1 /*
2 * Copyright (C) 2011-2012 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17 #include <rs_hal.h>
18 #include <rsContext.h>
19
20 #include "rsdShader.h"
21 #include "rsdShaderCache.h"
22 #include "rsdGL.h"
23
24 #include <GLES/gl.h>
25 #include <GLES2/gl2.h>
26
27 using android::renderscript::Context;
28
RsdShaderCache()29 RsdShaderCache::RsdShaderCache() {
30 mVertexDirty = true;
31 mFragmentDirty = true;
32 }
33
~RsdShaderCache()34 RsdShaderCache::~RsdShaderCache() {
35 cleanupAll();
36 }
37
updateUniformArrayData(const Context * rsc,RsdShader * prog,uint32_t linkedID,UniformData * data,const char * logTag,UniformQueryData ** uniformList,uint32_t uniListSize)38 void RsdShaderCache::updateUniformArrayData(const Context *rsc,
39 RsdShader *prog,
40 uint32_t linkedID,
41 UniformData *data,
42 const char* logTag,
43 UniformQueryData **uniformList,
44 uint32_t uniListSize) {
45
46 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
47 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
48 //Iterate over the list of active GL uniforms and find highest array index
49 for (uint32_t ui = 0; ui < uniListSize; ui ++) {
50 if (prog->getUniformName(ct) == uniformList[ui]->name) {
51 data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
52 break;
53 }
54 }
55 }
56
57 if (rsc->props.mLogShaders) {
58 ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
59 prog->getUniformName(ct).c_str(), data[ct].slot,
60 data[ct].arraySize);
61 }
62 }
63 }
64
populateUniformData(RsdShader * prog,uint32_t linkedID,UniformData * data)65 void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
66 UniformData *data) {
67 for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
68 data[ct].slot = glGetUniformLocation(linkedID,
69 prog->getUniformName(ct).c_str());
70 data[ct].arraySize = prog->getUniformArraySize(ct);
71 }
72 }
73
hasArrayUniforms(RsdShader * vtx,RsdShader * frag)74 bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
75 UniformData *data = mCurrent->vtxUniforms;
76 for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
77 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
78 return true;
79 }
80 }
81 data = mCurrent->fragUniforms;
82 for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
83 if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
84 return true;
85 }
86 }
87 return false;
88 }
89
setup(const Context * rsc)90 bool RsdShaderCache::setup(const Context *rsc) {
91 if (!mVertexDirty && !mFragmentDirty) {
92 return true;
93 }
94
95 if (!link(rsc)) {
96 return false;
97 }
98
99 if (mFragmentDirty) {
100 mFragment->setup(rsc, this);
101 mFragmentDirty = false;
102 }
103 if (mVertexDirty) {
104 mVertex->setup(rsc, this);
105 mVertexDirty = false;
106 }
107
108 return true;
109 }
110
link(const Context * rsc)111 bool RsdShaderCache::link(const Context *rsc) {
112
113 RsdShader *vtx = mVertex;
114 RsdShader *frag = mFragment;
115
116 uint32_t vID = vtx->getStateBasedShaderID(rsc);
117 uint32_t fID = frag->getStateBasedShaderID(rsc);
118
119 // Don't try to cache if shaders failed to load
120 if (!vID || !fID) {
121 return false;
122 }
123 uint32_t entryCount = mEntries.size();
124 for (uint32_t ct = 0; ct < entryCount; ct ++) {
125 if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
126 //ALOGV("SC using program %i", mEntries[ct]->program);
127 glUseProgram(mEntries[ct]->program);
128 mCurrent = mEntries[ct];
129 //ALOGV("RsdShaderCache hit, using %i", ct);
130 rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
131 return true;
132 }
133 }
134
135 ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
136 vtx->getUniformCount(),
137 frag->getUniformCount());
138 mEntries.push_back(e);
139 mCurrent = e;
140 e->vtx = vID;
141 e->frag = fID;
142 e->program = glCreateProgram();
143 if (e->program) {
144 GLuint pgm = e->program;
145 glAttachShader(pgm, vID);
146 //ALOGE("e1 %x", glGetError());
147 glAttachShader(pgm, fID);
148
149 glBindAttribLocation(pgm, 0, "ATTRIB_position");
150 glBindAttribLocation(pgm, 1, "ATTRIB_color");
151 glBindAttribLocation(pgm, 2, "ATTRIB_normal");
152 glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
153
154 //ALOGE("e2 %x", glGetError());
155 glLinkProgram(pgm);
156 //ALOGE("e3 %x", glGetError());
157 GLint linkStatus = GL_FALSE;
158 glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
159 if (linkStatus != GL_TRUE) {
