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-rw-r--r--libs/rs/driver/rsdShaderCache.cpp282
1 files changed, 282 insertions, 0 deletions
diff --git a/libs/rs/driver/rsdShaderCache.cpp b/libs/rs/driver/rsdShaderCache.cpp
new file mode 100644
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--- /dev/null
+++ b/libs/rs/driver/rsdShaderCache.cpp
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+/*
+ * Copyright (C) 2011 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 <rs_hal.h>
+#include <rsContext.h>
+
+#include "rsdShader.h"
+#include "rsdShaderCache.h"
+
+#include <GLES/gl.h>
+#include <GLES2/gl2.h>
+
+using namespace android;
+using namespace android::renderscript;
+
+
+RsdShaderCache::RsdShaderCache() {
+ mEntries.setCapacity(16);
+ mVertexDirty = true;
+ mFragmentDirty = true;
+}
+
+RsdShaderCache::~RsdShaderCache() {
+ cleanupAll();
+}
+
+void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID,
+ UniformData *data, const char* logTag,
+ UniformQueryData **uniformList, uint32_t uniListSize) {
+
+ for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ //Iterate over the list of active GL uniforms and find highest array index
+ for (uint32_t ui = 0; ui < uniListSize; ui ++) {
+ if (prog->getUniformName(ct) == uniformList[ui]->name) {
+ data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
+ break;
+ }
+ }
+ }
+
+ if (rsc->props.mLogShaders) {
+ LOGV("%s U, %s = %d, arraySize = %d\n", logTag,
+ prog->getUniformName(ct).string(), data[ct].slot, data[ct].arraySize);
+ }
+ }
+}
+
+void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) {
+ for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
+ data[ct].slot = glGetUniformLocation(linkedID, prog->getUniformName(ct));
+ data[ct].arraySize = prog->getUniformArraySize(ct);
+ }
+}
+
+bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
+ UniformData *data = mCurrent->vtxUniforms;
+ for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ return true;
+ }
+ }
+ data = mCurrent->fragUniforms;
+ for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
+ if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool RsdShaderCache::setup(const Context *rsc) {
+ if (!mVertexDirty && !mFragmentDirty) {
+ return true;
+ }
+
+ if (!link(rsc)) {
+ return false;
+ }
+
+ if (mFragmentDirty) {
+ mFragment->setup(rsc, this);
+ mFragmentDirty = false;
+ }
+ if (mVertexDirty) {
+ mVertex->setup(rsc, this);
+ mVertexDirty = false;
+ }
+
+ return true;
+}
+
+bool RsdShaderCache::link(const Context *rsc) {
+
+ RsdShader *vtx = mVertex;
+ RsdShader *frag = mFragment;
+ if (!vtx->getShaderID()) {
+ vtx->loadShader(rsc);
+ }
+ if (!frag->getShaderID()) {
+ frag->loadShader(rsc);
+ }
+
+ // Don't try to cache if shaders failed to load
+ if (!vtx->getShaderID() || !frag->getShaderID()) {
+ return false;
+ }
+ //LOGV("rsdShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
+ uint32_t entryCount = mEntries.size();
+ for (uint32_t ct = 0; ct < entryCount; ct ++) {
+ if ((mEntries[ct]->vtx == vtx->getShaderID()) &&
+ (mEntries[ct]->frag == frag->getShaderID())) {
+
+ //LOGV("SC using program %i", mEntries[ct]->program);
+ glUseProgram(mEntries[ct]->program);
+ mCurrent = mEntries[ct];
+ //LOGV("RsdShaderCache hit, using %i", ct);
+ rsc->checkError("RsdShaderCache::link (hit)");
+ return true;
+ }
+ }
+
+ //LOGV("RsdShaderCache miss");
+ //LOGE("e0 %x", glGetError());
+ ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
+ vtx->getUniformCount(),
+ frag->getUniformCount());
+ mEntries.push(e);
+ mCurrent = e;
+ e->vtx = vtx->getShaderID();
+ e->frag = frag->getShaderID();
+ e->program = glCreateProgram();
+ if (e->program) {
+ GLuint pgm = e->program;
+ glAttachShader(pgm, vtx->getShaderID());
+ //LOGE("e1 %x", glGetError());
+ glAttachShader(pgm, frag->getShaderID());
+
+ glBindAttribLocation(pgm, 0, "ATTRIB_position");
+ glBindAttribLocation(pgm, 1, "ATTRIB_color");
