/*
* Copyright (C) 2009 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 "rsContext.h"
#include <GLES/gl.h>
#include <GLES2/gl2.h>
using namespace android;
using namespace android::renderscript;
ShaderCache::ShaderCache()
{
mEntryCount = 0;
mEntryAllocationCount = 16;
mEntries = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t));
}
ShaderCache::~ShaderCache()
{
for (uint32_t ct=0; ct < mEntryCount; ct++) {
glDeleteProgram(mEntries[ct].program);
}
mEntryCount = 0;
mEntryAllocationCount = 0;
free(mEntries);
}
bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag)
{
if (!vtx->getShaderID()) {
vtx->loadShader(rsc);
}
if (!frag->getShaderID()) {
frag->loadShader(rsc);
}
//LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
for (uint32_t ct=0; ct < mEntryCount; 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("ShaderCache hit, using %i", ct);
rsc->checkError("ShaderCache::lookup (hit)");
return true;
}
}
// Not in cache, add it.
if (mEntryAllocationCount == mEntryCount) {
// Out of space, make some.
mEntryAllocationCount *= 2;
entry_t *e = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t));
if (!e) {
LOGE("Out of memory for ShaderCache::lookup");
return false;
}
memcpy(e, mEntries, sizeof(entry_t) * mEntryCount);
free(mEntries);
mEntries = e;
}
//LOGV("ShaderCache miss, using %i", mEntryCount);
//LOGE("e0 %x", glGetError());
entry_t *e = &mEntries[mEntryCount];
mCurrent = e;
e->vtx = vtx->getShaderID();
e->frag = frag->getShaderID();
e->program = glCreateProgram();
e->mUserVertexProgram = vtx->isUserProgram();
if (mEntries[mEntryCount].program) {
GLuint pgm = e->program;
glAttachShader(pgm, vtx->getShaderID());
//LOGE("e1 %x", glGetError());
glAttachShader(pgm, frag->getShaderID());
if (!vtx->isUserProgram()) {
glBindAttribLocation(pgm, 0, "ATTRIB_LegacyPosition");
glBindAttribLocation(pgm, 1, "ATTRIB_LegacyColor");
glBindAttribLocation(pgm, 2, "ATTRIB_LegacyNormal");
glBindAttribLocation(pgm, 3, "ATTRIB_LegacyPointSize");
glBindAttribLocation(pgm, 4, "ATTRIB_LegacyTexture");
e->mVtxAttribSlots[RS_KIND_POSITION] = 0;
e->mVtxAttribSlots[RS_KIND_COLOR] = 1;
e->mVtxAttribSlots[RS_KIND_NORMAL] = 2;
e->mVtxAttribSlots[RS_KIND_POINT_SIZE] = 3;
e->mVtxAttribSlots[RS_KIND_TEXTURE] = 4;
}
//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_BAD_SHADER, "Error linking GL Programs");
return false;
}
if (vtx->isUserProgram()) {
for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) {
e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct));
if (rsc->props.mLogShaders) {
LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
}
}
}
for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct));
if (rsc->props.mLogShaders) {
LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
}
}
for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct));
if (rsc->props.mLogShaders) {
LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);
}
}
}
e->mIsValid = true;
//LOGV("SC made program %i", e->program);
glUseProgram(e->program);
mEntryCount++;
rsc->checkError("ShaderCache::lookup (miss)");
return true;
}
void ShaderCache::cleanupVertex(uint32_t id)
{
}
void ShaderCache::cleanupFragment(uint32_t id)
{
}
void ShaderCache::cleanupAll()
{
}