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 <GLES2/gl2.h>
18 #include <GLES2/gl2ext.h>
19 
20 #include <rs_hal.h>
21 #include <rsContext.h>
22 #include <rsProgram.h>
23 
24 #include "rsdCore.h"
25 #include "rsdAllocation.h"
26 #include "rsdShader.h"
27 #include "rsdShaderCache.h"
28 
29 using android::renderscript::Allocation;
30 using android::renderscript::Context;
31 using android::renderscript::Element;
32 using android::renderscript::Program;
33 using android::renderscript::Sampler;
34 using android::renderscript::rsMin;
35 
RsdShader(const Program * p,uint32_t type,const char * shaderText,size_t shaderLength,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)36 RsdShader::RsdShader(const Program *p, uint32_t type,
37                      const char * shaderText, size_t shaderLength,
38                      const char** textureNames, size_t textureNamesCount,
39                      const size_t *textureNamesLength) {
40     mUserShader.replace(0, shaderLength, shaderText);
41     mRSProgram = p;
42     mType = type;
43     initMemberVars();
44     initAttribAndUniformArray();
45     init(textureNames, textureNamesCount, textureNamesLength);
46 
47     for(size_t i=0; i < textureNamesCount; i++) {
48         mTextureNames.push_back(std::string(textureNames[i], textureNamesLength[i]));
49     }
50 }
51 
~RsdShader()52 RsdShader::~RsdShader() {
53     for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
54         StateBasedKey *state = mStateBasedShaders.at(i);
55         if (state->mShaderID) {
56             glDeleteShader(state->mShaderID);
57         }
58         delete state;
59     }
60 
61     delete[] mAttribNames;
62     delete[] mUniformNames;
63     delete[] mUniformArraySizes;
64 }
65 
initMemberVars()66 void RsdShader::initMemberVars() {
67     mDirty = true;
68     mAttribCount = 0;
69     mUniformCount = 0;
70 
71     mAttribNames = nullptr;
72     mUniformNames = nullptr;
73     mUniformArraySizes = nullptr;
74     mCurrentState = nullptr;
75 
76     mIsValid = false;
77 }
78 
getExistingState()79 RsdShader::StateBasedKey *RsdShader::getExistingState() {
80     RsdShader::StateBasedKey *returnKey = nullptr;
81 
82     for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
83         returnKey = mStateBasedShaders.at(i);
84 
85         for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
86             uint32_t texType = 0;
87             if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
88                 Allocation *a = mRSProgram->mHal.state.textures[ct];
89                 if (a && a->mHal.state.surfaceTextureID) {
90                     texType = GL_TEXTURE_EXTERNAL_OES;
91                 } else {
92                     texType = GL_TEXTURE_2D;
93                 }
94             } else {
95                 texType = GL_TEXTURE_CUBE_MAP;
96             }
97             if (texType != returnKey->mTextureTargets[ct]) {
98                 returnKey = nullptr;
99                 break;
100             }
101         }
102     }
103     return returnKey;
104 }
105 
getStateBasedShaderID(const Context * rsc)106 uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
107     StateBasedKey *state = getExistingState();
108     if (state != nullptr) {
109         mCurrentState = state;
110         return mCurrentState->mShaderID;
111     }
112     // We have not created a shader for this particular state yet
113     state = new StateBasedKey(mTextureCount);
114     mCurrentState = state;
115     mStateBasedShaders.push_back(state);
116     createShader();
117     loadShader(rsc);
118     return mCurrentState->mShaderID;
119 }
120 
init(const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)121 void RsdShader::init(const char** textureNames, size_t textureNamesCount,
122                      const size_t *textureNamesLength) {
123     uint32_t attribCount = 0;
124     uint32_t uniformCount = 0;
125     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
126         initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
127                            nullptr, &attribCount, RS_SHADER_ATTR);
128     }
129     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
130         initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
131                            mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
132     }
133 
134     mTextureUniformIndexStart = uniformCount;
135     for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
136         mUniformNames[uniformCount] = "UNI_";
137         mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
138         mUniformArraySizes[uniformCount] = 1;
139         uniformCount++;
140     }
141 }
142 
getGLSLInputString() const143 std::string RsdShader::getGLSLInputString() const {
144     std::string s;
145     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
146         const Element *e = mRSProgram->mHal.state.inputElements[ct];
147         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
148             const Element *f = e->mHal.state.fields[field];
149 
150             // Cannot be complex
151             rsAssert(!f->mHal.state.fieldsCount);
152             switch (f->mHal.state.vectorSize) {
153             case 1: s.append("attribute float ATTRIB_"); break;
154             case 2: s.append("attribute vec2 ATTRIB_"); break;
155             case 3: s.append("attribute vec3 ATTRIB_"); break;
