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.setTo(shaderText, shaderLength);
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 = NULL;
68 mUniformNames = NULL;
69 mUniformArraySizes = NULL;
70 mCurrentState = NULL;
71
72 mIsValid = false;
73 }
74
getExistingState()75 RsdShader::StateBasedKey *RsdShader::getExistingState() {
76 RsdShader::StateBasedKey *returnKey = NULL;
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 = NULL;
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 != NULL) {
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 NULL, &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].setTo("UNI_");
133 mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
134 mUniformArraySizes[uniformCount] = 1;
135 uniformCount++;
136 }
137 }
138
getGLSLInputString() const139 String8 RsdShader::getGLSLInputString() const {
140 String8 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.string());
241 }
242
243 if (mCurrentState->mShaderID) {
244 const char * ss = mShader.string();
245 RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL);
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, NULL, 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.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]);
303 }
304 mShader.append(";\n");
305 }
306 }
307 }
308
logUniform(const Element * field,const float * fd,uint32_t arraySize)309 void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
310 RsDataType dataType = field->mHal.state.dataType;
311 uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
312 for (uint32_t i = 0; i < arraySize; i ++) {
313 if (arraySize > 1) {
314 ALOGV("Array Element [%u]", i);
315 }
316 if (dataType == RS_TYPE_MATRIX_4X4) {
317 ALOGV("Matrix4x4");
318 ALOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
319 ALOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
320 ALOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
321 ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
322 } else if (dataType == RS_TYPE_MATRIX_3X3) {
323 ALOGV("Matrix3x3");
324 ALOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
325 ALOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
326 ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
327 } else if (dataType == RS_TYPE_MATRIX_2X2) {
328 ALOGV("Matrix2x2");
329 ALOGV("{%f, %f", fd[0], fd[2]);
330 ALOGV(" %f, %f}", fd[1], fd[3]);
331 } else {
332 switch (field->mHal.state.vectorSize) {
333 case 1:
334 ALOGV("Uniform 1 = %f", fd[0]);
335 break;
336 case 2:
337 ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
338 break;
339 case 3:
340 ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
341 break;
342 case 4:
343 ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
344 break;
345 default:
346 rsAssert(0);
347 }
348 }
349 ALOGE("Element size %u data=%p", elementSize, fd);
350 fd += elementSize;
351 ALOGE("New data=%p", fd);
352 }
353 }
354
setUniform(const Context * rsc,const Element * field,const float * fd,int32_t slot,uint32_t arraySize)355 void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
356 int32_t slot, uint32_t arraySize ) {
357 RsDataType dataType = field->mHal.state.dataType;
358 if (dataType == RS_TYPE_MATRIX_4X4) {
359 RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
360 } else if (dataType == RS_TYPE_MATRIX_3X3) {
361 RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
362 } else if (dataType == RS_TYPE_MATRIX_2X2) {
363 RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
364 } else {
365 switch (field->mHal.state.vectorSize) {
366 case 1:
367 RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
368 break;
369 case 2:
370 RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
371 break;
372 case 3:
373 RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
374 break;
375 case 4:
376 RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
377 break;
378 default:
379 rsAssert(0);
380 }
381 }
382 }
383
setupSampler(const Context * rsc,const Sampler * s,const Allocation * tex)384 void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
385 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
386
387 GLenum trans[] = {
388 GL_NEAREST, //RS_SAMPLER_NEAREST,
389 GL_LINEAR, //RS_SAMPLER_LINEAR,
390 GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
391 GL_REPEAT, //RS_SAMPLER_WRAP,
392 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
393 GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
394 };
395
396 GLenum transNP[] = {
397 GL_NEAREST, //RS_SAMPLER_NEAREST,
398 GL_LINEAR, //RS_SAMPLER_LINEAR,
399 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
400 GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
401 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
402 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
403 };
404
405 // This tells us the correct texture type
406 DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
407 const GLenum target = drvTex->glTarget;
408
409 if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
410 if (tex->getHasGraphicsMipmaps() &&
411 (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
412 if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
413 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
414 trans[s->mHal.state.minFilter]);
415 } else {
416 switch (trans[s->mHal.state.minFilter]) {
417 case GL_LINEAR_MIPMAP_LINEAR:
418 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
419 GL_LINEAR_MIPMAP_NEAREST);
420 break;
421 default:
422 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
423 trans[s->mHal.state.minFilter]);
424 break;
425 }
426 }
427 } else {
428 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
429 transNP[s->mHal.state.minFilter]);
430 }
431 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
432 transNP[s->mHal.state.magFilter]);
433 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
434 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
435 } else {
436 if (tex->getHasGraphicsMipmaps()) {
437 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
438 trans[s->mHal.state.minFilter]);
439 } else {
440 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
441 transNP[s->mHal.state.minFilter]);
442 }
