Moving renderscript GL code into the HAL
This change affects
 - shaders
 - meshes
 - fonts
 - quad rendering

Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/driver/rsdShaderCache.cpp b/driver/rsdShaderCache.cpp
new file mode 100644
index 0000000..18a8225
--- /dev/null
+++ b/driver/rsdShaderCache.cpp
@@ -0,0 +1,282 @@
+/*
+ * Copyright (C) 2011 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 <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) {
+             LOGV("%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;
+    if (!vtx->getShaderID()) {
+        vtx->loadShader(rsc);
+    }
+    if (!frag->getShaderID()) {
+        frag->loadShader(rsc);
+    }
+
+    // Don't try to cache if shaders failed to load
+    if (!vtx->getShaderID() || !frag->getShaderID()) {
+        return false;
+    }
+    //LOGV("rsdShaderCache lookup  vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
+    uint32_t entryCount = mEntries.size();
+    for (uint32_t ct = 0; ct < entryCount; ct ++) {
+        if ((mEntries[ct]->vtx == vtx->getShaderID()) &&
+            (mEntries[ct]->frag == frag->getShaderID())) {
+
+            //LOGV("SC using program %i", mEntries[ct]->program);
+            glUseProgram(mEntries[ct]->program);
+            mCurrent = mEntries[ct];
+            //LOGV("RsdShaderCache hit, using %i", ct);
+            rsc->checkError("RsdShaderCache::link (hit)");
+            return true;
+        }
+    }
+
+    //LOGV("RsdShaderCache miss");
+    //LOGE("e0 %x", glGetError());
+    ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
+                                       vtx->getUniformCount(),
+                                       frag->getUniformCount());
+    mEntries.push(e);
+    mCurrent = e;
+    e->vtx = vtx->getShaderID();
+    e->frag = frag->getShaderID();
+    e->program = glCreateProgram();
+    if (e->program) {
+        GLuint pgm = e->program;
+        glAttachShader(pgm, vtx->getShaderID());
+        //LOGE("e1 %x", glGetError());
+        glAttachShader(pgm, frag->getShaderID());
+
+        glBindAttribLocation(pgm, 0, "ATTRIB_position");
+        glBindAttribLocation(pgm, 1, "ATTRIB_color");
+        glBindAttribLocation(pgm, 2, "ATTRIB_normal");
+        glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
+
+        //LOGE("e2 %x", glGetError());
+        glLinkProgram(pgm);
+        //LOGE("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);
+                    LOGE("Could not link program:\n%s\n", buf);
+                    free(buf);
+                }
+            }
+            glDeleteProgram(pgm);
+            rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, "Error linking GL Programs");
+            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) {
+                LOGV("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);
+                    //LOGE("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;
+        }
+    }
+
+    //LOGV("SC made program %i", e->program);
+    glUseProgram(e->program);
+    rsc->checkError("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(uint32_t id) {
+    int32_t numEntries = (int32_t)mEntries.size();
+    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(uint32_t id) {
+    int32_t numEntries = (int32_t)mEntries.size();
+    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();
+}
+