|  | /* | 
|  | * 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.replace(0, shaderLength, shaderText); | 
|  | 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 = nullptr; | 
|  | mUniformNames = nullptr; | 
|  | mUniformArraySizes = nullptr; | 
|  | mCurrentState = nullptr; | 
|  |  | 
|  | mIsValid = false; | 
|  | } | 
|  |  | 
|  | RsdShader::StateBasedKey *RsdShader::getExistingState() { | 
|  | RsdShader::StateBasedKey *returnKey = nullptr; | 
|  |  | 
|  | 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 = nullptr; | 
|  | break; | 
|  | } | 
|  | } | 
|  | } | 
|  | return returnKey; | 
|  | } | 
|  |  | 
|  | uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) { | 
|  | StateBasedKey *state = getExistingState(); | 
|  | if (state != nullptr) { | 
|  | 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, | 
|  | nullptr, &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] = "UNI_"; | 
|  | mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]); | 
|  | mUniformArraySizes[uniformCount] = 1; | 
|  | uniformCount++; | 
|  | } | 
|  | } | 
|  |  | 
|  | std::string RsdShader::getGLSLInputString() const { | 
|  | std::string 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.c_str()); | 
|  | } | 
|  |  | 
|  | if (mCurrentState->mShaderID) { | 
|  | const char * ss = mShader.c_str(); | 
|  | RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr); | 
|  | 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, nullptr, 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 += "["; | 
|  | mShader += std::to_string(e->mHal.state.fieldArraySizes[field]); | 
|  | mShader += "]"; | 
|  | } | 
|  | 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 %p, but only %u are available", | 
|  | mRSProgram->mHal.state.texturesCount, 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 %p, texture unit %u", | 
|  | 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 %p, but alloc at slot %u is not set", | 
|  | 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 std::string[mAttribCount]; | 
|  | } | 
|  | if (mUniformCount) { | 
|  | mUniformNames = new std::string[mUniformCount]; | 
|  | mUniformArraySizes = new uint32_t[mUniformCount]; | 
|  | } | 
|  |  | 
|  | mTextureCount = mRSProgram->mHal.state.texturesCount; | 
|  | } | 
|  |  | 
|  | void RsdShader::initAddUserElement(const Element *e, std::string *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 { | 
|  | std::string tmp(prefix); | 
|  | tmp.append(e->mHal.state.fieldNames[ct]); | 
|  | names[*count] = tmp; | 
|  | if (arrayLengths) { | 
|  | arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct]; | 
|  | } | 
|  | (*count)++; | 
|  | } | 
|  | } | 
|  | } |