xref: /aosp_15_r20/frameworks/rs/driver/rsdShader.cpp (revision e1eccf28f96817838ad6867f7f39d2351ec11f56)
1*e1eccf28SAndroid Build Coastguard Worker /*
2*e1eccf28SAndroid Build Coastguard Worker  * Copyright (C) 2011-2012 The Android Open Source Project
3*e1eccf28SAndroid Build Coastguard Worker  *
4*e1eccf28SAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*e1eccf28SAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*e1eccf28SAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*e1eccf28SAndroid Build Coastguard Worker  *
8*e1eccf28SAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*e1eccf28SAndroid Build Coastguard Worker  *
10*e1eccf28SAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*e1eccf28SAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*e1eccf28SAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*e1eccf28SAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*e1eccf28SAndroid Build Coastguard Worker  * limitations under the License.
15*e1eccf28SAndroid Build Coastguard Worker  */
16*e1eccf28SAndroid Build Coastguard Worker 
17*e1eccf28SAndroid Build Coastguard Worker #include <GLES2/gl2.h>
18*e1eccf28SAndroid Build Coastguard Worker #include <GLES2/gl2ext.h>
19*e1eccf28SAndroid Build Coastguard Worker 
20*e1eccf28SAndroid Build Coastguard Worker #include <rs_hal.h>
21*e1eccf28SAndroid Build Coastguard Worker #include <rsContext.h>
22*e1eccf28SAndroid Build Coastguard Worker #include <rsProgram.h>
23*e1eccf28SAndroid Build Coastguard Worker 
24*e1eccf28SAndroid Build Coastguard Worker #include "rsdCore.h"
25*e1eccf28SAndroid Build Coastguard Worker #include "rsdAllocation.h"
26*e1eccf28SAndroid Build Coastguard Worker #include "rsdShader.h"
27*e1eccf28SAndroid Build Coastguard Worker #include "rsdShaderCache.h"
28*e1eccf28SAndroid Build Coastguard Worker 
29*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Allocation;
30*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Context;
31*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Element;
32*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Program;
33*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::Sampler;
34*e1eccf28SAndroid Build Coastguard Worker using android::renderscript::rsMin;
35*e1eccf28SAndroid Build Coastguard Worker 
RsdShader(const Program * p,uint32_t type,const char * shaderText,size_t shaderLength,const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)36*e1eccf28SAndroid Build Coastguard Worker RsdShader::RsdShader(const Program *p, uint32_t type,
37*e1eccf28SAndroid Build Coastguard Worker                      const char * shaderText, size_t shaderLength,
38*e1eccf28SAndroid Build Coastguard Worker                      const char** textureNames, size_t textureNamesCount,
39*e1eccf28SAndroid Build Coastguard Worker                      const size_t *textureNamesLength) {
40*e1eccf28SAndroid Build Coastguard Worker     mUserShader.replace(0, shaderLength, shaderText);
41*e1eccf28SAndroid Build Coastguard Worker     mRSProgram = p;
42*e1eccf28SAndroid Build Coastguard Worker     mType = type;
43*e1eccf28SAndroid Build Coastguard Worker     initMemberVars();
44*e1eccf28SAndroid Build Coastguard Worker     initAttribAndUniformArray();
45*e1eccf28SAndroid Build Coastguard Worker     init(textureNames, textureNamesCount, textureNamesLength);
46*e1eccf28SAndroid Build Coastguard Worker 
47*e1eccf28SAndroid Build Coastguard Worker     for(size_t i=0; i < textureNamesCount; i++) {
48*e1eccf28SAndroid Build Coastguard Worker         mTextureNames.push_back(std::string(textureNames[i], textureNamesLength[i]));
49*e1eccf28SAndroid Build Coastguard Worker     }
50*e1eccf28SAndroid Build Coastguard Worker }
51*e1eccf28SAndroid Build Coastguard Worker 
~RsdShader()52*e1eccf28SAndroid Build Coastguard Worker RsdShader::~RsdShader() {