156             case 4: s.append("attribute vec4 ATTRIB_"); break;
157             default:
158                 rsAssert(0);
159             }
160 
161             s.append(e->mHal.state.fieldNames[field]);
162             s.append(";\n");
163         }
164     }
165     return s;
166 }
167 
appendAttributes()168 void RsdShader::appendAttributes() {
169     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
170         const Element *e = mRSProgram->mHal.state.inputElements[ct];
171         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
172             const Element *f = e->mHal.state.fields[field];
173             const char *fn = e->mHal.state.fieldNames[field];
174 
175             // Cannot be complex
176             rsAssert(!f->mHal.state.fieldsCount);
177             switch (f->mHal.state.vectorSize) {
178             case 1: mShader.append("attribute float ATTRIB_"); break;
179             case 2: mShader.append("attribute vec2 ATTRIB_"); break;
180             case 3: mShader.append("attribute vec3 ATTRIB_"); break;
181             case 4: mShader.append("attribute vec4 ATTRIB_"); break;
182             default:
183                 rsAssert(0);
184             }
185 
186             mShader.append(fn);
187             mShader.append(";\n");
188         }
189     }
190 }
191 
appendTextures()192 void RsdShader::appendTextures() {
193 
194     // TODO: this does not yet handle cases where the texture changes between IO
195     // input and local
196     bool appendUsing = true;
197     for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
198         if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
199             Allocation *a = mRSProgram->mHal.state.textures[ct];
200             if (a && a->mHal.state.surfaceTextureID) {
201                 if(appendUsing) {
202                     mShader.append("#extension GL_OES_EGL_image_external : require\n");
203                     appendUsing = false;
204                 }
205                 mShader.append("uniform samplerExternalOES UNI_");
206                 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
207             } else {
208                 mShader.append("uniform sampler2D UNI_");
209                 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
210             }
211         } else {
212             mShader.append("uniform samplerCube UNI_");
213             mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
214         }
215 
216         mShader.append(mTextureNames[ct]);
217         mShader.append(";\n");
218     }
219 }
220 
createShader()221 bool RsdShader::createShader() {
222     mShader.clear();
223     if (mType == GL_FRAGMENT_SHADER) {
224         mShader.append("precision mediump float;\n");
225     }
226     appendUserConstants();
227     appendAttributes();
228     appendTextures();
229     mShader.append(mUserShader);
230 
231     return true;
232 }
233 
loadShader(const Context * rsc)234 bool RsdShader::loadShader(const Context *rsc) {
235     mCurrentState->mShaderID = glCreateShader(mType);
236     rsAssert(mCurrentState->mShaderID);
237 
238     if(!mShader.length()) {
239         createShader();
240     }
241 
242     if (rsc->props.mLogShaders) {
243         ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
244         ALOGV("%s", mShader.c_str());
245     }
246 
247     if (mCurrentState->mShaderID) {
248         const char * ss = mShader.c_str();
249         RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
250         RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
251 
252         GLint compiled = 0;
253         RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
254         if (!compiled) {
255             GLint infoLen = 0;
256             RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
257             if (infoLen) {
258                 char* buf = (char*) malloc(infoLen);
259                 if (buf) {
260                     RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
261                     rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
262                     free(buf);
263                 }
264                 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
265                 mCurrentState->mShaderID = 0;
266                 return false;
267             }
268         }
269     }
270 
271     if (rsc->props.mLogShaders) {
272         ALOGV("--Shader load result %x ", glGetError());
273     }
274     mIsValid = true;
275     return true;
276 }
277 
appendUserConstants()278 void RsdShader::appendUserConstants() {
279     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
280         const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
281         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
282             const Element *f = e->mHal.state.fields[field];
283             const char *fn = e->mHal.state.fieldNames[field];
284 
285             // Cannot be complex
286             rsAssert(!f->mHal.state.fieldsCount);
287             if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
288                 mShader.append("uniform mat4 UNI_");
289             } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
290                 mShader.append("uniform mat3 UNI_");
291             } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
292                 mShader.append("uniform mat2 UNI_");
