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 <GLES2/gl2.h>
18 #include <GLES2/gl2ext.h>
19
20 #include <rs_hal.h>
21 #include <rsContext.h>
22 #include <rsProgram.h>
23
24 #include "rsdCore.h"
25 #include "rsdAllocation.h"
26 #include "rsdShader.h"
27 #include "rsdShaderCache.h"
28
29 using namespace android;
30 using namespace android::renderscript;
31
RsdShader(const Program * p,uint32_t type,const char * shaderText,size_t shaderLength,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)32 RsdShader::RsdShader(const Program *p, uint32_t type,
33 const char * shaderText, size_t shaderLength,
34 const char** textureNames, size_t textureNamesCount,
35 const size_t *textureNamesLength) {
36 mUserShader.replace(0, shaderLength, shaderText);
37 mRSProgram = p;
38 mType = type;
39 initMemberVars();
40 initAttribAndUniformArray();
41 init(textureNames, textureNamesCount, textureNamesLength);
42
43 for(size_t i=0; i < textureNamesCount; i++) {
44 mTextureNames.push(String8(textureNames[i], textureNamesLength[i]));
45 }
46 }
47
~RsdShader()48 RsdShader::~RsdShader() {
49 for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
50 StateBasedKey *state = mStateBasedShaders.itemAt(i);
51 if (state->mShaderID) {
52 glDeleteShader(state->mShaderID);
53 }
54 delete state;
55 }
56
57 delete[] mAttribNames;
58 delete[] mUniformNames;
59 delete[] mUniformArraySizes;
60 }
61
initMemberVars()62 void RsdShader::initMemberVars() {
63 mDirty = true;
64 mAttribCount = 0;
65 mUniformCount = 0;
66
67 mAttribNames = nullptr;
68 mUniformNames = nullptr;
69 mUniformArraySizes = nullptr;
70 mCurrentState = nullptr;
71
72 mIsValid = false;
73 }
74
getExistingState()75 RsdShader::StateBasedKey *RsdShader::getExistingState() {
76 RsdShader::StateBasedKey *returnKey = nullptr;
77
78 for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
79 returnKey = mStateBasedShaders.itemAt(i);
80
81 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
82 uint32_t texType = 0;
83 if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
84 Allocation *a = mRSProgram->mHal.state.textures[ct];
85 if (a && a->mHal.state.surfaceTextureID) {
86 texType = GL_TEXTURE_EXTERNAL_OES;
87 } else {
88 texType = GL_TEXTURE_2D;
89 }
90 } else {
91 texType = GL_TEXTURE_CUBE_MAP;
92 }
93 if (texType != returnKey->mTextureTargets[ct]) {
94 returnKey = nullptr;
95 break;
96 }
97 }
98 }
99 return returnKey;
100 }
101
getStateBasedShaderID(const Context * rsc)102 uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
103 StateBasedKey *state = getExistingState();
104 if (state != nullptr) {
105 mCurrentState = state;
106 return mCurrentState->mShaderID;
107 }
108 // We have not created a shader for this particular state yet
109 state = new StateBasedKey(mTextureCount);
110 mCurrentState = state;
111 mStateBasedShaders.add(state);
112 createShader();
113 loadShader(rsc);
114 return mCurrentState->mShaderID;
115 }
116
init(const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)117 void RsdShader::init(const char** textureNames, size_t textureNamesCount,
118 const size_t *textureNamesLength) {
119 uint32_t attribCount = 0;
120 uint32_t uniformCount = 0;
121 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
122 initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
123 nullptr, &attribCount, RS_SHADER_ATTR);
124 }
125 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
126 initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
127 mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
128 }
129
130 mTextureUniformIndexStart = uniformCount;
131 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
132 mUniformNames[uniformCount] = "UNI_";
133 mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
134 mUniformArraySizes[uniformCount] = 1;
135 uniformCount++;
136 }
137 }
138
getGLSLInputString() const139 std::string RsdShader::getGLSLInputString() const {
140 std::string s;
141 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
142 const Element *e = mRSProgram->mHal.state.inputElements[ct];
143 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
144 const Element *f = e->mHal.state.fields[field];
145
146 // Cannot be complex
147 rsAssert(!f->mHal.state.fieldsCount);
148 switch (f->mHal.state.vectorSize) {
149 case 1: s.append("attribute float ATTRIB_"); break;