53*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
54*e1eccf28SAndroid Build Coastguard Worker         StateBasedKey *state = mStateBasedShaders.at(i);
55*e1eccf28SAndroid Build Coastguard Worker         if (state->mShaderID) {
56*e1eccf28SAndroid Build Coastguard Worker             glDeleteShader(state->mShaderID);
57*e1eccf28SAndroid Build Coastguard Worker         }
58*e1eccf28SAndroid Build Coastguard Worker         delete state;
59*e1eccf28SAndroid Build Coastguard Worker     }
60*e1eccf28SAndroid Build Coastguard Worker 
61*e1eccf28SAndroid Build Coastguard Worker     delete[] mAttribNames;
62*e1eccf28SAndroid Build Coastguard Worker     delete[] mUniformNames;
63*e1eccf28SAndroid Build Coastguard Worker     delete[] mUniformArraySizes;
64*e1eccf28SAndroid Build Coastguard Worker }
65*e1eccf28SAndroid Build Coastguard Worker 
initMemberVars()66*e1eccf28SAndroid Build Coastguard Worker void RsdShader::initMemberVars() {
67*e1eccf28SAndroid Build Coastguard Worker     mDirty = true;
68*e1eccf28SAndroid Build Coastguard Worker     mAttribCount = 0;
69*e1eccf28SAndroid Build Coastguard Worker     mUniformCount = 0;
70*e1eccf28SAndroid Build Coastguard Worker 
71*e1eccf28SAndroid Build Coastguard Worker     mAttribNames = nullptr;
72*e1eccf28SAndroid Build Coastguard Worker     mUniformNames = nullptr;
73*e1eccf28SAndroid Build Coastguard Worker     mUniformArraySizes = nullptr;
74*e1eccf28SAndroid Build Coastguard Worker     mCurrentState = nullptr;
75*e1eccf28SAndroid Build Coastguard Worker 
76*e1eccf28SAndroid Build Coastguard Worker     mIsValid = false;
77*e1eccf28SAndroid Build Coastguard Worker }
78*e1eccf28SAndroid Build Coastguard Worker 
getExistingState()79*e1eccf28SAndroid Build Coastguard Worker RsdShader::StateBasedKey *RsdShader::getExistingState() {
80*e1eccf28SAndroid Build Coastguard Worker     RsdShader::StateBasedKey *returnKey = nullptr;
81*e1eccf28SAndroid Build Coastguard Worker 
82*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
83*e1eccf28SAndroid Build Coastguard Worker         returnKey = mStateBasedShaders.at(i);
84*e1eccf28SAndroid Build Coastguard Worker 
85*e1eccf28SAndroid Build Coastguard Worker         for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
86*e1eccf28SAndroid Build Coastguard Worker             uint32_t texType = 0;
87*e1eccf28SAndroid Build Coastguard Worker             if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
88*e1eccf28SAndroid Build Coastguard Worker                 Allocation *a = mRSProgram->mHal.state.textures[ct];
89*e1eccf28SAndroid Build Coastguard Worker                 if (a && a->mHal.state.surfaceTextureID) {
90*e1eccf28SAndroid Build Coastguard Worker                     texType = GL_TEXTURE_EXTERNAL_OES;
91*e1eccf28SAndroid Build Coastguard Worker                 } else {
92*e1eccf28SAndroid Build Coastguard Worker                     texType = GL_TEXTURE_2D;
93*e1eccf28SAndroid Build Coastguard Worker                 }
94*e1eccf28SAndroid Build Coastguard Worker             } else {
95*e1eccf28SAndroid Build Coastguard Worker                 texType = GL_TEXTURE_CUBE_MAP;
96*e1eccf28SAndroid Build Coastguard Worker             }
97*e1eccf28SAndroid Build Coastguard Worker             if (texType != returnKey->mTextureTargets[ct]) {
98*e1eccf28SAndroid Build Coastguard Worker                 returnKey = nullptr;
99*e1eccf28SAndroid Build Coastguard Worker                 break;
100*e1eccf28SAndroid Build Coastguard Worker             }
101*e1eccf28SAndroid Build Coastguard Worker         }
102*e1eccf28SAndroid Build Coastguard Worker     }
103*e1eccf28SAndroid Build Coastguard Worker     return returnKey;
104*e1eccf28SAndroid Build Coastguard Worker }
105*e1eccf28SAndroid Build Coastguard Worker 
