1 /*
2 * Copyright (C) 2011-2012 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include <rs_hal.h>
18 #include <rsContext.h>
19
20 #include "rsdShader.h"
21 #include "rsdShaderCache.h"
22 #include "rsdGL.h"
23
24 #include <GLES/gl.h>
25 #include <GLES2/gl2.h>
26
27 using namespace android;
28 using namespace android::renderscript;
29
30
RsdShaderCache()31 RsdShaderCache::RsdShaderCache() {
32 mEntries.setCapacity(16);
33 mVertexDirty = true;
34 mFragmentDirty = true;
35 }
36
~RsdShaderCache()37 RsdShaderCache::~RsdShaderCache() {
38 cleanupAll();
39 }
40
updateUniformArrayData(const Context * rsc,RsdShader * prog,uint32_t linkedID,UniformData * data,const char * logTag,UniformQueryData ** uniformList,uint32_t uniListSize)41 void RsdShaderCache::updateUniformArrayData(const Context *rsc,
42 RsdShader *prog,
43 uint32_t linkedID,
44 UniformData *data,
45 const char* logTag,
46 UniformQueryData **uniformList,
47 uint32_t uniListSize) {
48
49 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
50 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
51 //Iterate over the list of active GL uniforms and find highest array index
52 for (uint32_t ui = 0; ui < uniListSize; ui ++) {
53 if (prog->getUniformName(ct) == uniformList[ui]->name) {
54 data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
55 break;
56 }
57 }
58 }
59
60 if (rsc->props.mLogShaders) {
61 ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
62 prog->getUniformName(ct).c_str(), data[ct].slot,
63 data[ct].arraySize);
64 }
65 }
66 }
67
populateUniformData(RsdShader * prog,uint32_t linkedID,UniformData * data)68 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
69 UniformData *data) {
70 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
71 data[ct].slot = glGetUniformLocation(linkedID,
72 prog->getUniformName(ct).c_str());
73 data[ct].arraySize = prog->getUniformArraySize(ct);
74 }
75 }
76
hasArrayUniforms(RsdShader * vtx,RsdShader * frag)77 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
78 UniformData *data = mCurrent->vtxUniforms;
79 for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
80 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
81 return true;
82 }
83 }
84 data = mCurrent->fragUniforms;
85 for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
86 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
87 return true;
88 }
89 }
90 return false;
91 }
92
setup(const Context * rsc)93 bool RsdShaderCache::setup(const Context *rsc) {
94 if (!mVertexDirty && !mFragmentDirty) {
95 return true;
96 }
97
98 if (!link(rsc)) {
99 return false;
100 }
101
102 if (mFragmentDirty) {
103 mFragment->setup(rsc, this);
104 mFragmentDirty = false;
105 }
106 if (mVertexDirty) {
107 mVertex->setup(rsc, this);
108 mVertexDirty = false;
109 }
110
111 return true;
112 }
113
link(const Context * rsc)114 bool RsdShaderCache::link(const Context *rsc) {
115
116 RsdShader *vtx = mVertex;
117 RsdShader *frag = mFragment;
118
119 uint32_t vID = vtx->getStateBasedShaderID(rsc);
120 uint32_t fID = frag->getStateBasedShaderID(rsc);
121
122 // Don't try to cache if shaders failed to load
123 if (!vID || !fID) {
124 return false;
125 }
126 uint32_t entryCount = mEntries.size();
127 for (uint32_t ct = 0; ct < entryCount; ct ++) {
128 if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
129
130 //ALOGV("SC using program %i", mEntries[ct]->program);
131 glUseProgram(mEntries[ct]->program);
132 mCurrent = mEntries[ct];
133 //ALOGV("RsdShaderCache hit, using %i", ct);
134 rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
135 return true;
136 }
137 }
138
139 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
140 vtx->getUniformCount(),
141 frag->getUniformCount());
142 mEntries.push(e);
143 mCurrent = e;
144 e->vtx = vID;
145 e->frag = fID;
146 e->program = glCreateProgram();
147 if (e->program) {
148 GLuint pgm = e->program;
149 glAttachShader(pgm, vID);
150 //ALOGE("e1 %x", glGetError());
151 glAttachShader(pgm, fID);
152
153 glBindAttribLocation(pgm, 0, "ATTRIB_position");
154 glBindAttribLocation(pgm, 1, "ATTRIB_color");
155 glBindAttribLocation(pgm, 2, "ATTRIB_normal");
156 glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
157
158 //ALOGE("e2 %x", glGetError());
159 glLinkProgram(pgm);
160 //ALOGE("e3 %x", glGetError());
161 GLint linkStatus = GL_FALSE;
162 glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
