/* * 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. */ #ifndef ANDROID_RS_BUILD_FOR_HOST #include "rsContext.h" #include #include #else #include "rsContextHostStub.h" #include #endif //ANDROID_RS_BUILD_FOR_HOST using namespace android; using namespace android::renderscript; ShaderCache::ShaderCache() { mEntries.setCapacity(16); } ShaderCache::~ShaderCache() { for (uint32_t ct=0; ct < mEntries.size(); ct++) { glDeleteProgram(mEntries[ct]->program); free(mEntries[ct]); } } 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); } } } 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::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); } // 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; } } //LOGV("ShaderCache 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()); if (!vtx->isUserProgram()) { 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_BAD_SHADER, "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("ShaderCache::lookup (miss)"); return true; } 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::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() { }