ct]->arraySize, uniformList[ct]->name); |
| } |
| } |
| } |
| |
| // We now know the highest index of all of the array uniforms |
| // and we need to update our cache to reflect that |
| // we may have declared [n], but only m < n elements are used |
| updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx", |
| uniformList, (uint32_t)numUniforms); |
| updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag", |
| uniformList, (uint32_t)numUniforms); |
| |
| // Clean up the uniform data from GL |
| if (uniformList != NULL) { |
| for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) { |
| delete uniformList[ct]; |
| } |
| delete[] uniformList; |
| uniformList = NULL; |
| } |
| } |
| |
| //ALOGV("SC made program %i", e->program); |
| glUseProgram(e->program); |
| rsdGLCheckError(rsc, "RsdShaderCache::link (miss)"); |
| |
| return true; |
| } |
| |
| int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const { |
| for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) { |
| if (attrName == mCurrent->vtxAttrs[ct].name) { |
| return mCurrent->vtxAttrs[ct].slot; |
| } |
| } |
| return -1; |
| } |
| |
| void RsdShaderCache::cleanupVertex(RsdShader *s) { |
| int32_t numEntries = (int32_t)mEntries.size(); |
| uint32_t numShaderIDs = s->getStateBasedIDCount(); |
| for (uint32_t sId = 0; sId < numShaderIDs; sId ++) { |
| uint32_t id = s->getStateBasedID(sId); |
| for (int32_t ct = 0; ct < numEntries; ct ++) { |
| if (mEntries[ct]->vtx == id) { |
| glDeleteProgram(mEntries[ct]->program); |
| |
| delete mEntries[ct]; |
| mEntries.removeAt(ct); |
| numEntries = (int32_t)mEntries.size(); |
| ct --; |
| } |
| } |
| } |
| } |
| |
| void RsdShaderCache::cleanupFragment(RsdShader *s) { |
| int32_t numEntries = (int32_t)mEntries.size(); |
| uint32_t numShaderIDs = s->getStateBasedIDCount(); |
| for (uint32_t sId = 0; sId < numShaderIDs; sId ++) { |
| uint32_t id = s->getStateBasedID(sId); |
| for (int32_t ct = 0; ct < numEntries; ct ++) { |
| if (mEntries[ct]->frag == id) { |
| glDeleteProgram(mEntries[ct]->program); |
| |
| delete mEntries[ct]; |
| mEntries.removeAt(ct); |
| numEntries = (int32_t)mEntries.size(); |
| ct --; |
| } |
| } |
| } |
| } |
| |
| void RsdShaderCache::cleanupAll() { |
| for (uint32_t ct=0; ct < mEntries.size(); ct++) { |
| glDeleteProgram(mEntries[ct]->program); |
| free(mEntries[ct]); |
| } |
| mEntries.clear(); |
| } |
| |