150 case 2: s.append("attribute vec2 ATTRIB_"); break;
151 case 3: s.append("attribute vec3 ATTRIB_"); break;
152 case 4: s.append("attribute vec4 ATTRIB_"); break;
153 default:
154 rsAssert(0);
155 }
156
157 s.append(e->mHal.state.fieldNames[field]);
158 s.append(";\n");
159 }
160 }
161 return s;
162 }
163
appendAttributes()164 void RsdShader::appendAttributes() {
165 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
166 const Element *e = mRSProgram->mHal.state.inputElements[ct];
167 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
168 const Element *f = e->mHal.state.fields[field];
169 const char *fn = e->mHal.state.fieldNames[field];
170
171 // Cannot be complex
172 rsAssert(!f->mHal.state.fieldsCount);
173 switch (f->mHal.state.vectorSize) {
174 case 1: mShader.append("attribute float ATTRIB_"); break;
175 case 2: mShader.append("attribute vec2 ATTRIB_"); break;
176 case 3: mShader.append("attribute vec3 ATTRIB_"); break;
177 case 4: mShader.append("attribute vec4 ATTRIB_"); break;
178 default:
179 rsAssert(0);
180 }
181
182 mShader.append(fn);
183 mShader.append(";\n");
184 }
185 }
186 }
187
appendTextures()188 void RsdShader::appendTextures() {
189
190 // TODO: this does not yet handle cases where the texture changes between IO
191 // input and local
192 bool appendUsing = true;
193 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
194 if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
195 Allocation *a = mRSProgram->mHal.state.textures[ct];
196 if (a && a->mHal.state.surfaceTextureID) {
197 if(appendUsing) {
198 mShader.append("#extension GL_OES_EGL_image_external : require\n");
199 appendUsing = false;
200 }
201 mShader.append("uniform samplerExternalOES UNI_");
202 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
203 } else {
204 mShader.append("uniform sampler2D UNI_");
205 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
206 }
207 } else {
208 mShader.append("uniform samplerCube UNI_");
209 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
210 }
211
212 mShader.append(mTextureNames[ct]);
213 mShader.append(";\n");
214 }
215 }
216
createShader()217 bool RsdShader::createShader() {
218 mShader.clear();
219 if (mType == GL_FRAGMENT_SHADER) {
220 mShader.append("precision mediump float;\n");
221 }
222 appendUserConstants();
223 appendAttributes();
224 appendTextures();
225 mShader.append(mUserShader);
226
227 return true;
228 }
229
loadShader(const Context * rsc)230 bool RsdShader::loadShader(const Context *rsc) {
231 mCurrentState->mShaderID = glCreateShader(mType);
232 rsAssert(mCurrentState->mShaderID);
233
234 if(!mShader.length()) {
235 createShader();
236 }
237
238 if (rsc->props.mLogShaders) {
239 ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
240 ALOGV("%s", mShader.c_str());
241 }
242
243 if (mCurrentState->mShaderID) {
244 const char * ss = mShader.c_str();
245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
246 RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
247
248 GLint compiled = 0;
249 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
250 if (!compiled) {
251 GLint infoLen = 0;
252 RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
253 if (infoLen) {
254 char* buf = (char*) malloc(infoLen);
255 if (buf) {
256 RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
257 rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
258 free(buf);
259 }
260 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
261 mCurrentState->mShaderID = 0;
262 return false;
263 }
264 }
265 }
266
267 if (rsc->props.mLogShaders) {
268 ALOGV("--Shader load result %x ", glGetError());
269 }
270 mIsValid = true;
271 return true;
272 }
273
appendUserConstants()274 void RsdShader::appendUserConstants() {
275 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
276 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
277 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
278 const Element *f = e->mHal.state.fields[field];
279 const char *fn = e->mHal.state.fieldNames[field];
280
281 // Cannot be complex
282 rsAssert(!f->mHal.state.fieldsCount);
283 if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
284 mShader.append("uniform mat4 UNI_");
285 } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
286 mShader.append("uniform mat3 UNI_");
287 } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