getStateBasedShaderID(const Context * rsc)106*e1eccf28SAndroid Build Coastguard Worker uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
107*e1eccf28SAndroid Build Coastguard Worker     StateBasedKey *state = getExistingState();
108*e1eccf28SAndroid Build Coastguard Worker     if (state != nullptr) {
109*e1eccf28SAndroid Build Coastguard Worker         mCurrentState = state;
110*e1eccf28SAndroid Build Coastguard Worker         return mCurrentState->mShaderID;
111*e1eccf28SAndroid Build Coastguard Worker     }
112*e1eccf28SAndroid Build Coastguard Worker     // We have not created a shader for this particular state yet
113*e1eccf28SAndroid Build Coastguard Worker     state = new StateBasedKey(mTextureCount);
114*e1eccf28SAndroid Build Coastguard Worker     mCurrentState = state;
115*e1eccf28SAndroid Build Coastguard Worker     mStateBasedShaders.push_back(state);
116*e1eccf28SAndroid Build Coastguard Worker     createShader();
117*e1eccf28SAndroid Build Coastguard Worker     loadShader(rsc);
118*e1eccf28SAndroid Build Coastguard Worker     return mCurrentState->mShaderID;
119*e1eccf28SAndroid Build Coastguard Worker }
120*e1eccf28SAndroid Build Coastguard Worker 
init(const char ** textureNames,size_t textureNamesCount,const size_t * textureNamesLength)121*e1eccf28SAndroid Build Coastguard Worker void RsdShader::init(const char** textureNames, size_t textureNamesCount,
122*e1eccf28SAndroid Build Coastguard Worker                      const size_t *textureNamesLength) {
123*e1eccf28SAndroid Build Coastguard Worker     uint32_t attribCount = 0;
124*e1eccf28SAndroid Build Coastguard Worker     uint32_t uniformCount = 0;
125*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
126*e1eccf28SAndroid Build Coastguard Worker         initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
127*e1eccf28SAndroid Build Coastguard Worker                            nullptr, &attribCount, RS_SHADER_ATTR);
128*e1eccf28SAndroid Build Coastguard Worker     }
129*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
130*e1eccf28SAndroid Build Coastguard Worker         initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
131*e1eccf28SAndroid Build Coastguard Worker                            mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
132*e1eccf28SAndroid Build Coastguard Worker     }
133*e1eccf28SAndroid Build Coastguard Worker 
134*e1eccf28SAndroid Build Coastguard Worker     mTextureUniformIndexStart = uniformCount;
135*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
136*e1eccf28SAndroid Build Coastguard Worker         mUniformNames[uniformCount] = "UNI_";
137*e1eccf28SAndroid Build Coastguard Worker         mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
138*e1eccf28SAndroid Build Coastguard Worker         mUniformArraySizes[uniformCount] = 1;
139*e1eccf28SAndroid Build Coastguard Worker         uniformCount++;
140*e1eccf28SAndroid Build Coastguard Worker     }
141*e1eccf28SAndroid Build Coastguard Worker }
142*e1eccf28SAndroid Build Coastguard Worker 
getGLSLInputString() const143*e1eccf28SAndroid Build Coastguard Worker std::string RsdShader::getGLSLInputString() const {
144*e1eccf28SAndroid Build Coastguard Worker     std::string s;
145*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
146*e1eccf28SAndroid Build Coastguard Worker         const Element *e = mRSProgram->mHal.state.inputElements[ct];
147*e1eccf28SAndroid Build Coastguard Worker         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
148*e1eccf28SAndroid Build Coastguard Worker             const Element *f = e->mHal.state.fields[field];
149*e1eccf28SAndroid Build Coastguard Worker 
150*e1eccf28SAndroid Build Coastguard Worker             // Cannot be complex
151*e1eccf28SAndroid Build Coastguard Worker             rsAssert(!f->mHal.state.fieldsCount);
