| /* |
| * 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 <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| #include <rs_hal.h> |
| #include <rsContext.h> |
| #include <rsProgram.h> |
| |
| #include "rsdCore.h" |
| #include "rsdAllocation.h" |
| #include "rsdShader.h" |
| #include "rsdShaderCache.h" |
| |
| using namespace android; |
| using namespace android::renderscript; |
| |
| RsdShader::RsdShader(const Program *p, uint32_t type, |
| const char * shaderText, size_t shaderLength, |
| const char** textureNames, size_t textureNamesCount, |
| const size_t *textureNamesLength) { |
| mUserShader.setTo(shaderText, shaderLength); |
| mRSProgram = p; |
| mType = type; |
| initMemberVars(); |
| initAttribAndUniformArray(); |
| init(textureNames, textureNamesCount, textureNamesLength); |
| |
| for(size_t i=0; i < textureNamesCount; i++) { |
| mTextureNames.push(String8(textureNames[i], textureNamesLength[i])); |
| } |
| } |
| |
| RsdShader::~RsdShader() { |
| for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) { |
| StateBasedKey *state = mStateBasedShaders.itemAt(i); |
| if (state->mShaderID) { |
| glDeleteShader(state->mShaderID); |
| } |
| delete state; |
| } |
| |
| delete[] mAttribNames; |
| delete[] mUniformNames; |
| delete[] mUniformArraySizes; |
| } |
| |
| void RsdShader::initMemberVars() { |
| mDirty = true; |
| mAttribCount = 0; |
| mUniformCount = 0; |
| |
| mAttribNames = NULL; |
| mUniformNames = NULL; |
| mUniformArraySizes = NULL; |
| mCurrentState = NULL; |
| |
| mIsValid = false; |
| } |
| |
| RsdShader::StateBasedKey *RsdShader::getExistingState() { |
| RsdShader::StateBasedKey *returnKey = NULL; |
| |
| for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) { |
| returnKey = mStateBasedShaders.itemAt(i); |
| |
| for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { |
| uint32_t texType = 0; |
| if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { |
| Allocation *a = mRSProgram->mHal.state.textures[ct]; |
| if (a && a->mHal.state.surfaceTextureID) { |
| texType = GL_TEXTURE_EXTERNAL_OES; |
| } else { |
| texType = GL_TEXTURE_2D; |
| } |
| } else { |
| texType = GL_TEXTURE_CUBE_MAP; |
| } |
| if (texType != returnKey->mTextureTargets[ct]) { |
| returnKey = NULL; |
| break; |
| } |
| } |
| } |
| return returnKey; |
| } |
| |
| uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) { |
| StateBasedKey *state = getExistingState(); |
| if (state != NULL) { |
| mCurrentState = state; |
| return mCurrentState->mShaderID; |
| } |
| // We have not created a shader for this particular state yet |
| state = new StateBasedKey(mTextureCount); |
| mCurrentState = state; |
| mStateBasedShaders.add(state); |
| createShader(); |
| loadShader(rsc); |
| return mCurrentState->mShaderID; |
| } |
| |
| void RsdShader::init(const char** textureNames, size_t textureNamesCount, |
| const size_t *textureNamesLength) { |
| uint32_t attribCount = 0; |
| uint32_t uniformCount = 0; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { |
| initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames, |
| NULL, &attribCount, RS_SHADER_ATTR); |
| } |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { |
| initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), |
| mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI); |
| } |
| |
| mTextureUniformIndexStart = uniformCount; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { |
| mUniformNames[uniformCount].setTo("UNI_"); |
| mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]); |
| mUniformArraySizes[uniformCount] = 1; |
| uniformCount++; |
| } |
| } |
| |
| String8 RsdShader::getGLSLInputString() const { |
| String8 s; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { |
| const Element *e = mRSProgram->mHal.state.inputElements[ct]; |
| for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { |
| const Element *f = e->mHal.state.fields[field]; |
| |
| // Cannot be complex |
| rsAssert(!f->mHal.state.fieldsCount); |
| switch (f->mHal.state.vectorSize) { |
| case 1: s.append("attribute float ATTRIB_"); break; |
| case 2: s.append("attribute vec2 ATTRIB_"); break; |
| case 3: s.append("attribute vec3 ATTRIB_"); break; |
| case 4: s.append("attribute vec4 ATTRIB_"); break; |
| default: |
| rsAssert(0); |
| } |
| |
| s.append(e->mHal.state.fieldNames[field]); |
| s.append(";\n"); |
| } |
| } |
| return s; |
| } |
| |
| void RsdShader::appendAttributes() { |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { |
| const Element *e = mRSProgram->mHal.state.inputElements[ct]; |
| for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { |
| const Element *f = e->mHal.state.fields[field]; |
| const char *fn = e->mHal.state.fieldNames[field]; |
| |
| // Cannot be complex |
| rsAssert(!f->mHal.state.fieldsCount); |
| switch (f->mHal.state.vectorSize) { |
