diff options
Diffstat (limited to 'libs/rs/rsShaderCache.cpp')
-rw-r--r-- | libs/rs/rsShaderCache.cpp | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/libs/rs/rsShaderCache.cpp b/libs/rs/rsShaderCache.cpp new file mode 100644 index 0000000..4b16677 --- /dev/null +++ b/libs/rs/rsShaderCache.cpp @@ -0,0 +1,147 @@ +/* + * Copyright (C) 2009 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 "rsContext.h" + +#include <GLES/gl.h> +#include <GLES2/gl2.h> + +using namespace android; +using namespace android::renderscript; + + +ShaderCache::ShaderCache() +{ + mEntryCount = 0; + mEntryAllocationCount = 16; + mEntries = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t)); +} + +ShaderCache::~ShaderCache() +{ + for (uint32_t ct=0; ct < mEntryCount; ct++) { + glDeleteProgram(mEntries[ct].program); + } + + mEntryCount = 0; + mEntryAllocationCount = 0; + free(mEntries); +} + +bool ShaderCache::lookup(ProgramVertex *vtx, ProgramFragment *frag) +{ + if (!vtx->getShaderID()) { + vtx->loadShader(); + } + if (!frag->getShaderID()) { + frag->loadShader(); + } + //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]; + //LOGV("ShaderCache hit, using %i", ct); + 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); + //LOGE("e0 %x", glGetError()); + + entry_t *e = &mEntries[mEntryCount]; + mCurrent = e; + e->vtx = vtx->getShaderID(); + e->frag = frag->getShaderID(); + e->program = glCreateProgram(); + if (mEntries[mEntryCount].program) { + GLuint pgm = e->program; + glAttachShader(pgm, vtx->getShaderID()); + //LOGE("e1 %x", glGetError()); + glAttachShader(pgm, frag->getShaderID()); + + glBindAttribLocation(pgm, VertexArray::POSITION, "attrib_Position"); + glBindAttribLocation(pgm, VertexArray::COLOR, "attrib_Color"); + + + //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); + } + for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) { + e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct)); + LOGV("vtx A, %s = %d\n", vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]); + } + for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { + e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct)); + LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]); + } + for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { + e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct)); + LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]); + } + } + + //LOGV("SC made program %i", e->program); + glUseProgram(e->program); + mEntryCount++; + return true; +} + +void ShaderCache::cleanupVertex(uint32_t id) +{ +} + +void ShaderCache::cleanupFragment(uint32_t id) +{ +} + +void ShaderCache::cleanupAll() +{ +} + |