152*e1eccf28SAndroid Build Coastguard Worker             switch (f->mHal.state.vectorSize) {
153*e1eccf28SAndroid Build Coastguard Worker             case 1: s.append("attribute float ATTRIB_"); break;
154*e1eccf28SAndroid Build Coastguard Worker             case 2: s.append("attribute vec2 ATTRIB_"); break;
155*e1eccf28SAndroid Build Coastguard Worker             case 3: s.append("attribute vec3 ATTRIB_"); break;
156*e1eccf28SAndroid Build Coastguard Worker             case 4: s.append("attribute vec4 ATTRIB_"); break;
157*e1eccf28SAndroid Build Coastguard Worker             default:
158*e1eccf28SAndroid Build Coastguard Worker                 rsAssert(0);
159*e1eccf28SAndroid Build Coastguard Worker             }
160*e1eccf28SAndroid Build Coastguard Worker 
161*e1eccf28SAndroid Build Coastguard Worker             s.append(e->mHal.state.fieldNames[field]);
162*e1eccf28SAndroid Build Coastguard Worker             s.append(";\n");
163*e1eccf28SAndroid Build Coastguard Worker         }
164*e1eccf28SAndroid Build Coastguard Worker     }
165*e1eccf28SAndroid Build Coastguard Worker     return s;
166*e1eccf28SAndroid Build Coastguard Worker }
167*e1eccf28SAndroid Build Coastguard Worker 
appendAttributes()168*e1eccf28SAndroid Build Coastguard Worker void RsdShader::appendAttributes() {
169*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
170*e1eccf28SAndroid Build Coastguard Worker         const Element *e = mRSProgram->mHal.state.inputElements[ct];
171*e1eccf28SAndroid Build Coastguard Worker         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
172*e1eccf28SAndroid Build Coastguard Worker             const Element *f = e->mHal.state.fields[field];
173*e1eccf28SAndroid Build Coastguard Worker             const char *fn = e->mHal.state.fieldNames[field];
174*e1eccf28SAndroid Build Coastguard Worker 
175*e1eccf28SAndroid Build Coastguard Worker             // Cannot be complex
176*e1eccf28SAndroid Build Coastguard Worker             rsAssert(!f->mHal.state.fieldsCount);
177*e1eccf28SAndroid Build Coastguard Worker             switch (f->mHal.state.vectorSize) {
178*e1eccf28SAndroid Build Coastguard Worker             case 1: mShader.append("attribute float ATTRIB_"); break;
179*e1eccf28SAndroid Build Coastguard Worker             case 2: mShader.append("attribute vec2 ATTRIB_"); break;
180*e1eccf28SAndroid Build Coastguard Worker             case 3: mShader.append("attribute vec3 ATTRIB_"); break;
181*e1eccf28SAndroid Build Coastguard Worker             case 4: mShader.append("attribute vec4 ATTRIB_"); break;
182*e1eccf28SAndroid Build Coastguard Worker             default:
183*e1eccf28SAndroid Build Coastguard Worker                 rsAssert(0);
184*e1eccf28SAndroid Build Coastguard Worker             }
185*e1eccf28SAndroid Build Coastguard Worker 
186*e1eccf28SAndroid Build Coastguard Worker             mShader.append(fn);
187*e1eccf28SAndroid Build Coastguard Worker             mShader.append(";\n");
188*e1eccf28SAndroid Build Coastguard Worker         }
189*e1eccf28SAndroid Build Coastguard Worker     }
190*e1eccf28SAndroid Build Coastguard Worker }
191*e1eccf28SAndroid Build Coastguard Worker 
appendTextures()192*e1eccf28SAndroid Build Coastguard Worker void RsdShader::appendTextures() {
193*e1eccf28SAndroid Build Coastguard Worker 
194*e1eccf28SAndroid Build Coastguard Worker     // TODO: this does not yet handle cases where the texture changes between IO
195*e1eccf28SAndroid Build Coastguard Worker     // input and local
196*e1eccf28SAndroid Build Coastguard Worker     bool appendUsing = true;
197*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
198*e1eccf28SAndroid Build Coastguard Worker         if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
