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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.replace(0, shaderLength, shaderText);
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 = nullptr;
68     mUniformNames = nullptr;
69     mUniformArraySizes = nullptr;
70     mCurrentState = nullptr;
71 
72     mIsValid = false;
73 }
74 
getExistingState()75 RsdShader::StateBasedKey *RsdShader::getExistingState() {
76     RsdShader::StateBasedKey *returnKey = nullptr;
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 = nullptr;
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 != nullptr) {
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                            nullptr, &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] = "UNI_";
133         mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
134         mUniformArraySizes[uniformCount] = 1;
135         uniformCount++;
136     }
137 }
138 
getGLSLInputString() const139 std::string RsdShader::getGLSLInputString() const {
140     std::string 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.c_str());
241     }
242 
243     if (mCurrentState->mShaderID) {
244         const char * ss = mShader.c_str();
245         RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
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, nullptr, 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 += "[";
303                 mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
304                 mShader += "]";
305             }
306             mShader.append(";\n");
307         }
308     }
309 }
310 
logUniform(const Element * field,const float * fd,uint32_t arraySize)311 void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
312     RsDataType dataType = field->mHal.state.dataType;
313     uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
314     for (uint32_t i = 0; i < arraySize; i ++) {
315         if (arraySize > 1) {
316             ALOGV("Array Element [%u]", i);
317         }
318         if (dataType == RS_TYPE_MATRIX_4X4) {
319             ALOGV("Matrix4x4");
320             ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
321             ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
322             ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
323             ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
324         } else if (dataType == RS_TYPE_MATRIX_3X3) {
325             ALOGV("Matrix3x3");
326             ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
327             ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
328             ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
329         } else if (dataType == RS_TYPE_MATRIX_2X2) {
330             ALOGV("Matrix2x2");
331             ALOGV("{%f, %f",  fd[0], fd[2]);
332             ALOGV(" %f, %f}", fd[1], fd[3]);
333         } else {
334             switch (field->mHal.state.vectorSize) {
335             case 1:
336                 ALOGV("Uniform 1 = %f", fd[0]);
337                 break;
338             case 2:
339                 ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
340                 break;
341             case 3:
342                 ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
343                 break;
344             case 4:
345                 ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
346                 break;
347             default:
348                 rsAssert(0);
349             }
350         }
351         ALOGV("Element size %u data=%p", elementSize, fd);
352         fd += elementSize;
353         ALOGV("New data=%p", fd);
354     }
355 }
356 
setUniform(const Context * rsc,const Element * field,const float * fd,int32_t slot,uint32_t arraySize)357 void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
358                          int32_t slot, uint32_t arraySize ) {
359     RsDataType dataType = field->mHal.state.dataType;
360     if (dataType == RS_TYPE_MATRIX_4X4) {
361         RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
362     } else if (dataType == RS_TYPE_MATRIX_3X3) {
363         RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
364     } else if (dataType == RS_TYPE_MATRIX_2X2) {
365         RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
366     } else {
367         switch (field->mHal.state.vectorSize) {
368         case 1:
369             RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
370             break;
371         case 2:
372             RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
373             break;
374         case 3:
375             RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
376             break;
377         case 4:
378             RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
379             break;
380         default:
381             rsAssert(0);
382         }
383     }
384 }
385 
setupSampler(const Context * rsc,const Sampler * s,const Allocation * tex)386 void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
387     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
388 
389     GLenum trans[] = {
390         GL_NEAREST, //RS_SAMPLER_NEAREST,
391         GL_LINEAR, //RS_SAMPLER_LINEAR,
392         GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
393         GL_REPEAT, //RS_SAMPLER_WRAP,
394         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
395         GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
396     };
397 
398     GLenum transNP[] = {
399         GL_NEAREST, //RS_SAMPLER_NEAREST,
400         GL_LINEAR, //RS_SAMPLER_LINEAR,
401         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
402         GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
403         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
404         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
405     };
406 
407     // This tells us the correct texture type
408     DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
409     const GLenum target = drvTex->glTarget;
410     if (!target) {
411         // this can happen if the user set the wrong allocation flags.