163 if (linkStatus != GL_TRUE) {
164 GLint bufLength = 0;
165 glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
166 if (bufLength) {
167 char* buf = (char*) malloc(bufLength);
168 if (buf) {
169 glGetProgramInfoLog(pgm, bufLength, nullptr, buf);
170 rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
171 free(buf);
172 }
173 }
174 glDeleteProgram(pgm);
175 return false;
176 }
177
178 for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
179 e->vtxAttrs[ct].slot =
180 glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
181 e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
182 if (rsc->props.mLogShaders) {
183 ALOGV("vtx A %i, %s = %d\n", ct,
184 vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
185 }
186 }
187
188 populateUniformData(vtx, pgm, e->vtxUniforms);
189 populateUniformData(frag, pgm, e->fragUniforms);
190
191 // Only populate this list if we have arrays in our uniforms
192 UniformQueryData **uniformList = nullptr;
193 GLint numUniforms = 0;
194 bool hasArrays = hasArrayUniforms(vtx, frag);
195 if (hasArrays) {
196 // Get the number of active uniforms and the length of the longest name
197 glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
198 GLint maxNameLength = 0;
199 glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
200 if (numUniforms > 0 && maxNameLength > 0) {
201 uniformList = new UniformQueryData*[numUniforms];
202 // Iterate over all the uniforms and build the list we
203 // can later use to match our uniforms to
204 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
205 uniformList[ct] = new UniformQueryData(maxNameLength);
206 glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
207 &uniformList[ct]->arraySize, &uniformList[ct]->type,
208 uniformList[ct]->name);
209 //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
210 // uniformList[ct]->arraySize, uniformList[ct]->name);
211 }
212 }
213 }
214
215 // We now know the highest index of all of the array uniforms
216 // and we need to update our cache to reflect that
217 // we may have declared [n], but only m < n elements are used
218 updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
219 uniformList, (uint32_t)numUniforms);
220 updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
221 uniformList, (uint32_t)numUniforms);
222
223 // Clean up the uniform data from GL
224 if (uniformList != nullptr) {
225 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
226 delete uniformList[ct];
227 }
228 delete[] uniformList;
229 uniformList = nullptr;
230 }
231 }
232
233 //ALOGV("SC made program %i", e->program);
234 glUseProgram(e->program);
235 rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
236
237 return true;
238 }
239
vtxAttribSlot(const String8 & attrName) const240 int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
241 for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
242 if (attrName == mCurrent->vtxAttrs[ct].name) {
243 return mCurrent->vtxAttrs[ct].slot;
244 }
245 }
246 return -1;
247 }
248
cleanupVertex(RsdShader * s)249 void RsdShaderCache::cleanupVertex(RsdShader *s) {
250 int32_t numEntries = (int32_t)mEntries.size();
251 uint32_t numShaderIDs = s->getStateBasedIDCount();
252 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
253 uint32_t id = s->getStateBasedID(sId);
254 for (int32_t ct = 0; ct < numEntries; ct ++) {
255 if (mEntries[ct]->vtx == id) {
256 glDeleteProgram(mEntries[ct]->program);
257
258 delete mEntries[ct];
259 mEntries.removeAt(ct);
260 numEntries = (int32_t)mEntries.size();
261 ct --;
262 }
263 }
264 }
265 }
266
cleanupFragment(RsdShader * s)267 void RsdShaderCache::cleanupFragment(RsdShader *s) {
268 int32_t numEntries = (int32_t)mEntries.size();
269 uint32_t numShaderIDs = s->getStateBasedIDCount();
270 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
271 uint32_t id = s->getStateBasedID(sId);
272 for (int32_t ct = 0; ct < numEntries; ct ++) {
273 if (mEntries[ct]->frag == id) {
274 glDeleteProgram(mEntries[ct]->program);
275
276 delete mEntries[ct];
277 mEntries.removeAt(ct);
278 numEntries = (int32_t)mEntries.size();
279 ct --;
280 }
281 }
282 }
283 }
284
cleanupAll()285 void RsdShaderCache::cleanupAll() {
286 for (uint32_t ct=0; ct < mEntries.size(); ct++) {
287 glDeleteProgram(mEntries[ct]->program);
288 free(mEntries[ct]);
289 }
290 mEntries.clear();
291 }
292
293