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-rw-r--r--libs/rs/driver/rsdShader.cpp604
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)++;
- }
- }
-}