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Diffstat (limited to 'libs/rs/driver/rsdShaderCache.cpp')
-rw-r--r-- | libs/rs/driver/rsdShaderCache.cpp | 282 |
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 index 0000000..18a8225 --- /dev/null +++ b/libs/rs/driver/rsdShaderCache.cpp @@ -0,0 +1,282 @@ +/* + * 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(); +} + |