/*
* 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();
}