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 ALOGV("Element size %u data=%p", elementSize, fd);
350 fd += elementSize;
351 ALOGV("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 if (!target) {
409 // this can happen if the user set the wrong allocation flags.
410 rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
411 return;
412 }
413
414 if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
415 if (tex->getHasGraphicsMipmaps() &&
416 (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
417 if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
418 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
419 trans[s->mHal.state.minFilter]);
420 } else {
421 switch (trans[s->mHal.state.minFilter]) {
422 case GL_LINEAR_MIPMAP_LINEAR:
423 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
424 GL_LINEAR_MIPMAP_NEAREST);
425 break;
426 default:
427 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
428 trans[s->mHal.state.minFilter]);
429 break;
430 }
431 }
432 } else {
433 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
434 transNP[s->mHal.state.minFilter]);
435 }
436 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
437 transNP[s->mHal.state.magFilter]);
438 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
439 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
440 } else {
441 if (tex->getHasGraphicsMipmaps()) {
442 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
443 trans[s->mHal.state.minFilter]);
444 } else {
445 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
446 transNP[s->mHal.state.minFilter]);
447 }
448 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
449 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
450 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
451 }
452
453 float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
454 if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
455 RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
456 }
457
458 rsdGLCheckError(rsc, "Sampler::setup tex env");
459 }
460
setupTextures(const Context * rsc,RsdShaderCache * sc)461 void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
462 if (mRSProgram->mHal.state.texturesCount == 0) {
463 return;
464 }
465
466 RsdHal *dc = (RsdHal *)rsc->mHal.drv;
467
468 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
469 uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
470 if (numTexturesToBind >= numTexturesAvailable) {
471 ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
472 mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
473 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
474 numTexturesToBind = numTexturesAvailable;
475 }
476
477 for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
478 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
479 RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
480
481 if (!mRSProgram->mHal.state.textures[ct]) {
482 // if nothing is bound, reset to default GL texture
483 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
484 continue;
485 }
486
487 DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
488
489 if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
490 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
491 mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
492 ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
493 this, ct);
494 rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
495 }
496 RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
497 rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
498 if (mRSProgram->mHal.state.samplers[ct]) {
499 setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
500 mRSProgram->mHal.state.textures[ct]);
501 } else {
502 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
503 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
504 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
505 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
506 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
507 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
508 RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
510 rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
511 }
512 rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
513 }
514
515 RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
516 mDirty = false;
517 rsdGLCheckError(rsc, "ProgramFragment::setup");
518 }
519
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)520 void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
521 uint32_t uidx = 0;
522 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
523 Allocation *alloc = mRSProgram->mHal.state.constants[ct];
524
525 if (!alloc) {
526 ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
527 this, ct);
528 rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
529 continue;
530 }
531
532 const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
533 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
534 for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
535 const Element *f = e->mHal.state.fields[field];
536 const char *fieldName = e->mHal.state.fieldNames[field];
537
538 uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
539 const float *fd = reinterpret_cast<const float *>(&data[offset]);
540
541 int32_t slot = -1;
542 uint32_t arraySize = 1;
543 if (!isFragment) {
544 slot = sc->vtxUniformSlot(uidx);
545 arraySize = sc->vtxUniformSize(uidx);
546 } else {
547 slot = sc->fragUniformSlot(uidx);
548 arraySize = sc->fragUniformSize(uidx);
549 }
550 if (rsc->props.mLogShadersUniforms) {
551 ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
552 slot, offset, ct, field, uidx, fieldName);
553 }
554 uidx ++;
555 if (slot < 0) {
556 continue;
557 }
558
559 if (rsc->props.mLogShadersUniforms) {
560 logUniform(f, fd, arraySize);
561 }
562 setUniform(rsc, f, fd, slot, arraySize);
563 }
564 }
565 }
566
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)567 void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
568
569 setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
570 setupTextures(rsc, sc);
571 }
572
initAttribAndUniformArray()573 void RsdShader::initAttribAndUniformArray() {
574 mAttribCount = 0;
575 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
576 const Element *elem = mRSProgram->mHal.state.inputElements[ct];
577 mAttribCount += elem->mHal.state.fieldsCount;
578 }
579
580 mUniformCount = 0;
581 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
582 const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
583 mUniformCount += elem->mHal.state.fieldsCount;
584 }
585 mUniformCount += mRSProgram->mHal.state.texturesCount;
586
587 if (mAttribCount) {
588 mAttribNames = new String8[mAttribCount];
589 }
590 if (mUniformCount) {
591 mUniformNames = new String8[mUniformCount];
592 mUniformArraySizes = new uint32_t[mUniformCount];
593 }
594
595 mTextureCount = mRSProgram->mHal.state.texturesCount;
596 }
597
initAddUserElement(const Element * e,String8 * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)598 void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
599 uint32_t *count, const char *prefix) {
600 rsAssert(e->mHal.state.fieldsCount);
601 for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
602 const Element *ce = e->mHal.state.fields[ct];
603 if (ce->mHal.state.fieldsCount) {
604 initAddUserElement(ce, names, arrayLengths, count, prefix);
605 } else {
606 String8 tmp(prefix);
607 tmp.append(e->mHal.state.fieldNames[ct]);
608 names[*count].setTo(tmp.string());
609 if (arrayLengths) {
610 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
611 }
612 (*count)++;
613 }
614 }
615 }
616