412         rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
413         return;
414     }
415 
416     if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
417         if (tex->getHasGraphicsMipmaps() &&
418             (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
419             if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
420                 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
421                             trans[s->mHal.state.minFilter]);
422             } else {
423                 switch (trans[s->mHal.state.minFilter]) {
424                 case GL_LINEAR_MIPMAP_LINEAR:
425                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
426                                 GL_LINEAR_MIPMAP_NEAREST);
427                     break;
428                 default:
429                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
430                                 trans[s->mHal.state.minFilter]);
431                     break;
432                 }
433             }
434         } else {
435             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
436                         transNP[s->mHal.state.minFilter]);
437         }
438         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
439                     transNP[s->mHal.state.magFilter]);
440         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
441         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
442     } else {
443         if (tex->getHasGraphicsMipmaps()) {
444             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
445                         trans[s->mHal.state.minFilter]);
446         } else {
447             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
448                         transNP[s->mHal.state.minFilter]);
449         }
450         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
451         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
452         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
453     }
454 
455     float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
456     if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
457         RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
458     }
459 
460     rsdGLCheckError(rsc, "Sampler::setup tex env");
461 }
462 
setupTextures(const Context * rsc,RsdShaderCache * sc)463 void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
464     if (mRSProgram->mHal.state.texturesCount == 0) {
465         return;
466     }
467 
468     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
469 
470     uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
471     uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
472     if (numTexturesToBind >= numTexturesAvailable) {
473         ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
474              mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
475         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
476         numTexturesToBind = numTexturesAvailable;
477     }
478 
479     for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
480         RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
481         RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
482 
483         if (!mRSProgram->mHal.state.textures[ct]) {
484             // if nothing is bound, reset to default GL texture
485             RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
486             continue;
487         }
488 
489         DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
490 
491         if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
492             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
493             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
494             ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
495                   this, ct);
496             rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
497         }
498         RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
499         rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
500         if (mRSProgram->mHal.state.samplers[ct]) {
501             setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
502                          mRSProgram->mHal.state.textures[ct]);
503         } else {
504             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
505                 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
506             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
507                 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
508             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509                 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
510             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
511                 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
512             rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
513         }
514         rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
515     }
516 
517     RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
518     mDirty = false;
519     rsdGLCheckError(rsc, "ProgramFragment::setup");
520 }
521 
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)522 void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
523     uint32_t uidx = 0;
524     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
525         Allocation *alloc = mRSProgram->mHal.state.constants[ct];
526 
527         if (!alloc) {
528             ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
529                   this, ct);
530             rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
531             continue;
532         }
533 
534         const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
535         const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
536         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
537             const Element *f = e->mHal.state.fields[field];
538             const char *fieldName = e->mHal.state.fieldNames[field];
539 
540             uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
541             const float *fd = reinterpret_cast<const float *>(&data[offset]);
542 
543             int32_t slot = -1;
544             uint32_t arraySize = 1;
545             if (!isFragment) {
546                 slot = sc->vtxUniformSlot(uidx);
547                 arraySize = sc->vtxUniformSize(uidx);
548             } else {
549                 slot = sc->fragUniformSlot(uidx);
550                 arraySize = sc->fragUniformSize(uidx);
551             }
552             if (rsc->props.mLogShadersUniforms) {
553                 ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
554                      slot, offset, ct, field, uidx, fieldName);
555             }
556             uidx ++;
557             if (slot < 0) {
558                 continue;
559             }
560 
561             if (rsc->props.mLogShadersUniforms) {
562                 logUniform(f, fd, arraySize);
563             }
564             setUniform(rsc, f, fd, slot, arraySize);
565         }
566     }
567 }
568 
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)569 void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
570 
571     setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
572     setupTextures(rsc, sc);
573 }
574 
initAttribAndUniformArray()575 void RsdShader::initAttribAndUniformArray() {
576     mAttribCount = 0;
577     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
578         const Element *elem = mRSProgram->mHal.state.inputElements[ct];
579         mAttribCount += elem->mHal.state.fieldsCount;
580     }
581 
582     mUniformCount = 0;
583     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
584         const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
585         mUniformCount += elem->mHal.state.fieldsCount;
586     }
587     mUniformCount += mRSProgram->mHal.state.texturesCount;
588 
589     if (mAttribCount) {
590         mAttribNames = new std::string[mAttribCount];
591     }
592     if (mUniformCount) {
593         mUniformNames = new std::string[mUniformCount];
594         mUniformArraySizes = new uint32_t[mUniformCount];
595     }
596 
597     mTextureCount = mRSProgram->mHal.state.texturesCount;
598 }
599 
initAddUserElement(const Element * e,std::string * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)600 void RsdShader::initAddUserElement(const Element *e, std::string *names,
601                                    uint32_t *arrayLengths, uint32_t *count,
602                                    const char *prefix) {
603     rsAssert(e->mHal.state.fieldsCount);
604     for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
605         const Element *ce = e->mHal.state.fields[ct];
606         if (ce->mHal.state.fieldsCount) {
607             initAddUserElement(ce, names, arrayLengths, count, prefix);
608         } else {
609             std::string tmp(prefix);
610             tmp.append(e->mHal.state.fieldNames[ct]);
611             names[*count] = tmp;
612             if (arrayLengths) {
613                 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
614             }
615             (*count)++;
616         }
617     }
618 }
619