State based shader recompile to support camera input.
Change-Id: Ia6c362571e1b44254461522a8c49a8551b46f28d
diff --git a/driver/rsdShader.cpp b/driver/rsdShader.cpp
index a386735..6d9fa90 100644
--- a/driver/rsdShader.cpp
+++ b/driver/rsdShader.cpp
@@ -46,30 +46,74 @@
}
RsdShader::~RsdShader() {
- if (mShaderID) {
- glDeleteShader(mShaderID);
+ 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;
- delete[] mTextureTargets;
}
void RsdShader::initMemberVars() {
mDirty = true;
- mShaderID = 0;
mAttribCount = 0;
mUniformCount = 0;
mAttribNames = NULL;
mUniformNames = NULL;
mUniformArraySizes = NULL;
- mTextureTargets = 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;
@@ -155,14 +199,14 @@
appendUsing = false;
}
mShader.append("uniform samplerExternalOES UNI_");
- mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
+ mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
} else {
mShader.append("uniform sampler2D UNI_");
- mTextureTargets[ct] = GL_TEXTURE_2D;
+ mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
}
} else {
mShader.append("uniform samplerCube UNI_");
- mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
+ mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
}
mShader.append(mTextureNames[ct]);
@@ -171,6 +215,7 @@
}
bool RsdShader::createShader() {
+ mShader.clear();
if (mType == GL_FRAGMENT_SHADER) {
mShader.append("precision mediump float;\n");
}
@@ -183,37 +228,37 @@
}
bool RsdShader::loadShader(const Context *rsc) {
- mShaderID = glCreateShader(mType);
- rsAssert(mShaderID);
+ mCurrentState->mShaderID = glCreateShader(mType);
+ rsAssert(mCurrentState->mShaderID);
if(!mShader.length()) {
createShader();
}
if (rsc->props.mLogShaders) {
- ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
+ ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
ALOGV("%s", mShader.string());
}
- if (mShaderID) {
+ if (mCurrentState->mShaderID) {
const char * ss = mShader.string();
- RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
- RSD_CALL_GL(glCompileShader, mShaderID);
+ RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL);
+ RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
GLint compiled = 0;
- RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
+ RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
- RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
+ RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
- RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
+ RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf);
rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
free(buf);
}
- RSD_CALL_GL(glDeleteShader, mShaderID);
- mShaderID = 0;
+ RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
+ mCurrentState->mShaderID = 0;
return false;
}
}
@@ -430,7 +475,7 @@
if (!mRSProgram->mHal.state.textures[ct]) {
// if nothing is bound, reset to default GL texture
- RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
+ RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
continue;
}
@@ -537,9 +582,6 @@
}
mTextureCount = mRSProgram->mHal.state.texturesCount;
- if (mTextureCount) {
- mTextureTargets = new uint32_t[mTextureCount];
- }
}
void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,