293             } else {
294                 switch (f->mHal.state.vectorSize) {
295                 case 1: mShader.append("uniform float UNI_"); break;
296                 case 2: mShader.append("uniform vec2 UNI_"); break;
297                 case 3: mShader.append("uniform vec3 UNI_"); break;
298                 case 4: mShader.append("uniform vec4 UNI_"); break;
299                 default:
300                     rsAssert(0);
301                 }
302             }
303 
304             mShader.append(fn);
305             if (e->mHal.state.fieldArraySizes[field] > 1) {
306                 mShader += "[";
307                 mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
308                 mShader += "]";
309             }
310             mShader.append(";\n");
311         }
312     }
313 }
314 
logUniform(const Element * field,const float * fd,uint32_t arraySize)315 void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
316     RsDataType dataType = field->mHal.state.dataType;
317     uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
318     for (uint32_t i = 0; i < arraySize; i ++) {
319         if (arraySize > 1) {
320             ALOGV("Array Element [%u]", i);
321         }
322         if (dataType == RS_TYPE_MATRIX_4X4) {
323             ALOGV("Matrix4x4");
324             ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
325             ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
326             ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
327             ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
328         } else if (dataType == RS_TYPE_MATRIX_3X3) {
329             ALOGV("Matrix3x3");
330             ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
331             ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
332             ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
333         } else if (dataType == RS_TYPE_MATRIX_2X2) {
334             ALOGV("Matrix2x2");
335             ALOGV("{%f, %f",  fd[0], fd[2]);
336             ALOGV(" %f, %f}", fd[1], fd[3]);
337         } else {
338             switch (field->mHal.state.vectorSize) {
339             case 1:
340                 ALOGV("Uniform 1 = %f", fd[0]);
341                 break;
342             case 2:
343                 ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
344                 break;
345             case 3:
346                 ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
347                 break;
348             case 4:
349                 ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
350                 break;
351             default:
352                 rsAssert(0);
353             }
354         }
355         ALOGV("Element size %u data=%p", elementSize, fd);
356         fd += elementSize;
357         ALOGV("New data=%p", fd);
358     }
359 }
360 
setUniform(const Context * rsc,const Element * field,const float * fd,int32_t slot,uint32_t arraySize)361 void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
362                          int32_t slot, uint32_t arraySize ) {
363     RsDataType dataType = field->mHal.state.dataType;
364     if (dataType == RS_TYPE_MATRIX_4X4) {
365         RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
366     } else if (dataType == RS_TYPE_MATRIX_3X3) {
367         RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
368     } else if (dataType == RS_TYPE_MATRIX_2X2) {
369         RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
370     } else {
371         switch (field->mHal.state.vectorSize) {
372         case 1:
373             RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
374             break;
375         case 2:
376             RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
377             break;
378         case 3:
379             RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
380             break;
381         case 4:
382             RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
383             break;
384         default:
385             rsAssert(0);
386         }
387     }
388 }
389 
setupSampler(const Context * rsc,const Sampler * s,const Allocation * tex)390 void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
391     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
392 
393     GLenum trans[] = {
394         GL_NEAREST, //RS_SAMPLER_NEAREST,
395         GL_LINEAR, //RS_SAMPLER_LINEAR,
396         GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
397         GL_REPEAT, //RS_SAMPLER_WRAP,
398         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
399         GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
400     };
401 
402     GLenum transNP[] = {
403         GL_NEAREST, //RS_SAMPLER_NEAREST,
404         GL_LINEAR, //RS_SAMPLER_LINEAR,
405         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
406         GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
407         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
408         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
409     };
410 
411     // This tells us the correct texture type
412     DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
413     const GLenum target = drvTex->glTarget;
414     if (!target) {
415         // this can happen if the user set the wrong allocation flags.