160 GLint bufLength = 0;
161 glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
162 if (bufLength) {
163 char* buf = (char*) malloc(bufLength);
164 if (buf) {
165 glGetProgramInfoLog(pgm, bufLength, nullptr, buf);
166 rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
167 free(buf);
168 }
169 }
170 glDeleteProgram(pgm);
171 return false;
172 }
173
174 for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
175 e->vtxAttrs[ct].slot =
176 glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
177 e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
178 if (rsc->props.mLogShaders) {
179 ALOGV("vtx A %i, %s = %d\n", ct,
180 vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
181 }
182 }
183
184 populateUniformData(vtx, pgm, e->vtxUniforms);
185 populateUniformData(frag, pgm, e->fragUniforms);
186
187 // Only populate this list if we have arrays in our uniforms
188 UniformQueryData **uniformList = nullptr;
189 GLint numUniforms = 0;
190 bool hasArrays = hasArrayUniforms(vtx, frag);
191 if (hasArrays) {
192 // Get the number of active uniforms and the length of the longest name
193 glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
194 GLint maxNameLength = 0;
195 glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
196 if (numUniforms > 0 && maxNameLength > 0) {
197 uniformList = new UniformQueryData*[numUniforms];
198 // Iterate over all the uniforms and build the list we
199 // can later use to match our uniforms to
200 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
201 uniformList[ct] = new UniformQueryData(maxNameLength);
202 glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
203 &uniformList[ct]->arraySize, &uniformList[ct]->type,
204 uniformList[ct]->name);
205 //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
206 // uniformList[ct]->arraySize, uniformList[ct]->name);
207 }
208 }
209 }
210
211 // We now know the highest index of all of the array uniforms
212 // and we need to update our cache to reflect that
213 // we may have declared [n], but only m < n elements are used
214 updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
215 uniformList, (uint32_t)numUniforms);
216 updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
217 uniformList, (uint32_t)numUniforms);
218
219 // Clean up the uniform data from GL
220 if (uniformList != nullptr) {
221 for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
222 delete uniformList[ct];
223 }
224 delete[] uniformList;
225 uniformList = nullptr;
226 }
227 }
228
229 //ALOGV("SC made program %i", e->program);
230 glUseProgram(e->program);
231 rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
232
233 return true;
234 }
235
vtxAttribSlot(const std::string & attrName) const236 int32_t RsdShaderCache::vtxAttribSlot(const std::string &attrName) const {
237 for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
238 if (attrName == mCurrent->vtxAttrs[ct].name) {
239 return mCurrent->vtxAttrs[ct].slot;
240 }
241 }
242 return -1;
243 }
244
cleanupVertex(RsdShader * s)245 void RsdShaderCache::cleanupVertex(RsdShader *s) {
246 int32_t numEntries = (int32_t)mEntries.size();
247 uint32_t numShaderIDs = s->getStateBasedIDCount();
248 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
249 uint32_t id = s->getStateBasedID(sId);
250 for (int32_t ct = 0; ct < numEntries; ct ++) {
251 if (mEntries[ct]->vtx == id) {
252 glDeleteProgram(mEntries[ct]->program);
253
254 delete mEntries[ct];
255 mEntries.erase(mEntries.begin() + ct);
256 numEntries = (int32_t)mEntries.size();
257 ct --;
258 }
259 }
260 }
261 }
262
cleanupFragment(RsdShader * s)263 void RsdShaderCache::cleanupFragment(RsdShader *s) {
264 int32_t numEntries = (int32_t)mEntries.size();
265 uint32_t numShaderIDs = s->getStateBasedIDCount();
266 for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
267 uint32_t id = s->getStateBasedID(sId);
268 for (int32_t ct = 0; ct < numEntries; ct ++) {
269 if (mEntries[ct]->frag == id) {
270 glDeleteProgram(mEntries[ct]->program);
271
272 delete mEntries[ct];
273 mEntries.erase(mEntries.begin() + ct);
274 numEntries = (int32_t)mEntries.size();
275 ct --;
276 }
277 }
278 }
279 }
280
cleanupAll()281 void RsdShaderCache::cleanupAll() {
282 for (uint32_t ct=0; ct < mEntries.size(); ct++) {
283 glDeleteProgram(mEntries[ct]->program);
284 free(mEntries[ct]);
285 }
286 mEntries.clear();
287 }
288