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-rw-r--r--libs/rs/rsShaderCache.cpp235
1 files changed, 160 insertions, 75 deletions
diff --git a/libs/rs/rsShaderCache.cpp b/libs/rs/rsShaderCache.cpp
index 4711d1b..45384c9 100644
--- a/libs/rs/rsShaderCache.cpp
+++ b/libs/rs/rsShaderCache.cpp
@@ -14,96 +14,123 @@
* limitations under the License.
*/
+#ifndef ANDROID_RS_BUILD_FOR_HOST
#include "rsContext.h"
-
#include <GLES/gl.h>
#include <GLES2/gl2.h>
+#else
+#include "rsContextHostStub.h"
+#include <OpenGL/gl.h>
+#endif //ANDROID_RS_BUILD_FOR_HOST
using namespace android;
using namespace android::renderscript;
-ShaderCache::ShaderCache()
-{
- mEntryCount = 0;
- mEntryAllocationCount = 16;
- mEntries = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t));
+ShaderCache::ShaderCache() {
+ mEntries.setCapacity(16);
+}
+
+ShaderCache::~ShaderCache() {
+ for (uint32_t ct=0; ct < mEntries.size(); ct++) {
+ glDeleteProgram(mEntries[ct]->program);
+ free(mEntries[ct]);
+ }
}
-ShaderCache::~ShaderCache()
-{
- for (uint32_t ct=0; ct < mEntryCount; ct++) {
- glDeleteProgram(mEntries[ct].program);
+void ShaderCache::updateUniformArrayData(Context *rsc, Program *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);
+ }
}
+}
- mEntryCount = 0;
- mEntryAllocationCount = 0;
- free(mEntries);
+void ShaderCache::populateUniformData(Program *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 ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag)
-{
+bool ShaderCache::hasArrayUniforms(ProgramVertex *vtx, ProgramFragment *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 ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag) {
if (!vtx->getShaderID()) {
vtx->loadShader(rsc);
}
if (!frag->getShaderID()) {
frag->loadShader(rsc);
}
- //LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
-
- for (uint32_t ct=0; ct < mEntryCount; 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];
+ // Don't try to cache if shaders failed to load
+ if (!vtx->getShaderID() || !frag->getShaderID()) {
+ return false;
+ }
+ //LOGV("ShaderCache 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("ShaderCache hit, using %i", ct);
rsc->checkError("ShaderCache::lookup (hit)");
return true;
}
}
- // Not in cache, add it.
-
- if (mEntryAllocationCount == mEntryCount) {
- // Out of space, make some.
- mEntryAllocationCount *= 2;
- entry_t *e = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t));
- if (!e) {
- LOGE("Out of memory for ShaderCache::lookup");
- return false;
- }
- memcpy(e, mEntries, sizeof(entry_t) * mEntryCount);
- free(mEntries);
- mEntries = e;
- }
- //LOGV("ShaderCache miss, using %i", mEntryCount);
+ //LOGV("ShaderCache miss");
//LOGE("e0 %x", glGetError());
-
- entry_t *e = &mEntries[mEntryCount];
+ 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();
- e->mUserVertexProgram = vtx->isUserProgram();
- if (mEntries[mEntryCount].program) {
+ if (e->program) {
GLuint pgm = e->program;
glAttachShader(pgm, vtx->getShaderID());
//LOGE("e1 %x", glGetError());
glAttachShader(pgm, frag->getShaderID());
if (!vtx->isUserProgram()) {
- glBindAttribLocation(pgm, 0, "ATTRIB_LegacyPosition");
- glBindAttribLocation(pgm, 1, "ATTRIB_LegacyColor");
- glBindAttribLocation(pgm, 2, "ATTRIB_LegacyNormal");
- glBindAttribLocation(pgm, 3, "ATTRIB_LegacyPointSize");
- glBindAttribLocation(pgm, 4, "ATTRIB_LegacyTexture");
- e->mVtxAttribSlots[RS_KIND_POSITION] = 0;
- e->mVtxAttribSlots[RS_KIND_COLOR] = 1;
- e->mVtxAttribSlots[RS_KIND_NORMAL] = 2;
- e->mVtxAttribSlots[RS_KIND_POINT_SIZE] = 3;
- e->mVtxAttribSlots[RS_KIND_TEXTURE] = 4;
+ glBindAttribLocation(pgm, 0, "ATTRIB_position");
+ glBindAttribLocation(pgm, 1, "ATTRIB_color");
+ glBindAttribLocation(pgm, 2, "ATTRIB_normal");
+ glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
}
//LOGE("e2 %x", glGetError());
@@ -123,48 +150,106 @@ bool ShaderCache::lookup(Context *rsc, ProgramVertex *vtx, ProgramFragment *frag
}
}
glDeleteProgram(pgm);
- rsc->setError(RS_ERROR_BAD_SHADER, "Error linking GL Programs");
+ rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, "Error linking GL Programs");
return false;
}
- if (vtx->isUserProgram()) {
- for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) {
- e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct));
- if (rsc->props.mLogShaders) {
- LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
- }
+
+ 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);
}
}
- for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
- e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct));
- if (rsc->props.mLogShaders) {
- LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]);
+
+ 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);
+ }
}
}
- for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
- e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct));
- if (rsc->props.mLogShaders) {
- LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]);
+
+ // 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;
}
}
- e->mIsValid = true;
//LOGV("SC made program %i", e->program);
glUseProgram(e->program);
- mEntryCount++;
rsc->checkError("ShaderCache::lookup (miss)");
return true;
}
-void ShaderCache::cleanupVertex(uint32_t id)
-{
+int32_t ShaderCache::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 ShaderCache::cleanupFragment(uint32_t id)
-{
+void ShaderCache::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 ShaderCache::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 ShaderCache::cleanupAll()
-{
+void ShaderCache::cleanupAll() {
}