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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 <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,
42                                             RsdShader *prog,
43                                             uint32_t linkedID,
44                                             UniformData *data,
45                                             const char* logTag,
46                                             UniformQueryData **uniformList,
47                                             uint32_t uniListSize) {
48 
49     for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
50         if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
51             //Iterate over the list of active GL uniforms and find highest array index
52             for (uint32_t ui = 0; ui < uniListSize; ui ++) {
53                 if (prog->getUniformName(ct) == uniformList[ui]->name) {
54                     data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
55                     break;
56                 }
57             }
58         }
59 
60         if (rsc->props.mLogShaders) {
61              ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
62                    prog->getUniformName(ct).c_str(), data[ct].slot,
63                    data[ct].arraySize);
64         }
65     }
66 }
67 
populateUniformData(RsdShader * prog,uint32_t linkedID,UniformData * data)68 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
69                                          UniformData *data) {
70     for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
71        data[ct].slot = glGetUniformLocation(linkedID,
72                                             prog->getUniformName(ct).c_str());
73        data[ct].arraySize = prog->getUniformArraySize(ct);
74     }
75 }
76 
hasArrayUniforms(RsdShader * vtx,RsdShader * frag)77 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
78     UniformData *data = mCurrent->vtxUniforms;
79     for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
80         if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
81             return true;
82         }
83     }
84     data = mCurrent->fragUniforms;
85     for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
86         if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
87             return true;
88         }
89     }
90     return false;
91 }
92 
setup(const Context * rsc)93 bool RsdShaderCache::setup(const Context *rsc) {
94     if (!mVertexDirty && !mFragmentDirty) {
95         return true;
96     }
97 
98     if (!link(rsc)) {
99         return false;
100     }
101 
102     if (mFragmentDirty) {
103         mFragment->setup(rsc, this);
104         mFragmentDirty = false;
105     }
106     if (mVertexDirty) {
107         mVertex->setup(rsc, this);
108         mVertexDirty = false;
109     }
110 
111     return true;
112 }
113 
link(const Context * rsc)114 bool RsdShaderCache::link(const Context *rsc) {
115 
116     RsdShader *vtx = mVertex;
117     RsdShader *frag = mFragment;
118 
119     uint32_t vID = vtx->getStateBasedShaderID(rsc);
120     uint32_t fID = frag->getStateBasedShaderID(rsc);
121 
122     // Don't try to cache if shaders failed to load
123     if (!vID || !fID) {
124         return false;
125     }
126     uint32_t entryCount = mEntries.size();
127     for (uint32_t ct = 0; ct < entryCount; ct ++) {
128         if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
129 
130             //ALOGV("SC using program %i", mEntries[ct]->program);
131             glUseProgram(mEntries[ct]->program);
132             mCurrent = mEntries[ct];
133             //ALOGV("RsdShaderCache hit, using %i", ct);
134             rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
135             return true;
136         }
137     }
138 
139     ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
140                                        vtx->getUniformCount(),
141                                        frag->getUniformCount());
142     mEntries.push(e);
143     mCurrent = e;
144     e->vtx = vID;
145     e->frag = fID;
146     e->program = glCreateProgram();
147     if (e->program) {
148         GLuint pgm = e->program;
149         glAttachShader(pgm, vID);
150         //ALOGE("e1 %x", glGetError());
151         glAttachShader(pgm, fID);
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         //ALOGE("e2 %x", glGetError());
159         glLinkProgram(pgm);
160         //ALOGE("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, nullptr, buf);
170                     rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
171                     free(buf);
172                 }
173             }
174             glDeleteProgram(pgm);
175             return false;
176         }
177 
178         for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
179             e->vtxAttrs[ct].slot =
180                 glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
181             e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
182             if (rsc->props.mLogShaders) {
183                 ALOGV("vtx A %i, %s = %d\n", ct,
184                       vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
185             }
186         }
187 
188         populateUniformData(vtx, pgm, e->vtxUniforms);
189         populateUniformData(frag, pgm, e->fragUniforms);
190 
191         // Only populate this list if we have arrays in our uniforms
192         UniformQueryData **uniformList = nullptr;
193         GLint numUniforms = 0;
194         bool hasArrays = hasArrayUniforms(vtx, frag);
195         if (hasArrays) {
196             // Get the number of active uniforms and the length of the longest name
197             glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
198             GLint maxNameLength = 0;
199             glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
200             if (numUniforms > 0 && maxNameLength > 0) {
201                 uniformList = new UniformQueryData*[numUniforms];
202                 // Iterate over all the uniforms and build the list we
203                 // can later use to match our uniforms to
204                 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
205                     uniformList[ct] = new UniformQueryData(maxNameLength);
206                     glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
207                                        &uniformList[ct]->arraySize, &uniformList[ct]->type,
208                                        uniformList[ct]->name);
209                     //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
210                     //     uniformList[ct]->arraySize, uniformList[ct]->name);
211                 }
212             }
213         }
214 
215         // We now know the highest index of all of the array uniforms
216         // and we need to update our cache to reflect that
217         // we may have declared [n], but only m < n elements are used
218         updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
219                                uniformList, (uint32_t)numUniforms);
220         updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
221                                uniformList, (uint32_t)numUniforms);
222 
223         // Clean up the uniform data from GL
224         if (uniformList != nullptr) {
225             for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
226                 delete uniformList[ct];
227             }
228             delete[] uniformList;
229             uniformList = nullptr;
230         }
231     }
232 
233     //ALOGV("SC made program %i", e->program);
234     glUseProgram(e->program);
235     rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
236 
237     return true;
238 }
239 
vtxAttribSlot(const String8 & attrName) const240 int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
241     for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
242         if (attrName == mCurrent->vtxAttrs[ct].name) {
243             return mCurrent->vtxAttrs[ct].slot;
244         }
245     }
246     return -1;
247 }
248 
cleanupVertex(RsdShader * s)249 void RsdShaderCache::cleanupVertex(RsdShader *s) {
250     int32_t numEntries = (int32_t)mEntries.size();
251     uint32_t numShaderIDs = s->getStateBasedIDCount();
252     for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
253         uint32_t id = s->getStateBasedID(sId);
254         for (int32_t ct = 0; ct < numEntries; ct ++) {
255             if (mEntries[ct]->vtx == id) {
256                 glDeleteProgram(mEntries[ct]->program);
257 
258                 delete mEntries[ct];
259                 mEntries.removeAt(ct);
260                 numEntries = (int32_t)mEntries.size();
261                 ct --;
262             }
263         }
264     }
265 }
266 
cleanupFragment(RsdShader * s)267 void RsdShaderCache::cleanupFragment(RsdShader *s) {
268     int32_t numEntries = (int32_t)mEntries.size();
269     uint32_t numShaderIDs = s->getStateBasedIDCount();
270     for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
271         uint32_t id = s->getStateBasedID(sId);
272         for (int32_t ct = 0; ct < numEntries; ct ++) {
273             if (mEntries[ct]->frag == id) {
274                 glDeleteProgram(mEntries[ct]->program);
275 
276                 delete mEntries[ct];
277                 mEntries.removeAt(ct);
278                 numEntries = (int32_t)mEntries.size();
279                 ct --;
280             }
281         }
282     }
283 }
284 
cleanupAll()285 void RsdShaderCache::cleanupAll() {
286     for (uint32_t ct=0; ct < mEntries.size(); ct++) {
287         glDeleteProgram(mEntries[ct]->program);
288         free(mEntries[ct]);
289     }
290     mEntries.clear();
291 }
292 
293