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288 lines
9.9 KiB
288 lines
9.9 KiB
/*
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* Copyright (C) 2011-2012 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <rs_hal.h>
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#include <rsContext.h>
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#include "rsdShader.h"
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#include "rsdShaderCache.h"
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#include "rsdGL.h"
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#include <GLES/gl.h>
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#include <GLES2/gl2.h>
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using android::renderscript::Context;
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RsdShaderCache::RsdShaderCache() {
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mVertexDirty = true;
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mFragmentDirty = true;
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}
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RsdShaderCache::~RsdShaderCache() {
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cleanupAll();
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}
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void RsdShaderCache::updateUniformArrayData(const Context *rsc,
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RsdShader *prog,
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uint32_t linkedID,
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UniformData *data,
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const char* logTag,
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UniformQueryData **uniformList,
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uint32_t uniListSize) {
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for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
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if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
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//Iterate over the list of active GL uniforms and find highest array index
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for (uint32_t ui = 0; ui < uniListSize; ui ++) {
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if (prog->getUniformName(ct) == uniformList[ui]->name) {
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data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
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break;
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}
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}
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}
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if (rsc->props.mLogShaders) {
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ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
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prog->getUniformName(ct).c_str(), data[ct].slot,
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data[ct].arraySize);
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}
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}
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}
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void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
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UniformData *data) {
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for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
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data[ct].slot = glGetUniformLocation(linkedID,
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prog->getUniformName(ct).c_str());
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data[ct].arraySize = prog->getUniformArraySize(ct);
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}
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}
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bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
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UniformData *data = mCurrent->vtxUniforms;
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for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
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if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
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return true;
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}
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}
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data = mCurrent->fragUniforms;
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for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
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if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
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return true;
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}
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}
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return false;
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}
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bool RsdShaderCache::setup(const Context *rsc) {
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if (!mVertexDirty && !mFragmentDirty) {
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return true;
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}
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if (!link(rsc)) {
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return false;
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}
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if (mFragmentDirty) {
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mFragment->setup(rsc, this);
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mFragmentDirty = false;
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}
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if (mVertexDirty) {
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mVertex->setup(rsc, this);
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mVertexDirty = false;
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}
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return true;
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}
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bool RsdShaderCache::link(const Context *rsc) {
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RsdShader *vtx = mVertex;
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RsdShader *frag = mFragment;
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uint32_t vID = vtx->getStateBasedShaderID(rsc);
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uint32_t fID = frag->getStateBasedShaderID(rsc);
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// Don't try to cache if shaders failed to load
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if (!vID || !fID) {
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return false;
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}
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uint32_t entryCount = mEntries.size();
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for (uint32_t ct = 0; ct < entryCount; ct ++) {
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if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
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//ALOGV("SC using program %i", mEntries[ct]->program);
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glUseProgram(mEntries[ct]->program);
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mCurrent = mEntries[ct];
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//ALOGV("RsdShaderCache hit, using %i", ct);
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rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
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return true;
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}
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}
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ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
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vtx->getUniformCount(),
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frag->getUniformCount());
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mEntries.push_back(e);
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mCurrent = e;
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e->vtx = vID;
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e->frag = fID;
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e->program = glCreateProgram();
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if (e->program) {
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GLuint pgm = e->program;
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glAttachShader(pgm, vID);
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//ALOGE("e1 %x", glGetError());
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glAttachShader(pgm, fID);
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glBindAttribLocation(pgm, 0, "ATTRIB_position");
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glBindAttribLocation(pgm, 1, "ATTRIB_color");
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glBindAttribLocation(pgm, 2, "ATTRIB_normal");
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glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
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//ALOGE("e2 %x", glGetError());
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glLinkProgram(pgm);
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//ALOGE("e3 %x", glGetError());
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GLint linkStatus = GL_FALSE;
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glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = (char*) malloc(bufLength);
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if (buf) {
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glGetProgramInfoLog(pgm, bufLength, nullptr, buf);
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rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
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free(buf);
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}
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}
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glDeleteProgram(pgm);
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return false;
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}
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for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
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e->vtxAttrs[ct].slot =
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glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
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e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
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if (rsc->props.mLogShaders) {
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ALOGV("vtx A %i, %s = %d\n", ct,
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vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
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}
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}
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populateUniformData(vtx, pgm, e->vtxUniforms);
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populateUniformData(frag, pgm, e->fragUniforms);
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// Only populate this list if we have arrays in our uniforms
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UniformQueryData **uniformList = nullptr;
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GLint numUniforms = 0;
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bool hasArrays = hasArrayUniforms(vtx, frag);
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if (hasArrays) {
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// Get the number of active uniforms and the length of the longest name
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glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
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GLint maxNameLength = 0;
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glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
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if (numUniforms > 0 && maxNameLength > 0) {
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uniformList = new UniformQueryData*[numUniforms];
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// Iterate over all the uniforms and build the list we
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// can later use to match our uniforms to
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for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
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uniformList[ct] = new UniformQueryData(maxNameLength);
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glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
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&uniformList[ct]->arraySize, &uniformList[ct]->type,
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uniformList[ct]->name);
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//ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
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// uniformList[ct]->arraySize, uniformList[ct]->name);
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}
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}
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}
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// We now know the highest index of all of the array uniforms
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// and we need to update our cache to reflect that
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// we may have declared [n], but only m < n elements are used
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updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
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uniformList, (uint32_t)numUniforms);
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updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
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uniformList, (uint32_t)numUniforms);
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// Clean up the uniform data from GL
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if (uniformList != nullptr) {
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for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
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delete uniformList[ct];
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}
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delete[] uniformList;
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uniformList = nullptr;
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}
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}
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//ALOGV("SC made program %i", e->program);
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glUseProgram(e->program);
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rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
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return true;
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}
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int32_t RsdShaderCache::vtxAttribSlot(const std::string &attrName) const {
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for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
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if (attrName == mCurrent->vtxAttrs[ct].name) {
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return mCurrent->vtxAttrs[ct].slot;
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}
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}
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return -1;
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}
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void RsdShaderCache::cleanupVertex(RsdShader *s) {
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int32_t numEntries = (int32_t)mEntries.size();
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uint32_t numShaderIDs = s->getStateBasedIDCount();
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for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
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uint32_t id = s->getStateBasedID(sId);
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for (int32_t ct = 0; ct < numEntries; ct ++) {
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if (mEntries[ct]->vtx == id) {
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glDeleteProgram(mEntries[ct]->program);
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delete mEntries[ct];
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mEntries.erase(mEntries.begin() + ct);
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numEntries = (int32_t)mEntries.size();
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ct --;
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}
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}
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}
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}
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void RsdShaderCache::cleanupFragment(RsdShader *s) {
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int32_t numEntries = (int32_t)mEntries.size();
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uint32_t numShaderIDs = s->getStateBasedIDCount();
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for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
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uint32_t id = s->getStateBasedID(sId);
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for (int32_t ct = 0; ct < numEntries; ct ++) {
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if (mEntries[ct]->frag == id) {
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glDeleteProgram(mEntries[ct]->program);
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delete mEntries[ct];
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mEntries.erase(mEntries.begin() + ct);
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numEntries = (int32_t)mEntries.size();
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ct --;
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}
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}
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}
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}
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void RsdShaderCache::cleanupAll() {
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for (uint32_t ct=0; ct < mEntries.size(); ct++) {
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glDeleteProgram(mEntries[ct]->program);
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free(mEntries[ct]);
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}
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mEntries.clear();
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}
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