1 /*
2 * Copyright (C) 2011 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, RsdShader *prog, uint32_t linkedID,
42 UniformData *data, const char* logTag,
43 UniformQueryData **uniformList, uint32_t uniListSize) {
44
45 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
46 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
47 //Iterate over the list of active GL uniforms and find highest array index
48 for (uint32_t ui = 0; ui < uniListSize; ui ++) {
49 if (prog->getUniformName(ct) == uniformList[ui]->name) {
50 data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
51 break;
52 }
53 }
54 }
55
56 if (rsc->props.mLogShaders) {
57 LOGV("%s U, %s = %d, arraySize = %d\n", logTag,
58 prog->getUniformName(ct).string(), data[ct].slot, data[ct].arraySize);
59 }
60 }
61 }
62
populateUniformData(RsdShader * prog,uint32_t linkedID,UniformData * data)63 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) {
64 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
65 data[ct].slot = glGetUniformLocation(linkedID, prog->getUniformName(ct));
66 data[ct].arraySize = prog->getUniformArraySize(ct);
67 }
68 }
69
hasArrayUniforms(RsdShader * vtx,RsdShader * frag)70 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
71 UniformData *data = mCurrent->vtxUniforms;
72 for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
73 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
74 return true;
75 }
76 }
77 data = mCurrent->fragUniforms;
78 for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
79 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
80 return true;
81 }
82 }
83 return false;
84 }
85
setup(const Context * rsc)86 bool RsdShaderCache::setup(const Context *rsc) {
87 if (!mVertexDirty && !mFragmentDirty) {
88 return true;
89 }
90
91 if (!link(rsc)) {
92 return false;
93 }
94
95 if (mFragmentDirty) {
96 mFragment->setup(rsc, this);
97 mFragmentDirty = false;
98 }
99 if (mVertexDirty) {
100 mVertex->setup(rsc, this);
101 mVertexDirty = false;
102 }
103
104 return true;
105 }
106
link(const Context * rsc)107 bool RsdShaderCache::link(const Context *rsc) {
108
109 RsdShader *vtx = mVertex;
110 RsdShader *frag = mFragment;
111 if (!vtx->getShaderID()) {
112 vtx->loadShader(rsc);
113 }
114 if (!frag->getShaderID()) {
115 frag->loadShader(rsc);
116 }
117
118 // Don't try to cache if shaders failed to load
119 if (!vtx->getShaderID() || !frag->getShaderID()) {
120 return false;
121 }
122 //LOGV("rsdShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
123 uint32_t entryCount = mEntries.size();
124 for (uint32_t ct = 0; ct < entryCount; ct ++) {
125 if ((mEntries[ct]->vtx == vtx->getShaderID()) &&
126 (mEntries[ct]->frag == frag->getShaderID())) {
127
128 //LOGV("SC using program %i", mEntries[ct]->program);
129 glUseProgram(mEntries[ct]->program);
130 mCurrent = mEntries[ct];
131 //LOGV("RsdShaderCache hit, using %i", ct);
132 rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
133 return true;
134 }
135 }
136
137 //LOGV("RsdShaderCache miss");
138 //LOGE("e0 %x", glGetError());
139 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
140 vtx->getUniformCount(),
141 frag->getUniformCount());
142 mEntries.push(e);
143 mCurrent = e;
144 e->vtx = vtx->getShaderID();
145 e->frag = frag->getShaderID();
146 e->program = glCreateProgram();
147 if (e->program) {
148 GLuint pgm = e->program;
149 glAttachShader(pgm, vtx->getShaderID());
150 //LOGE("e1 %x", glGetError());
151 glAttachShader(pgm, frag->getShaderID());
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 //LOGE("e2 %x", glGetError());
159 glLinkProgram(pgm);
160 //LOGE("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, NULL, buf);
170 LOGE("Could not link program:\n%s\n", buf);
171 free(buf);
172 }
173 }
174 glDeleteProgram(pgm);
175 rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, "Error linking GL Programs");
176 return false;
177 }
178
179 for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
180 e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
181 e->vtxAttrs[ct].name = vtx->getAttribName(ct).string();
182 if (rsc->props.mLogShaders) {
183 LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot);
184 }
185 }
186
187 populateUniformData(vtx, pgm, e->vtxUniforms);
188 populateUniformData(frag, pgm, e->fragUniforms);
189
190 // Only populate this list if we have arrays in our uniforms
191 UniformQueryData **uniformList = NULL;
192 GLint numUniforms = 0;
193 bool hasArrays = hasArrayUniforms(vtx, frag);
194 if (hasArrays) {
195 // Get the number of active uniforms and the length of the longest name
196 glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
197 GLint maxNameLength = 0;
198 glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
199 if (numUniforms > 0 && maxNameLength > 0) {
200 uniformList = new UniformQueryData*[numUniforms];
201 // Iterate over all the uniforms and build the list we
202 // can later use to match our uniforms to
203 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
204 uniformList[ct] = new UniformQueryData(maxNameLength);
205 glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
206 &uniformList[ct]->arraySize, &uniformList[ct]->type,
207 uniformList[ct]->name);
208 //LOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
209 // uniformList[ct]->arraySize, uniformList[ct]->name);
210 }
211 }
212 }
213
214 // We now know the highest index of all of the array uniforms
215 // and we need to update our cache to reflect that
216 // we may have declared [n], but only m < n elements are used
217 updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
218 uniformList, (uint32_t)numUniforms);
219 updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
220 uniformList, (uint32_t)numUniforms);
221
222 // Clean up the uniform data from GL
223 if (uniformList != NULL) {
224 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
225 delete uniformList[ct];
226 }
227 delete[] uniformList;
228 uniformList = NULL;
229 }
230 }
231
232 //LOGV("SC made program %i", e->program);
233 glUseProgram(e->program);
234 rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
235
236 return true;
237 }
238
vtxAttribSlot(const String8 & attrName) const239 int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
240 for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
241 if (attrName == mCurrent->vtxAttrs[ct].name) {
242 return mCurrent->vtxAttrs[ct].slot;
243 }
244 }
245 return -1;
246 }
247
cleanupVertex(uint32_t id)248 void RsdShaderCache::cleanupVertex(uint32_t id) {
249 int32_t numEntries = (int32_t)mEntries.size();
250 for (int32_t ct = 0; ct < numEntries; ct ++) {
251 if (mEntries[ct]->vtx == id) {
252 glDeleteProgram(mEntries[ct]->program);
253
254 delete mEntries[ct];
255 mEntries.removeAt(ct);
256 numEntries = (int32_t)mEntries.size();
257 ct --;
258 }
259 }
260 }
261
cleanupFragment(uint32_t id)262 void RsdShaderCache::cleanupFragment(uint32_t id) {
263 int32_t numEntries = (int32_t)mEntries.size();
264 for (int32_t ct = 0; ct < numEntries; ct ++) {
265 if (mEntries[ct]->frag == id) {
266 glDeleteProgram(mEntries[ct]->program);
267
268 delete mEntries[ct];
269 mEntries.removeAt(ct);
270 numEntries = (int32_t)mEntries.size();
271 ct --;
272 }
273 }
274 }
275
cleanupAll()276 void RsdShaderCache::cleanupAll() {
277 for (uint32_t ct=0; ct < mEntries.size(); ct++) {
278 glDeleteProgram(mEntries[ct]->program);
279 free(mEntries[ct]);
280 }
281 mEntries.clear();
282 }
283
284