288 mShader.append("uniform mat2 UNI_");
289 } else {
290 switch (f->mHal.state.vectorSize) {
291 case 1: mShader.append("uniform float UNI_"); break;
292 case 2: mShader.append("uniform vec2 UNI_"); break;
293 case 3: mShader.append("uniform vec3 UNI_"); break;
294 case 4: mShader.append("uniform vec4 UNI_"); break;
295 default:
296 rsAssert(0);
297 }
298 }
299
300 mShader.append(fn);
301 if (e->mHal.state.fieldArraySizes[field] > 1) {
302 mShader += "[";
303 mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
304 mShader += "]";
305 }
306 mShader.append(";\n");
307 }
308 }
309 }
310
logUniform(const Element * field,const float * fd,uint32_t arraySize)311 void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
312 RsDataType dataType = field->mHal.state.dataType;
313 uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
314 for (uint32_t i = 0; i < arraySize; i ++) {
315 if (arraySize > 1) {
316 ALOGV("Array Element [%u]", i);
317 }
318 if (dataType == RS_TYPE_MATRIX_4X4) {
319 ALOGV("Matrix4x4");
320 ALOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
321 ALOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
322 ALOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
323 ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
324 } else if (dataType == RS_TYPE_MATRIX_3X3) {
325 ALOGV("Matrix3x3");
326 ALOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
327 ALOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
328 ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
329 } else if (dataType == RS_TYPE_MATRIX_2X2) {
330 ALOGV("Matrix2x2");
331 ALOGV("{%f, %f", fd[0], fd[2]);
332 ALOGV(" %f, %f}", fd[1], fd[3]);
333 } else {
334 switch (field->mHal.state.vectorSize) {
335 case 1:
336 ALOGV("Uniform 1 = %f", fd[0]);
337 break;
338 case 2:
339 ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
340 break;
341 case 3:
342 ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
343 break;
344 case 4:
345 ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
346 break;
347 default:
348 rsAssert(0);
349 }
350 }
351 ALOGV("Element size %u data=%p", elementSize, fd);
352 fd += elementSize;
353 ALOGV("New data=%p", fd);
354 }
355 }
356
setUniform(const Context * rsc,const Element * field,const float * fd,int32_t slot,uint32_t arraySize)357 void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
358 int32_t slot, uint32_t arraySize ) {
359 RsDataType dataType = field->mHal.state.dataType;
360 if (dataType == RS_TYPE_MATRIX_4X4) {
361 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
362 } else if (dataType == RS_TYPE_MATRIX_3X3) {
363 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
364 } else if (dataType == RS_TYPE_MATRIX_2X2) {
365 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
366 } else {
367 switch (field->mHal.state.vectorSize) {
368 case 1:
369 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
370 break;
371 case 2:
372 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
373 break;
374 case 3:
375 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
376 break;
377 case 4:
378 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
379 break;
380 default:
381 rsAssert(0);
382 }
383 }
384 }
385
setupSampler(const Context * rsc,const Sampler * s,const Allocation * tex)386 void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
387 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
388
389 GLenum trans[] = {
390 GL_NEAREST, //RS_SAMPLER_NEAREST,
391 GL_LINEAR, //RS_SAMPLER_LINEAR,
392 GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
393 GL_REPEAT, //RS_SAMPLER_WRAP,
394 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
395 GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
396 };
397
398 GLenum transNP[] = {
399 GL_NEAREST, //RS_SAMPLER_NEAREST,
400 GL_LINEAR, //RS_SAMPLER_LINEAR,
401 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
402 GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
403 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
404 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
405 };
406
407 // This tells us the correct texture type
408 DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
409 const GLenum target = drvTex->glTarget;
410 if (!target) {
411 // this can happen if the user set the wrong allocation flags.
