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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