+ glBindAttribLocation(pgm, 2, "ATTRIB_normal");
+ glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
+
+ //LOGE("e2 %x", glGetError());
+ glLinkProgram(pgm);
+ //LOGE("e3 %x", glGetError());
+ GLint linkStatus = GL_FALSE;
+ glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
+ if (linkStatus != GL_TRUE) {
+ GLint bufLength = 0;
+ glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
+ if (bufLength) {
+ char* buf = (char*) malloc(bufLength);
+ if (buf) {
+ glGetProgramInfoLog(pgm, bufLength, NULL, buf);
+ LOGE("Could not link program:\n%s\n", buf);
+ free(buf);
+ }
+ }
+ glDeleteProgram(pgm);
+ rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, "Error linking GL Programs");
+ return false;
+ }
+
+ for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
+ e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
+ e->vtxAttrs[ct].name = vtx->getAttribName(ct).string();
+ if (rsc->props.mLogShaders) {
+ LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot);
+ }
+ }
+
+ populateUniformData(vtx, pgm, e->vtxUniforms);
+ populateUniformData(frag, pgm, e->fragUniforms);
+
+ // Only populate this list if we have arrays in our uniforms
+ UniformQueryData **uniformList = NULL;
+ GLint numUniforms = 0;
+ bool hasArrays = hasArrayUniforms(vtx, frag);
+ if (hasArrays) {
+ // Get the number of active uniforms and the length of the longest name
+ glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
+ GLint maxNameLength = 0;
+ glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
+ if (numUniforms > 0 && maxNameLength > 0) {
+ uniformList = new UniformQueryData*[numUniforms];
+ // Iterate over all the uniforms and build the list we
+ // can later use to match our uniforms to
+ for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
+ uniformList[ct] = new UniformQueryData(maxNameLength);
+ glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
+ &uniformList[ct]->arraySize, &uniformList[ct]->type,
+ uniformList[ct]->name);
+ //LOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
+ // uniformList[ct]->arraySize, uniformList[ct]->name);
+ }
+ }
+ }
+
+ // We now know the highest index of all of the array uniforms
+ // and we need to update our cache to reflect that
+ // we may have declared [n], but only m < n elements are used
+ updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
+ uniformList, (uint32_t)numUniforms);
+ updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
+ uniformList, (uint32_t)numUniforms);
+
+ // Clean up the uniform data from GL
+ if (uniformList != NULL) {
+ for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
+ delete uniformList[ct];
+ }
+ delete[] uniformList;
+ uniformList = NULL;
+ }
+ }
+
+ //LOGV("SC made program %i", e->program);
+ glUseProgram(e->program);
+ rsc->checkError("RsdShaderCache::link (miss)");
+
+ return true;
+}
+
+int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
+ for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
+ if (attrName == mCurrent->vtxAttrs[ct].name) {
+ return mCurrent->vtxAttrs[ct].slot;
+ }
+ }
+ return -1;
+}
+
+void RsdShaderCache::cleanupVertex(uint32_t id) {
+ int32_t numEntries = (int32_t)mEntries.size();
+ for (int32_t ct = 0; ct < numEntries; ct ++) {
+ if (mEntries[ct]->vtx == id) {
+ glDeleteProgram(mEntries[ct]->program);
+
+ delete mEntries[ct];
+ mEntries.removeAt(ct);
+ numEntries = (int32_t)mEntries.size();
+ ct --;
+ }
+ }
+}
+
+void RsdShaderCache::cleanupFragment(uint32_t id) {
+ int32_t numEntries = (int32_t)mEntries.size();
+ for (int32_t ct = 0; ct < numEntries; ct ++) {
+ if (mEntries[ct]->frag == id) {
+ glDeleteProgram(mEntries[ct]->program);
+
+ delete mEntries[ct];
+ mEntries.removeAt(ct);
+ numEntries = (int32_t)mEntries.size();
+ ct --;
+ }
+ }
+}
+
+void RsdShaderCache::cleanupAll() {
+ for (uint32_t ct=0; ct < mEntries.size(); ct++) {
+ glDeleteProgram(mEntries[ct]->program);
+ free(mEntries[ct]);
+ }
+ mEntries.clear();
+}
+