| case 1: mShader.append("attribute float ATTRIB_"); break; |
| case 2: mShader.append("attribute vec2 ATTRIB_"); break; |
| case 3: mShader.append("attribute vec3 ATTRIB_"); break; |
| case 4: mShader.append("attribute vec4 ATTRIB_"); break; |
| default: |
| rsAssert(0); |
| } |
| |
| mShader.append(fn); |
| mShader.append(";\n"); |
| } |
| } |
| } |
| |
| void RsdShader::appendTextures() { |
| |
| // TODO: this does not yet handle cases where the texture changes between IO |
| // input and local |
| bool appendUsing = true; |
| for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { |
| if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { |
| Allocation *a = mRSProgram->mHal.state.textures[ct]; |
| if (a && a->mHal.state.surfaceTextureID) { |
| if(appendUsing) { |
| mShader.append("#extension GL_OES_EGL_image_external : require\n"); |
| appendUsing = false; |
| } |
| mShader.append("uniform samplerExternalOES UNI_"); |
| mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES; |
| } else { |
| mShader.append("uniform sampler2D UNI_"); |
| mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D; |
| } |
| } else { |
| mShader.append("uniform samplerCube UNI_"); |
| mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP; |
| } |
| |
| mShader.append(mTextureNames[ct]); |
| mShader.append(";\n"); |
| } |
| } |
| |
| bool RsdShader::createShader() { |
| mShader.clear(); |
| if (mType == GL_FRAGMENT_SHADER) { |
| mShader.append("precision mediump float;\n"); |
| } |
| appendUserConstants(); |
| appendAttributes(); |
| appendTextures(); |
| mShader.append(mUserShader); |
| |
| return true; |
| } |
| |
| bool RsdShader::loadShader(const Context *rsc) { |
| mCurrentState->mShaderID = glCreateShader(mType); |
| rsAssert(mCurrentState->mShaderID); |
| |
| if(!mShader.length()) { |
| createShader(); |
| } |
| |
| if (rsc->props.mLogShaders) { |
| ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID); |
| ALOGV("%s", mShader.string()); |
| } |
| |
| if (mCurrentState->mShaderID) { |
| const char * ss = mShader.string(); |
| RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL); |
| RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); |
| |
| GLint compiled = 0; |
| RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); |
| if (!compiled) { |
| GLint infoLen = 0; |
| RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); |
| if (infoLen) { |
| char* buf = (char*) malloc(infoLen); |
| if (buf) { |
| RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf); |
| rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf); |
| free(buf); |
| } |
| RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); |
| mCurrentState->mShaderID = 0; |
| return false; |
| } |
| } |
| } |
| |
| if (rsc->props.mLogShaders) { |
| ALOGV("--Shader load result %x ", glGetError()); |
| } |
| mIsValid = true; |
| return true; |
| } |
| |
| void RsdShader::appendUserConstants() { |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { |
| const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); |
| for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { |
| const Element *f = e->mHal.state.fields[field]; |
| const char *fn = e->mHal.state.fieldNames[field]; |
| |
| // Cannot be complex |
| rsAssert(!f->mHal.state.fieldsCount); |
| if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) { |
| mShader.append("uniform mat4 UNI_"); |
| } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) { |
| mShader.append("uniform mat3 UNI_"); |
| } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) { |
| mShader.append("uniform mat2 UNI_"); |
| } else { |
| switch (f->mHal.state.vectorSize) { |
| case 1: mShader.append("uniform float UNI_"); break; |
| case 2: mShader.append("uniform vec2 UNI_"); break; |
| case 3: mShader.append("uniform vec3 UNI_"); break; |
| case 4: mShader.append("uniform vec4 UNI_"); break; |
| default: |
| rsAssert(0); |
| } |
| } |
| |
| mShader.append(fn); |
| if (e->mHal.state.fieldArraySizes[field] > 1) { |
| mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]); |
| } |
| mShader.append(";\n"); |
| } |
| } |
| } |
| |
| void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) { |
| RsDataType dataType = field->mHal.state.dataType; |
| uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float); |
| for (uint32_t i = 0; i < arraySize; i ++) { |
| if (arraySize > 1) { |
| ALOGV("Array Element [%u]", i); |
| } |
| if (dataType == RS_TYPE_MATRIX_4X4) { |
| ALOGV("Matrix4x4"); |
| ALOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]); |
| ALOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]); |
| ALOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]); |
| ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]); |
| } else if (dataType == RS_TYPE_MATRIX_3X3) { |
| ALOGV("Matrix3x3"); |
| ALOGV("{%f, %f, %f", fd[0], fd[3], fd[6]); |
