| /* | |
| * 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).c_str(), 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).c_str()); | |
| 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, nullptr, 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).c_str()); | |
| e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str(); | |
| if (rsc->props.mLogShaders) { | |
| ALOGV("vtx A %i, %s = %d\n", ct, | |
| vtx->getAttribName(ct).c_str(), 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 = nullptr; | |
| 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 != nullptr) { | |
| for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) { | |
| delete uniformList[ct]; | |
| } | |
| delete[] uniformList; | |
| uniformList = nullptr; | |
| } | |
| } | |
| //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(); | |
| } | |