199*e1eccf28SAndroid Build Coastguard Worker             Allocation *a = mRSProgram->mHal.state.textures[ct];
200*e1eccf28SAndroid Build Coastguard Worker             if (a && a->mHal.state.surfaceTextureID) {
201*e1eccf28SAndroid Build Coastguard Worker                 if(appendUsing) {
202*e1eccf28SAndroid Build Coastguard Worker                     mShader.append("#extension GL_OES_EGL_image_external : require\n");
203*e1eccf28SAndroid Build Coastguard Worker                     appendUsing = false;
204*e1eccf28SAndroid Build Coastguard Worker                 }
205*e1eccf28SAndroid Build Coastguard Worker                 mShader.append("uniform samplerExternalOES UNI_");
206*e1eccf28SAndroid Build Coastguard Worker                 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
207*e1eccf28SAndroid Build Coastguard Worker             } else {
208*e1eccf28SAndroid Build Coastguard Worker                 mShader.append("uniform sampler2D UNI_");
209*e1eccf28SAndroid Build Coastguard Worker                 mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
210*e1eccf28SAndroid Build Coastguard Worker             }
211*e1eccf28SAndroid Build Coastguard Worker         } else {
212*e1eccf28SAndroid Build Coastguard Worker             mShader.append("uniform samplerCube UNI_");
213*e1eccf28SAndroid Build Coastguard Worker             mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
214*e1eccf28SAndroid Build Coastguard Worker         }
215*e1eccf28SAndroid Build Coastguard Worker 
216*e1eccf28SAndroid Build Coastguard Worker         mShader.append(mTextureNames[ct]);
217*e1eccf28SAndroid Build Coastguard Worker         mShader.append(";\n");
218*e1eccf28SAndroid Build Coastguard Worker     }
219*e1eccf28SAndroid Build Coastguard Worker }
220*e1eccf28SAndroid Build Coastguard Worker 
createShader()221*e1eccf28SAndroid Build Coastguard Worker bool RsdShader::createShader() {
222*e1eccf28SAndroid Build Coastguard Worker     mShader.clear();
223*e1eccf28SAndroid Build Coastguard Worker     if (mType == GL_FRAGMENT_SHADER) {
224*e1eccf28SAndroid Build Coastguard Worker         mShader.append("precision mediump float;\n");
225*e1eccf28SAndroid Build Coastguard Worker     }
226*e1eccf28SAndroid Build Coastguard Worker     appendUserConstants();
227*e1eccf28SAndroid Build Coastguard Worker     appendAttributes();
228*e1eccf28SAndroid Build Coastguard Worker     appendTextures();
229*e1eccf28SAndroid Build Coastguard Worker     mShader.append(mUserShader);
230*e1eccf28SAndroid Build Coastguard Worker 
231*e1eccf28SAndroid Build Coastguard Worker     return true;
232*e1eccf28SAndroid Build Coastguard Worker }
233*e1eccf28SAndroid Build Coastguard Worker 
loadShader(const Context * rsc)234*e1eccf28SAndroid Build Coastguard Worker bool RsdShader::loadShader(const Context *rsc) {
235*e1eccf28SAndroid Build Coastguard Worker     mCurrentState->mShaderID = glCreateShader(mType);
236*e1eccf28SAndroid Build Coastguard Worker     rsAssert(mCurrentState->mShaderID);
237*e1eccf28SAndroid Build Coastguard Worker 
238*e1eccf28SAndroid Build Coastguard Worker     if(!mShader.length()) {
239*e1eccf28SAndroid Build Coastguard Worker         createShader();
240*e1eccf28SAndroid Build Coastguard Worker     }
241*e1eccf28SAndroid Build Coastguard Worker 
242*e1eccf28SAndroid Build Coastguard Worker     if (rsc->props.mLogShaders) {
243*e1eccf28SAndroid Build Coastguard Worker         ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
244*e1eccf28SAndroid Build Coastguard Worker         ALOGV("%s", mShader.c_str());
245*e1eccf28SAndroid Build Coastguard Worker     }
246*e1eccf28SAndroid Build Coastguard Worker 
247*e1eccf28SAndroid Build Coastguard Worker     if (mCurrentState->mShaderID) {
248*e1eccf28SAndroid Build Coastguard Worker         const char * ss = mShader.c_str();