| ALOGV(" %f, %f, %f", fd[1], fd[4], fd[7]); |
| ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]); |
| } else if (dataType == RS_TYPE_MATRIX_2X2) { |
| ALOGV("Matrix2x2"); |
| ALOGV("{%f, %f", fd[0], fd[2]); |
| ALOGV(" %f, %f}", fd[1], fd[3]); |
| } else { |
| switch (field->mHal.state.vectorSize) { |
| case 1: |
| ALOGV("Uniform 1 = %f", fd[0]); |
| break; |
| case 2: |
| ALOGV("Uniform 2 = %f %f", fd[0], fd[1]); |
| break; |
| case 3: |
| ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]); |
| break; |
| case 4: |
| ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]); |
| break; |
| default: |
| rsAssert(0); |
| } |
| } |
| ALOGV("Element size %u data=%p", elementSize, fd); |
| fd += elementSize; |
| ALOGV("New data=%p", fd); |
| } |
| } |
| |
| void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd, |
| int32_t slot, uint32_t arraySize ) { |
| RsDataType dataType = field->mHal.state.dataType; |
| if (dataType == RS_TYPE_MATRIX_4X4) { |
| RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); |
| } else if (dataType == RS_TYPE_MATRIX_3X3) { |
| RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); |
| } else if (dataType == RS_TYPE_MATRIX_2X2) { |
| RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); |
| } else { |
| switch (field->mHal.state.vectorSize) { |
| case 1: |
| RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); |
| break; |
| case 2: |
| RSD_CALL_GL(glUniform2fv, slot, arraySize, fd); |
| break; |
| case 3: |
| RSD_CALL_GL(glUniform3fv, slot, arraySize, fd); |
| break; |
| case 4: |
| RSD_CALL_GL(glUniform4fv, slot, arraySize, fd); |
| break; |
| default: |
| rsAssert(0); |
| } |
| } |
| } |
| |
| void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) { |
| RsdHal *dc = (RsdHal *)rsc->mHal.drv; |
| |
| GLenum trans[] = { |
| GL_NEAREST, //RS_SAMPLER_NEAREST, |
| GL_LINEAR, //RS_SAMPLER_LINEAR, |
| GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, |
| GL_REPEAT, //RS_SAMPLER_WRAP, |
| GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP |
| GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST |
| }; |
| |
| GLenum transNP[] = { |
| GL_NEAREST, //RS_SAMPLER_NEAREST, |
| GL_LINEAR, //RS_SAMPLER_LINEAR, |
| GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, |
| GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP, |
| GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP |
| GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST, |
| }; |
| |
| // This tells us the correct texture type |
| DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv; |
| const GLenum target = drvTex->glTarget; |
| if (!target) { |
| // this can happen if the user set the wrong allocation flags. |
| rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler"); |
| return; |
| } |
| |
| if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) { |
| if (tex->getHasGraphicsMipmaps() && |
| (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) { |
| if (dc->gl.gl.NV_texture_npot_2D_mipmap) { |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| trans[s->mHal.state.minFilter]); |
| } else { |
| switch (trans[s->mHal.state.minFilter]) { |
| case GL_LINEAR_MIPMAP_LINEAR: |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| GL_LINEAR_MIPMAP_NEAREST); |
| break; |
| default: |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| trans[s->mHal.state.minFilter]); |
| break; |
| } |
| } |
| } else { |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| transNP[s->mHal.state.minFilter]); |
| } |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, |
| transNP[s->mHal.state.magFilter]); |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]); |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]); |
| } else { |
| if (tex->getHasGraphicsMipmaps()) { |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| trans[s->mHal.state.minFilter]); |
| } else { |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, |
| transNP[s->mHal.state.minFilter]); |
| } |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]); |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]); |
| RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]); |
| } |
| |
| float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso); |
| if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) { |
| RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue); |
| } |
| |
| rsdGLCheckError(rsc, "Sampler::setup tex env"); |
| } |
| |
| void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) { |
| if (mRSProgram->mHal.state.texturesCount == 0) { |
| return; |
| } |
| |
| RsdHal *dc = (RsdHal *)rsc->mHal.drv; |
| |
| uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount; |
| uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits; |
| if (numTexturesToBind >= numTexturesAvailable) { |
| ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available", |
| mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable); |
| rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available"); |
| numTexturesToBind = numTexturesAvailable; |
| } |
| |
| for (uint32_t ct=0; ct < numTexturesToBind; ct++) { |
| RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct); |
| RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); |
| |
| if (!mRSProgram->mHal.state.textures[ct]) { |
| // if nothing is bound, reset to default GL texture |
| RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0); |
| continue; |
| } |
| |
| DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv; |
| |
| if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D && |
| mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP && |
| mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) { |
| ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", |
| (uint)this, ct); |
| rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader"); |
| } |
| RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID); |
| rsdGLCheckError(rsc, "ProgramFragment::setup tex bind"); |
| if (mRSProgram->mHal.state.samplers[ct]) { |
| setupSampler(rsc, mRSProgram->mHal.state.samplers[ct], |
| mRSProgram->mHal.state.textures[ct]); |
| } else { |
| RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], |
| GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], |
| GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], |
| GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct], |
| GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env"); |
| } |
| rsdGLCheckError(rsc, "ProgramFragment::setup uniforms"); |
| } |
| |
| RSD_CALL_GL(glActiveTexture, GL_TEXTURE0); |
| mDirty = false; |
| rsdGLCheckError(rsc, "ProgramFragment::setup"); |
| } |
| |
| void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) { |
| uint32_t uidx = 0; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { |
| Allocation *alloc = mRSProgram->mHal.state.constants[ct]; |
| |
| if (!alloc) { |
| ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", |
| (uint32_t)this, ct); |
| rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound"); |
| continue; |
| } |
| |
| const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr); |
| const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); |
| for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { |
| const Element *f = e->mHal.state.fields[field]; |
| const char *fieldName = e->mHal.state.fieldNames[field]; |
| |
| uint32_t offset = e->mHal.state.fieldOffsetBytes[field]; |
| const float *fd = reinterpret_cast<const float *>(&data[offset]); |
| |
| int32_t slot = -1; |
| uint32_t arraySize = 1; |
| if (!isFragment) { |
| slot = sc->vtxUniformSlot(uidx); |
| arraySize = sc->vtxUniformSize(uidx); |
| } else { |
| slot = sc->fragUniformSlot(uidx); |
| arraySize = sc->fragUniformSize(uidx); |
| } |
| if (rsc->props.mLogShadersUniforms) { |
| ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", |
| slot, offset, ct, field, uidx, fieldName); |
| } |
| uidx ++; |
| if (slot < 0) { |
| continue; |
| } |
| |
| if (rsc->props.mLogShadersUniforms) { |
| logUniform(f, fd, arraySize); |
| } |
| setUniform(rsc, f, fd, slot, arraySize); |
| } |
| } |
| } |
| |
| void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) { |
| |
| setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER); |
| setupTextures(rsc, sc); |
| } |
| |
| void RsdShader::initAttribAndUniformArray() { |
| mAttribCount = 0; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { |
| const Element *elem = mRSProgram->mHal.state.inputElements[ct]; |
| mAttribCount += elem->mHal.state.fieldsCount; |
| } |
| |
| mUniformCount = 0; |
| for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { |
| const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement(); |
| mUniformCount += elem->mHal.state.fieldsCount; |
| } |
| mUniformCount += mRSProgram->mHal.state.texturesCount; |
| |
| if (mAttribCount) { |
| mAttribNames = new String8[mAttribCount]; |
| } |
| if (mUniformCount) { |
| mUniformNames = new String8[mUniformCount]; |
| mUniformArraySizes = new uint32_t[mUniformCount]; |
| } |
| |
| mTextureCount = mRSProgram->mHal.state.texturesCount; |
| } |
| |
| void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, |
| uint32_t *count, const char *prefix) { |
| rsAssert(e->mHal.state.fieldsCount); |
| for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) { |
| const Element *ce = e->mHal.state.fields[ct]; |
| if (ce->mHal.state.fieldsCount) { |
| initAddUserElement(ce, names, arrayLengths, count, prefix); |
| } else { |
| String8 tmp(prefix); |
| tmp.append(e->mHal.state.fieldNames[ct]); |
| names[*count].setTo(tmp.string()); |
| if (arrayLengths) { |
| arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct]; |
| } |
| (*count)++; |
| } |
| } |
| } |