diff options
Diffstat (limited to 'libs/rs/driver/rsdShader.cpp')
| -rw-r--r-- | libs/rs/driver/rsdShader.cpp | 604 |
1 files changed, 0 insertions, 604 deletions
diff --git a/libs/rs/driver/rsdShader.cpp b/libs/rs/driver/rsdShader.cpp deleted file mode 100644 index 6d9fa90..0000000 --- a/libs/rs/driver/rsdShader.cpp +++ /dev/null @@ -1,604 +0,0 @@ -/* - * Copyright (C) 2011-2012 The Android Open Source Project - * - * Licensed under the Apache License, Version 2.0 (the "License"); - * you may not use this file except in compliance with the License. - * You may obtain a copy of the License at - * - * http://www.apache.org/licenses/LICENSE-2.0 - * - * Unless required by applicable law or agreed to in writing, software - * distributed under the License is distributed on an "AS IS" BASIS, - * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. - * See the License for the specific language governing permissions and - * limitations under the License. - */ - -#include <GLES2/gl2.h> -#include <GLES2/gl2ext.h> - -#include <rs_hal.h> -#include <rsContext.h> -#include <rsProgram.h> - -#include "rsdCore.h" -#include "rsdAllocation.h" -#include "rsdShader.h" -#include "rsdShaderCache.h" - -using namespace android; -using namespace android::renderscript; - -RsdShader::RsdShader(const Program *p, uint32_t type, - const char * shaderText, size_t shaderLength, - const char** textureNames, size_t textureNamesCount, - const size_t *textureNamesLength) { - mUserShader.setTo(shaderText, shaderLength); - mRSProgram = p; - mType = type; - initMemberVars(); - initAttribAndUniformArray(); - init(textureNames, textureNamesCount, textureNamesLength); - - for(size_t i=0; i < textureNamesCount; i++) { - mTextureNames.push(String8(textureNames[i], textureNamesLength[i])); - } -} - -RsdShader::~RsdShader() { - for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) { - StateBasedKey *state = mStateBasedShaders.itemAt(i); - if (state->mShaderID) { - glDeleteShader(state->mShaderID); - } - delete state; - } - - delete[] mAttribNames; - delete[] mUniformNames; - delete[] mUniformArraySizes; -} - -void RsdShader::initMemberVars() { - mDirty = true; - mAttribCount = 0; - mUniformCount = 0; - - mAttribNames = NULL; - mUniformNames = NULL; - mUniformArraySizes = NULL; - mCurrentState = NULL; - - mIsValid = false; -} - -RsdShader::StateBasedKey *RsdShader::getExistingState() { - RsdShader::StateBasedKey *returnKey = NULL; - - for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) { - returnKey = mStateBasedShaders.itemAt(i); - - for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { - uint32_t texType = 0; - if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { - Allocation *a = mRSProgram->mHal.state.textures[ct]; - if (a && a->mHal.state.surfaceTextureID) { - texType = GL_TEXTURE_EXTERNAL_OES; - } else { - texType = GL_TEXTURE_2D; - } - } else { - texType = GL_TEXTURE_CUBE_MAP; - } - if (texType != returnKey->mTextureTargets[ct]) { - returnKey = NULL; - break; - } - } - } - return returnKey; -} - -uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) { - StateBasedKey *state = getExistingState(); - if (state != NULL) { - mCurrentState = state; - return mCurrentState->mShaderID; - } - // We have not created a shader for this particular state yet - state = new StateBasedKey(mTextureCount); - mCurrentState = state; - mStateBasedShaders.add(state); - createShader(); - loadShader(rsc); - return mCurrentState->mShaderID; -} - -void RsdShader::init(const char** textureNames, size_t textureNamesCount, - const size_t *textureNamesLength) { - uint32_t attribCount = 0; - uint32_t uniformCount = 0; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { - initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames, - NULL, &attribCount, RS_SHADER_ATTR); - } - for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { - initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), - mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI); - } - - mTextureUniformIndexStart = uniformCount; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { - mUniformNames[uniformCount].setTo("UNI_"); - mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]); - mUniformArraySizes[uniformCount] = 1; - uniformCount++; - } -} - -String8 RsdShader::getGLSLInputString() const { - String8 s; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { - const Element *e = mRSProgram->mHal.state.inputElements[ct]; - for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { - const Element *f = e->mHal.state.fields[field]; - - // Cannot be complex - rsAssert(!f->mHal.state.fieldsCount); - switch (f->mHal.state.vectorSize) { - case 1: s.append("attribute