416         rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
417         return;
418     }
419 
420     if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
421         if (tex->getHasGraphicsMipmaps() &&
422             (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
423             if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
424                 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
425                             trans[s->mHal.state.minFilter]);
426             } else {
427                 switch (trans[s->mHal.state.minFilter]) {
428                 case GL_LINEAR_MIPMAP_LINEAR:
429                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
430                                 GL_LINEAR_MIPMAP_NEAREST);
431                     break;
432                 default:
433                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
434                                 trans[s->mHal.state.minFilter]);
435                     break;
436                 }
437             }
438         } else {
439             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
440                         transNP[s->mHal.state.minFilter]);
441         }
442         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
443                     transNP[s->mHal.state.magFilter]);
444         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
445         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
446     } else {
447         if (tex->getHasGraphicsMipmaps()) {
448             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
449                         trans[s->mHal.state.minFilter]);
450         } else {
451             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
452                         transNP[s->mHal.state.minFilter]);
453         }
454         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
455         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
456         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
457     }
458 
459     float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
460     if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
461         RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
462     }
463 
464     rsdGLCheckError(rsc, "Sampler::setup tex env");
465 }
466 
setupTextures(const Context * rsc,RsdShaderCache * sc)467 void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
468     if (mRSProgram->mHal.state.texturesCount == 0) {
469         return;
470     }
471 
472     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
473 
474     uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
475     uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
476     if (numTexturesToBind >= numTexturesAvailable) {
477         ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
478              mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
479         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
480         numTexturesToBind = numTexturesAvailable;
481     }
482 
483     for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
484         RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
485         RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
486 
487         if (!mRSProgram->mHal.state.textures[ct]) {
488             // if nothing is bound, reset to default GL texture
489             RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
490             continue;
491         }
492 
493         DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
494 
495         if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
496             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
497             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
498             ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
499                   this, ct);
500             rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
501         }
502         RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
503         rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
504         if (mRSProgram->mHal.state.samplers[ct]) {
505             setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
506                          mRSProgram->mHal.state.textures[ct]);
507         } else {
508             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509                 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
510             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
511                 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
512             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
513                 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
514             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
515                 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
516             rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
517         }
518         rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
519     }
520 
521     RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
522     mDirty = false;
523     rsdGLCheckError(rsc, "ProgramFragment::setup");
524 }
525 
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)526 void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
527     uint32_t uidx = 0;
528     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
529         Allocation *alloc = mRSProgram->mHal.state.constants[ct];
530 
531         if (!alloc) {
532             ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
533                   this, ct);
534             rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
535             continue;
536         }
537 
538         const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
539         const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
540         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
541             const Element *f = e->mHal.state.fields[field];
542             const char *fieldName = e->mHal.state.fieldNames[field];
543 
544             uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
545             const float *fd = reinterpret_cast<const float *>(&data[offset]);
546 
547             int32_t slot = -1;
548             uint32_t arraySize = 1;
549             if (!isFragment) {
550                 slot = sc->vtxUniformSlot(uidx);
551                 arraySize = sc->vtxUniformSize(uidx);
552             } else {
553                 slot = sc->fragUniformSlot(uidx);
554                 arraySize = sc->fragUniformSize(uidx);
555             }
556             if (rsc->props.mLogShadersUniforms) {
557                 ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
558                      slot, offset, ct, field, uidx, fieldName);
559             }
560             uidx ++;
561             if (slot < 0) {
562                 continue;
563             }
564 
565             if (rsc->props.mLogShadersUniforms) {
566                 logUniform(f, fd, arraySize);
567             }
568             setUniform(rsc, f, fd, slot, arraySize);
569         }
570     }
571 }
572 
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)573 void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
574 
575     setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
576     setupTextures(rsc, sc);
577 }
578 
initAttribAndUniformArray()579 void RsdShader::initAttribAndUniformArray() {
580     mAttribCount = 0;
581     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
582         const Element *elem = mRSProgram->mHal.state.inputElements[ct];
583         mAttribCount += elem->mHal.state.fieldsCount;
584     }
585 
586     mUniformCount = 0;
587     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
588         const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
589         mUniformCount += elem->mHal.state.fieldsCount;
590     }
591     mUniformCount += mRSProgram->mHal.state.texturesCount;
592 
593     if (mAttribCount) {
594         mAttribNames = new std::string[mAttribCount];
595     }
596     if (mUniformCount) {
597         mUniformNames = new std::string[mUniformCount];
598         mUniformArraySizes = new uint32_t[mUniformCount];
599     }
600 
601     mTextureCount = mRSProgram->mHal.state.texturesCount;
602 }
603 
initAddUserElement(const Element * e,std::string * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)604 void RsdShader::initAddUserElement(const Element *e, std::string *names,
605                                    uint32_t *arrayLengths, uint32_t *count,
606                                    const char *prefix) {
607     rsAssert(e->mHal.state.fieldsCount);
608     for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
609         const Element *ce = e->mHal.state.fields[ct];
610         if (ce->mHal.state.fieldsCount) {
611             initAddUserElement(ce, names, arrayLengths, count, prefix);
612         } else {
613             std::string tmp(prefix);
614             tmp.append(e->mHal.state.fieldNames[ct]);
615             names[*count] = tmp;
616             if (arrayLengths) {
617                 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
618             }
619             (*count)++;
620         }
621     }
622 }
623