249*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
250*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
251*e1eccf28SAndroid Build Coastguard Worker 
252*e1eccf28SAndroid Build Coastguard Worker         GLint compiled = 0;
253*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
254*e1eccf28SAndroid Build Coastguard Worker         if (!compiled) {
255*e1eccf28SAndroid Build Coastguard Worker             GLint infoLen = 0;
256*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
257*e1eccf28SAndroid Build Coastguard Worker             if (infoLen) {
258*e1eccf28SAndroid Build Coastguard Worker                 char* buf = (char*) malloc(infoLen);
259*e1eccf28SAndroid Build Coastguard Worker                 if (buf) {
260*e1eccf28SAndroid Build Coastguard Worker                     RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
261*e1eccf28SAndroid Build Coastguard Worker                     rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
262*e1eccf28SAndroid Build Coastguard Worker                     free(buf);
263*e1eccf28SAndroid Build Coastguard Worker                 }
264*e1eccf28SAndroid Build Coastguard Worker                 RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
265*e1eccf28SAndroid Build Coastguard Worker                 mCurrentState->mShaderID = 0;
266*e1eccf28SAndroid Build Coastguard Worker                 return false;
267*e1eccf28SAndroid Build Coastguard Worker             }
268*e1eccf28SAndroid Build Coastguard Worker         }
269*e1eccf28SAndroid Build Coastguard Worker     }
270*e1eccf28SAndroid Build Coastguard Worker 
271*e1eccf28SAndroid Build Coastguard Worker     if (rsc->props.mLogShaders) {
272*e1eccf28SAndroid Build Coastguard Worker         ALOGV("--Shader load result %x ", glGetError());
273*e1eccf28SAndroid Build Coastguard Worker     }
274*e1eccf28SAndroid Build Coastguard Worker     mIsValid = true;
275*e1eccf28SAndroid Build Coastguard Worker     return true;
276*e1eccf28SAndroid Build Coastguard Worker }
277*e1eccf28SAndroid Build Coastguard Worker 
appendUserConstants()278*e1eccf28SAndroid Build Coastguard Worker void RsdShader::appendUserConstants() {
279*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
280*e1eccf28SAndroid Build Coastguard Worker         const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
281*e1eccf28SAndroid Build Coastguard Worker         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
282*e1eccf28SAndroid Build Coastguard Worker             const Element *f = e->mHal.state.fields[field];
283*e1eccf28SAndroid Build Coastguard Worker             const char *fn = e->mHal.state.fieldNames[field];
284*e1eccf28SAndroid Build Coastguard Worker 
285*e1eccf28SAndroid Build Coastguard Worker             // Cannot be complex
286*e1eccf28SAndroid Build Coastguard Worker             rsAssert(!f->mHal.state.fieldsCount);
287*e1eccf28SAndroid Build Coastguard Worker             if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
288*e1eccf28SAndroid Build Coastguard Worker                 mShader.append("uniform mat4 UNI_");
289*e1eccf28SAndroid Build Coastguard Worker             } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
290*e1eccf28SAndroid Build Coastguard Worker                 mShader.append("uniform mat3 UNI_");
291*e1eccf28SAndroid Build Coastguard Worker             } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
292*e1eccf28SAndroid Build Coastguard Worker                 mShader.append("uniform mat2 UNI_");
293*e1eccf28SAndroid Build Coastguard Worker             } else {
294*e1eccf28SAndroid Build Coastguard Worker                 switch (f->mHal.state.vectorSize) {
295*e1eccf28SAndroid Build Coastguard Worker                 case 1: mShader.append("uniform float UNI_"); break;