443 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
444 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
445 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
446 }
447
448 float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
449 if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
450 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
451 }
452
453 rsdGLCheckError(rsc, "Sampler::setup tex env");
454 }
455
setupTextures(const Context * rsc,RsdShaderCache * sc)456 void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
457 if (mRSProgram->mHal.state.texturesCount == 0) {
458 return;
459 }
460
461 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
462
463 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
464 uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
465 if (numTexturesToBind >= numTexturesAvailable) {
466 ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
467 mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
468 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
469 numTexturesToBind = numTexturesAvailable;
470 }
471
472 for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
473 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
474 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
475
476 if (!mRSProgram->mHal.state.textures[ct]) {
477 // if nothing is bound, reset to default GL texture
478 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
479 continue;
480 }
481
482 DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
483
484 if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
485 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
486 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
487 ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u",
488 (uint)this, ct);
489 rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
490 }
491 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
492 rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
493 if (mRSProgram->mHal.state.samplers[ct]) {
494 setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
495 mRSProgram->mHal.state.textures[ct]);
496 } else {
497 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
498 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
499 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
500 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
501 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
502 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
503 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
504 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
505 rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
506 }
507 rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
508 }
509
510 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
511 mDirty = false;
512 rsdGLCheckError(rsc, "ProgramFragment::setup");
513 }
514
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)515 void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
516 uint32_t uidx = 0;
517 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
518 Allocation *alloc = mRSProgram->mHal.state.constants[ct];
519
520 if (!alloc) {
521 ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
522 (uint32_t)this, ct);
523 rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
524 continue;
525 }
526
527 DrvAllocation *adrv = (DrvAllocation *)alloc->mHal.drv;
528 const uint8_t *data = static_cast<const uint8_t *>(adrv->lod[0].mallocPtr);
529 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
530 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
531 const Element *f = e->mHal.state.fields[field];
532 const char *fieldName = e->mHal.state.fieldNames[field];
533
534 uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
535 const float *fd = reinterpret_cast<const float *>(&data[offset]);
536
537 int32_t slot = -1;
538 uint32_t arraySize = 1;
539 if (!isFragment) {
540 slot = sc->vtxUniformSlot(uidx);
541 arraySize = sc->vtxUniformSize(uidx);
542 } else {
543 slot = sc->fragUniformSlot(uidx);
544 arraySize = sc->fragUniformSize(uidx);
545 }
546 if (rsc->props.mLogShadersUniforms) {
547 ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
548 slot, offset, ct, field, uidx, fieldName);
549 }
550 uidx ++;
551 if (slot < 0) {
552 continue;
553 }
554
555 if (rsc->props.mLogShadersUniforms) {
556 logUniform(f, fd, arraySize);
557 }
558 setUniform(rsc, f, fd, slot, arraySize);
559 }
560 }
561 }
562
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)563 void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
564
565 setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
566 setupTextures(rsc, sc);
567 }
568
initAttribAndUniformArray()569 void RsdShader::initAttribAndUniformArray() {
570 mAttribCount = 0;
571 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
572 const Element *elem = mRSProgram->mHal.state.inputElements[ct];
573 mAttribCount += elem->mHal.state.fieldsCount;
574 }
575
576 mUniformCount = 0;
577 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
578 const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
579 mUniformCount += elem->mHal.state.fieldsCount;
580 }
581 mUniformCount += mRSProgram->mHal.state.texturesCount;
582
583 if (mAttribCount) {
584 mAttribNames = new String8[mAttribCount];
585 }
586 if (mUniformCount) {
587 mUniformNames = new String8[mUniformCount];
588 mUniformArraySizes = new uint32_t[mUniformCount];
589 }
590
591 mTextureCount = mRSProgram->mHal.state.texturesCount;
592 }
593
initAddUserElement(const Element * e,String8 * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)594 void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
595 uint32_t *count, const char *prefix) {
596 rsAssert(e->mHal.state.fieldsCount);
597 for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
598 const Element *ce = e->mHal.state.fields[ct];
599 if (ce->mHal.state.fieldsCount) {
600 initAddUserElement(ce, names, arrayLengths, count, prefix);
601 } else {
602 String8 tmp(prefix);
603 tmp.append(e->mHal.state.fieldNames[ct]);
604 names[*count].setTo(tmp.string());
605 if (arrayLengths) {
606 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
607 }
608 (*count)++;
609 }
610 }
611 }
612