float ATTRIB_"); break; - case 2: s.append("attribute vec2 ATTRIB_"); break; - case 3: s.append("attribute vec3 ATTRIB_"); break; - case 4: s.append("attribute vec4 ATTRIB_"); break; - default: - rsAssert(0); - } - - s.append(e->mHal.state.fieldNames[field]); - s.append(";\n"); - } - } - return s; -} - -void RsdShader::appendAttributes() { - for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { - const Element *e = mRSProgram->mHal.state.inputElements[ct]; - for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { - const Element *f = e->mHal.state.fields[field]; - const char *fn = e->mHal.state.fieldNames[field]; - - // Cannot be complex - rsAssert(!f->mHal.state.fieldsCount); - switch (f->mHal.state.vectorSize) { - case 1: mShader.append("attribute float ATTRIB_"); break; - case 2: mShader.append("attribute vec2 ATTRIB_"); break; - case 3: mShader.append("attribute vec3 ATTRIB_"); break; - case 4: mShader.append("attribute vec4 ATTRIB_"); break; - default: - rsAssert(0); - } - - mShader.append(fn); - mShader.append(";\n"); - } - } -} - -void RsdShader::appendTextures() { - - // TODO: this does not yet handle cases where the texture changes between IO - // input and local - bool appendUsing = true; - for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { - if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { - Allocation *a = mRSProgram->mHal.state.textures[ct]; - if (a && a->mHal.state.surfaceTextureID) { - if(appendUsing) { - mShader.append("#extension GL_OES_EGL_image_external : require\n"); - appendUsing = false; - } - mShader.append("uniform samplerExternalOES UNI_"); - mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES; - } else { - mShader.append("uniform sampler2D UNI_"); - mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D; - } - } else { - mShader.append("uniform samplerCube UNI_"); - mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP; - } - - mShader.append(mTextureNames[ct]); - mShader.append(";\n"); - } -} - -bool RsdShader::createShader() { - mShader.clear(); - if (mType == GL_FRAGMENT_SHADER) { - mShader.append("precision mediump float;\n"); - } - appendUserConstants(); - appendAttributes(); - appendTextures(); - mShader.append(mUserShader); - - return true; -} - -bool RsdShader::loadShader(const Context *rsc) { - mCurrentState->mShaderID = glCreateShader(mType); - rsAssert(mCurrentState->mShaderID); - - if(!mShader.length()) { - createShader(); - } - - if (rsc->props.mLogShaders) { - ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID); - ALOGV("%s", mShader.string()); - } - - if (mCurrentState->mShaderID) { - const char * ss = mShader.string(); - RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL); - RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID); - - GLint compiled = 0; - RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled); - if (!compiled) { - GLint infoLen = 0; - RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen); - if (infoLen) { - char* buf = (char*) malloc(infoLen); - if (buf) { - RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf); - rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf); - free(buf); - } - RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID); - mCurrentState->mShaderID = 0; - return false; - } - } - } - - if (rsc->props.mLogShaders) { - ALOGV("--Shader load result %x ", glGetError()); - } - mIsValid = true; - return true; -} - -void RsdShader::appendUserConstants() { - for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { - const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); - for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { - const Element *f = e->mHal.state.fields[field]; - const char *fn = e->mHal.state.fieldNames[field]; - - // Cannot be complex - rsAssert(!f->mHal.state.fieldsCount); - if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) { - mShader.append("uniform mat4 UNI_"); - } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) { - mShader.append("uniform mat3 UNI_"); - } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) { - mShader.append("uniform mat2 UNI_"); - } else { - switch (f->mHal.state.vectorSize) { - case 1: mShader.append("uniform float UNI_"); break; - case 2: mShader.append("uniform vec2 UNI_"); break; - case 3: mShader.append("uniform vec3 UNI_"); break; - case 4: mShader.append("uniform vec4 UNI_"); break; - default: - rsAssert(0); - } - } - - mShader.append(fn); - if (e->mHal.state.fieldArraySizes[field] > 1) { - mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]); - } - mShader.append(";\n"); - } - } -} - -void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) { - RsDataType dataType = field->mHal.state.dataType; - uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float); - for (uint32_t i = 0; i < arraySize; i ++) { - if (arraySize > 1) { - ALOGV("Array Element [%u]", i); - } - if (dataType == RS_TYPE_MATRIX_4X4) { - ALOGV("Matrix4x4"); - ALOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]); - ALOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]); - ALOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]); - ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]); - } else if (dataType == RS_TYPE_MATRIX_3X3) { - ALOGV("Matrix3x3"); - ALOGV("{%f, %f, %f", fd[0], fd[3], fd[6]); - ALOGV(" %f, %f, %f", fd[1], fd[4], fd[7]); - ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]); - } else if (dataType == RS_TYPE_MATRIX_2X2) { - ALOGV("Matrix2x2"); - ALOGV("{%f, %f", fd[0], fd[2]); - ALOGV(" %f, %f}", fd[1], fd[3]); - } else { - switch (field->mHal.state.vectorSize) { - case 1: - ALOGV("Uniform 1 = %f", fd[0]); - break; - case 2: - ALOGV("Uniform 2 = %f %f", fd[0], fd[1]); - break; - case 3: - ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]); - break; - case 4: - ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]); - break; - default: - rsAssert(0); - } - } - ALOGE("Element size %u data=%p", elementSize, fd); - fd += elementSize; - ALOGE("New data=%p", fd); - } -} - -void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd, - int32_t slot, uint32_t arraySize ) { - RsDataType dataType = field->mHal.state.dataType; - if (dataType == RS_TYPE_MATRIX_4X4) { - RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd); - } else if (dataType == RS_TYPE_MATRIX_3X3) { - RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd); - } else if (dataType == RS_TYPE_MATRIX_2X2) { - RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd); - } else { - switch (field->mHal.state.vectorSize) { - case 1: - RSD_CALL_GL(glUniform1fv, slot, arraySize, fd); - break; - case 2: - RSD_CALL_GL(glUniform2fv, slot, arraySize, fd); - break; - case 3: - RSD_CALL_GL(glUniform3fv, slot, arraySize, fd); - break; - case 4: - RSD_CALL_GL(glUniform4fv, slot, arraySize, fd); - break; - default: - rsAssert(0); - } - } -} - -void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) { - RsdHal *dc = (RsdHal *)rsc->mHal.drv; - - GLenum trans[] = { - GL_NEAREST, //RS_SAMPLER_NEAREST, - GL_LINEAR, //RS_SAMPLER_LINEAR, - GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, - GL_REPEAT, //RS_SAMPLER_WRAP, - GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP - GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST - }; - - GLenum transNP[] = { - GL_NEAREST, //RS_SAMPLER_NEAREST, - GL_LINEAR, //RS_SAMPLER_LINEAR, - GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, - GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP, - GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP - GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST, - }; - - // This tells us the correct texture type - DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv; - const GLenum target = drvTex->glTarget; - - if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) { - if (tex->getHasGraphicsMipmaps() && - (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) { - if (dc->gl.gl.NV_texture_npot_2D_mipmap) { - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - trans[s->mHal.state.minFilter]); - } else { - switch (trans[s->mHal.state.minFilter]) { - case GL_LINEAR_MIPMAP_LINEAR: - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - GL_LINEAR_MIPMAP_NEAREST); - break; - default: - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - trans[s->mHal.state.minFilter]); - break; - } - } - } else { - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - transNP[s->mHal.state.minFilter]); - } - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, - transNP[s->mHal.state.magFilter]); - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]); - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]); - } else { - if (tex->getHasGraphicsMipmaps()) { - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - trans[s->mHal.state.minFilter]); - } else { - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER, - transNP[s->mHal.state.minFilter]); - } - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]); - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]); - RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]); - } - - float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso); - if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) { - RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue); - } - - rsdGLCheckError(rsc, "Sampler::setup tex env"); -} - -void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) { - if (mRSProgram->mHal.state.texturesCount == 0) { - return; - } - - RsdHal *dc = (RsdHal *)rsc->mHal.drv; - - uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount; - uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits; - if (numTexturesToBind >= numTexturesAvailable) { - ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available", - mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable); - rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available"); - numTexturesToBind = numTexturesAvailable; - } - - for (uint32_t ct=0; ct < numTexturesToBind; ct++) { - RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct); - RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); - - if (!mRSProgram->mHal.state.textures[ct]) { - // if nothing is bound, reset to default GL texture - RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0); - continue; - } - - DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv; - if (drvTex->glTarget != GL_TEXTURE_2D && - drvTex->glTarget != GL_TEXTURE_CUBE_MAP && - drvTex->glTarget != GL_TEXTURE_EXTERNAL_OES) { - ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", - (uint)this, ct); - rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader"); - } - RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID); - rsdGLCheckError(rsc, "ProgramFragment::setup tex bind"); - if (mRSProgram->mHal.state.samplers[ct]) { - setupSampler(rsc, mRSProgram->mHal.state.samplers[ct], - mRSProgram->mHal.state.textures[ct]); - } else { - RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - rsdGLCheckError(rsc, "ProgramFragment::setup tex env"); - } - rsdGLCheckError(rsc, "ProgramFragment::setup uniforms"); - } - - RSD_CALL_GL(glActiveTexture, GL_TEXTURE0); - mDirty = false; - rsdGLCheckError(rsc, "ProgramFragment::setup"); -} - -void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) { - uint32_t uidx = 0; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { - Allocation *alloc = mRSProgram->mHal.state.constants[ct]; - if (!alloc) { - ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", - (uint32_t)this, ct); - rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound"); - continue; - } - - const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr()); - const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); - for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) { - const Element *f = e->mHal.state.fields[field]; - const char *fieldName = e->mHal.state.fieldNames[field]; - - uint32_t offset = e->mHal.state.fieldOffsetBytes[field]; - const float *fd = reinterpret_cast<const float *>(&data[offset]); - - int32_t slot = -1; - uint32_t arraySize = 1; - if (!isFragment) { - slot = sc->vtxUniformSlot(uidx); - arraySize = sc->vtxUniformSize(uidx); - } else { - slot = sc->fragUniformSlot(uidx); - arraySize = sc->fragUniformSize(uidx); - } - if (rsc->props.mLogShadersUniforms) { - ALOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", - slot, offset, ct, field, uidx, fieldName); - } - uidx ++; - if (slot < 0) { - continue; - } - - if (rsc->props.mLogShadersUniforms) { - logUniform(f, fd, arraySize); - } - setUniform(rsc, f, fd, slot, arraySize); - } - } -} - -void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) { - - setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER); - setupTextures(rsc, sc); -} - -void RsdShader::initAttribAndUniformArray() { - mAttribCount = 0; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { - const Element *elem = mRSProgram->mHal.state.inputElements[ct]; - mAttribCount += elem->mHal.state.fieldsCount; - } - - mUniformCount = 0; - for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { - const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement(); - mUniformCount += elem->mHal.state.fieldsCount; - } - mUniformCount += mRSProgram->mHal.state.texturesCount; - - if (mAttribCount) { - mAttribNames = new String8[mAttribCount]; - } - if (mUniformCount) { - mUniformNames = new String8[mUniformCount]; - mUniformArraySizes = new uint32_t[mUniformCount]; - } - - mTextureCount = mRSProgram->mHal.state.texturesCount; -} - -void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, - uint32_t *count, const char *prefix) { - rsAssert(e->mHal.state.fieldsCount); - for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) { - const Element *ce = e->mHal.state.fields[ct]; - if (ce->mHal.state.fieldsCount) { - initAddUserElement(ce, names, arrayLengths, count, prefix); - } else { - String8 tmp(prefix); - tmp.append(e->mHal.state.fieldNames[ct]); - names[*count].setTo(tmp.string()); - if (arrayLengths) { - arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct]; - } - (*count)++; - } - } -} |
