/* * 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 android::renderscript::Context; RsdShaderCache::RsdShaderCache() { 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_back(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 std::string &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.erase(mEntries.begin() + 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.erase(mEntries.begin() + 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(); }