412 rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
413 return;
414 }
415
416 if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
417 if (tex->getHasGraphicsMipmaps() &&
418 (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
419 if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
420 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
421 trans[s->mHal.state.minFilter]);
422 } else {
423 switch (trans[s->mHal.state.minFilter]) {
424 case GL_LINEAR_MIPMAP_LINEAR:
425 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
426 GL_LINEAR_MIPMAP_NEAREST);
427 break;
428 default:
429 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
430 trans[s->mHal.state.minFilter]);
431 break;
432 }
433 }
434 } else {
435 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
436 transNP[s->mHal.state.minFilter]);
437 }
438 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
439 transNP[s->mHal.state.magFilter]);
440 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
441 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
442 } else {
443 if (tex->getHasGraphicsMipmaps()) {
444 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
445 trans[s->mHal.state.minFilter]);
446 } else {
447 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
448 transNP[s->mHal.state.minFilter]);
449 }
450 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
451 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
452 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
453 }
454
455 float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
456 if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
457 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
458 }
459
460 rsdGLCheckError(rsc, "Sampler::setup tex env");
461 }
462
setupTextures(const Context * rsc,RsdShaderCache * sc)463 void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
464 if (mRSProgram->mHal.state.texturesCount == 0) {
465 return;
466 }
467
468 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
469
470 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
471 uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
472 if (numTexturesToBind >= numTexturesAvailable) {
473 ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
474 mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
475 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
476 numTexturesToBind = numTexturesAvailable;
477 }
478
479 for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
480 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
481 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
482
483 if (!mRSProgram->mHal.state.textures[ct]) {
484 // if nothing is bound, reset to default GL texture
485 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
486 continue;
487 }
488
489 DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
490
491 if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
492 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
493 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
494 ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
495 this, ct);
496 rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
497 }
498 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
499 rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
500 if (mRSProgram->mHal.state.samplers[ct]) {
501 setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
502 mRSProgram->mHal.state.textures[ct]);
503 } else {
504 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
505 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
506 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
507 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
508 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
510 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
511 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
512 rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
513 }
514 rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
515 }
516
517 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
518 mDirty = false;
519 rsdGLCheckError(rsc, "ProgramFragment::setup");
520 }
521
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)522 void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
523 uint32_t uidx = 0;
524 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
525 Allocation *alloc = mRSProgram->mHal.state.constants[ct];
526
527 if (!alloc) {
528 ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
529 this, ct);
530 rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
531 continue;
532 }
533
534 const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
535 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
536 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
537 const Element *f = e->mHal.state.fields[field];
538 const char *fieldName = e->mHal.state.fieldNames[field];
539
540 uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
541 const float *fd = reinterpret_cast<const float *>(&data[offset]);
542
543 int32_t slot = -1;
544 uint32_t arraySize = 1;
545 if (!isFragment) {
546 slot = sc->vtxUniformSlot(uidx);
547 arraySize = sc->vtxUniformSize(uidx);
548 } else {
549 slot = sc->fragUniformSlot(uidx);
550 arraySize = sc->fragUniformSize(uidx);
551 }
552 if (rsc->props.mLogShadersUniforms) {
553 ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
554 slot, offset, ct, field, uidx, fieldName);
555 }
556 uidx ++;
557 if (slot < 0) {
558 continue;
559 }
560
561 if (rsc->props.mLogShadersUniforms) {
562 logUniform(f, fd, arraySize);
563 }
564 setUniform(rsc, f, fd, slot, arraySize);
565 }
566 }
567 }
568
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)569 void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
570
571 setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
572 setupTextures(rsc, sc);
573 }
574
initAttribAndUniformArray()575 void RsdShader::initAttribAndUniformArray() {
576 mAttribCount = 0;
577 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
578 const Element *elem = mRSProgram->mHal.state.inputElements[ct];
579 mAttribCount += elem->mHal.state.fieldsCount;
580 }
581
582 mUniformCount = 0;
583 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
584 const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
585 mUniformCount += elem->mHal.state.fieldsCount;
586 }
587 mUniformCount += mRSProgram->mHal.state.texturesCount;
588
589 if (mAttribCount) {
590 mAttribNames = new std::string[mAttribCount];
591 }
592 if (mUniformCount) {
593 mUniformNames = new std::string[mUniformCount];
594 mUniformArraySizes = new uint32_t[mUniformCount];
595 }
596
597 mTextureCount = mRSProgram->mHal.state.texturesCount;
598 }
599
initAddUserElement(const Element * e,std::string * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)600 void RsdShader::initAddUserElement(const Element *e, std::string *names,
601 uint32_t *arrayLengths, uint32_t *count,
602 const char *prefix) {
603 rsAssert(e->mHal.state.fieldsCount);
604 for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
605 const Element *ce = e->mHal.state.fields[ct];
606 if (ce->mHal.state.fieldsCount) {
607 initAddUserElement(ce, names, arrayLengths, count, prefix);
608 } else {
609 std::string tmp(prefix);
610 tmp.append(e->mHal.state.fieldNames[ct]);
611 names[*count] = tmp;
612 if (arrayLengths) {
613 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
614 }
615 (*count)++;
616 }
617 }
618 }
619