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 <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 ALOGV("%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
112 uint32_t vID = vtx->getStateBasedShaderID(rsc);
113 uint32_t fID = frag->getStateBasedShaderID(rsc);
114
115 // Don't try to cache if shaders failed to load
116 if (!vID || !fID) {
117 return false;
118 }
119 uint32_t entryCount = mEntries.size();
120 for (uint32_t ct = 0; ct < entryCount; ct ++) {
121 if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
122
123 //ALOGV("SC using program %i", mEntries[ct]->program);
124 glUseProgram(mEntries[ct]->program);
125 mCurrent = mEntries[ct];
126 //ALOGV("RsdShaderCache hit, using %i", ct);
127 rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
128 return true;
129 }
130 }
131
132 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
133 vtx->getUniformCount(),
134 frag->getUniformCount());
135 mEntries.push(e);
136 mCurrent = e;
137 e->vtx = vID;
138 e->frag = fID;
139 e->program = glCreateProgram();
140 if (e->program) {
141 GLuint pgm = e->program;
142 glAttachShader(pgm, vID);
143 //ALOGE("e1 %x", glGetError());
144 glAttachShader(pgm, fID);
145
146 glBindAttribLocation(pgm, 0, "ATTRIB_position");
147 glBindAttribLocation(pgm, 1, "ATTRIB_color");
148 glBindAttribLocation(pgm, 2, "ATTRIB_normal");
149 glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
150
151 //ALOGE("e2 %x", glGetError());
152 glLinkProgram(pgm);
153 //ALOGE("e3 %x", glGetError());
154 GLint linkStatus = GL_FALSE;
155 glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
156 if (linkStatus != GL_TRUE) {
157 GLint bufLength = 0;
158 glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
159 if (bufLength) {
160 char* buf = (char*) malloc(bufLength);
161 if (buf) {
162 glGetProgramInfoLog(pgm, bufLength, NULL, buf);
163 rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
164 free(buf);
165 }
166 }
167 glDeleteProgram(pgm);
168 return false;
169 }
170
171 for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
172 e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
173 e->vtxAttrs[ct].name = vtx->getAttribName(ct).string();
174 if (rsc->props.mLogShaders) {
175 ALOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot);
176 }
177 }
178
179 populateUniformData(vtx, pgm, e->vtxUniforms);
180 populateUniformData(frag, pgm, e->fragUniforms);
181
182 // Only populate this list if we have arrays in our uniforms
183 UniformQueryData **uniformList = NULL;
184 GLint numUniforms = 0;
185 bool hasArrays = hasArrayUniforms(vtx, frag);
186 if (hasArrays) {
187 // Get the number of active uniforms and the length of the longest name
188 glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
189 GLint maxNameLength = 0;
190 glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
191 if (numUniforms > 0 && maxNameLength > 0) {
192 uniformList = new UniformQueryData*[numUniforms];
193 // Iterate over all the uniforms and build the list we
194 // can later use to match our uniforms to
195 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
196 uniformList[ct] = new UniformQueryData(maxNameLength);
197 glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
198 &uniformList[ct]->arraySize, &uniformList[ct]->type,
199 uniformList[ct]->name);
200 //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
201 // uniformList[ct]->arraySize, uniformList[ct]->name);
202 }
203 }
204 }
205
206 // We now know the highest index of all of the array uniforms
207 // and we need to update our cache to reflect that
208 // we may have declared [n], but only m < n elements are used
209 updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
210 uniformList, (uint32_t)numUniforms);
211 updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
212 uniformList, (uint32_t)numUniforms);
213
214 // Clean up the uniform data from GL
215 if (uniformList != NULL) {
216 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
217 delete uniformList[ct];
218 }
219 delete[] uniformList;
220 uniformList = NULL;
221 }
222 }
223
224 //ALOGV("SC made program %i", e->program);
225 glUseProgram(e->program);
226 rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
227
228 return true;
229 }
230
vtxAttribSlot(const String8 & attrName) const231 int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
232 for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
233 if (attrName == mCurrent->vtxAttrs[ct].name) {
234 return mCurrent->vtxAttrs[ct].slot;
235 }
236 }
237 return -1;
238 }
239
cleanupVertex(RsdShader * s)240 void RsdShaderCache::cleanupVertex(RsdShader *s) {
241 int32_t numEntries = (int32_t)mEntries.size();
242 uint32_t numShaderIDs = s->getStateBasedIDCount();
243 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
244 uint32_t id = s->getStateBasedID(sId);
245 for (int32_t ct = 0; ct < numEntries; ct ++) {
246 if (mEntries[ct]->vtx == id) {
247 glDeleteProgram(mEntries[ct]->program);
248
249 delete mEntries[ct];
250 mEntries.removeAt(ct);
251 numEntries = (int32_t)mEntries.size();
252 ct --;
253 }
254 }
255 }
256 }
257
cleanupFragment(RsdShader * s)258 void RsdShaderCache::cleanupFragment(RsdShader *s) {
259 int32_t numEntries = (int32_t)mEntries.size();
260 uint32_t numShaderIDs = s->getStateBasedIDCount();
261 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
262 uint32_t id = s->getStateBasedID(sId);
263 for (int32_t ct = 0; ct < numEntries; ct ++) {
264 if (mEntries[ct]->frag == id) {
265 glDeleteProgram(mEntries[ct]->program);
266
267 delete mEntries[ct];
268 mEntries.removeAt(ct);
269 numEntries = (int32_t)mEntries.size();
270 ct --;
271 }
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