296*e1eccf28SAndroid Build Coastguard Worker                 case 2: mShader.append("uniform vec2 UNI_"); break;
297*e1eccf28SAndroid Build Coastguard Worker                 case 3: mShader.append("uniform vec3 UNI_"); break;
298*e1eccf28SAndroid Build Coastguard Worker                 case 4: mShader.append("uniform vec4 UNI_"); break;
299*e1eccf28SAndroid Build Coastguard Worker                 default:
300*e1eccf28SAndroid Build Coastguard Worker                     rsAssert(0);
301*e1eccf28SAndroid Build Coastguard Worker                 }
302*e1eccf28SAndroid Build Coastguard Worker             }
303*e1eccf28SAndroid Build Coastguard Worker 
304*e1eccf28SAndroid Build Coastguard Worker             mShader.append(fn);
305*e1eccf28SAndroid Build Coastguard Worker             if (e->mHal.state.fieldArraySizes[field] > 1) {
306*e1eccf28SAndroid Build Coastguard Worker                 mShader += "[";
307*e1eccf28SAndroid Build Coastguard Worker                 mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
308*e1eccf28SAndroid Build Coastguard Worker                 mShader += "]";
309*e1eccf28SAndroid Build Coastguard Worker             }
310*e1eccf28SAndroid Build Coastguard Worker             mShader.append(";\n");
311*e1eccf28SAndroid Build Coastguard Worker         }
312*e1eccf28SAndroid Build Coastguard Worker     }
313*e1eccf28SAndroid Build Coastguard Worker }
314*e1eccf28SAndroid Build Coastguard Worker 
logUniform(const Element * field,const float * fd,uint32_t arraySize)315*e1eccf28SAndroid Build Coastguard Worker void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
316*e1eccf28SAndroid Build Coastguard Worker     RsDataType dataType = field->mHal.state.dataType;
317*e1eccf28SAndroid Build Coastguard Worker     uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
318*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t i = 0; i < arraySize; i ++) {
319*e1eccf28SAndroid Build Coastguard Worker         if (arraySize > 1) {
320*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Array Element [%u]", i);
321*e1eccf28SAndroid Build Coastguard Worker         }
322*e1eccf28SAndroid Build Coastguard Worker         if (dataType == RS_TYPE_MATRIX_4X4) {
323*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Matrix4x4");
324*e1eccf28SAndroid Build Coastguard Worker             ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
325*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
326*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
327*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
328*e1eccf28SAndroid Build Coastguard Worker         } else if (dataType == RS_TYPE_MATRIX_3X3) {
329*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Matrix3x3");
330*e1eccf28SAndroid Build Coastguard Worker             ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
331*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
332*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
333*e1eccf28SAndroid Build Coastguard Worker         } else if (dataType == RS_TYPE_MATRIX_2X2) {
334*e1eccf28SAndroid Build Coastguard Worker             ALOGV("Matrix2x2");
335*e1eccf28SAndroid Build Coastguard Worker             ALOGV("{%f, %f",  fd[0], fd[2]);
336*e1eccf28SAndroid Build Coastguard Worker             ALOGV(" %f, %f}", fd[1], fd[3]);
337*e1eccf28SAndroid Build Coastguard Worker         } else {
338*e1eccf28SAndroid Build Coastguard Worker             switch (field->mHal.state.vectorSize) {
339*e1eccf28SAndroid Build Coastguard Worker             case 1:
340*e1eccf28SAndroid Build Coastguard Worker                 ALOGV("Uniform 1 = %f", fd[0]);
341*e1eccf28SAndroid Build Coastguard Worker                 break;
342*e1eccf28SAndroid Build Coastguard Worker             case 2:
343*e1eccf28SAndroid Build Coastguard Worker                 ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
344*e1eccf28SAndroid Build Coastguard Worker                 break;
345*e1eccf28SAndroid Build Coastguard Worker             case 3:
346*e1eccf28SAndroid Build Coastguard Worker                 ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
347*e1eccf28SAndroid Build Coastguard Worker                 break;
348*e1eccf28SAndroid Build Coastguard Worker             case 4:
349*e1eccf28SAndroid Build Coastguard Worker                 ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
350*e1eccf28SAndroid Build Coastguard Worker                 break;
351*e1eccf28SAndroid Build Coastguard Worker             default:
352*e1eccf28SAndroid Build Coastguard Worker                 rsAssert(0);
353*e1eccf28SAndroid Build Coastguard Worker             }
354*e1eccf28SAndroid Build Coastguard Worker         }
355*e1eccf28SAndroid Build Coastguard Worker         ALOGV("Element size %u data=%p", elementSize, fd);
356*e1eccf28SAndroid Build Coastguard Worker         fd += elementSize;
357*e1eccf28SAndroid Build Coastguard Worker         ALOGV("New data=%p", fd);
358*e1eccf28SAndroid Build Coastguard Worker     }
359*e1eccf28SAndroid Build Coastguard Worker }
360*e1eccf28SAndroid Build Coastguard Worker 
setUniform(const Context * rsc,const Element * field,const float * fd,int32_t slot,uint32_t arraySize)361*e1eccf28SAndroid Build Coastguard Worker void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
362*e1eccf28SAndroid Build Coastguard Worker                          int32_t slot, uint32_t arraySize ) {
363*e1eccf28SAndroid Build Coastguard Worker     RsDataType dataType = field->mHal.state.dataType;
364*e1eccf28SAndroid Build Coastguard Worker     if (dataType == RS_TYPE_MATRIX_4X4) {
365*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
366*e1eccf28SAndroid Build Coastguard Worker     } else if (dataType == RS_TYPE_MATRIX_3X3) {
367*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
368*e1eccf28SAndroid Build Coastguard Worker     } else if (dataType == RS_TYPE_MATRIX_2X2) {
369*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
370*e1eccf28SAndroid Build Coastguard Worker     } else {
371*e1eccf28SAndroid Build Coastguard Worker         switch (field->mHal.state.vectorSize) {
372*e1eccf28SAndroid Build Coastguard Worker         case 1:
373*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
374*e1eccf28SAndroid Build Coastguard Worker             break;
375*e1eccf28SAndroid Build Coastguard Worker         case 2:
376*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
377*e1eccf28SAndroid Build Coastguard Worker             break;
378*e1eccf28SAndroid Build Coastguard Worker         case 3:
379*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
380*e1eccf28SAndroid Build Coastguard Worker             break;
381*e1eccf28SAndroid Build Coastguard Worker         case 4:
382*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
383*e1eccf28SAndroid Build Coastguard Worker             break;
384*e1eccf28SAndroid Build Coastguard Worker         default:
385*e1eccf28SAndroid Build Coastguard Worker             rsAssert(0);
386*e1eccf28SAndroid Build Coastguard Worker         }
387*e1eccf28SAndroid Build Coastguard Worker     }
388*e1eccf28SAndroid Build Coastguard Worker }
389*e1eccf28SAndroid Build Coastguard Worker 
setupSampler(const Context * rsc,const Sampler * s,const Allocation * tex)390*e1eccf28SAndroid Build Coastguard Worker void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
391*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
392*e1eccf28SAndroid Build Coastguard Worker 
393*e1eccf28SAndroid Build Coastguard Worker     GLenum trans[] = {
394*e1eccf28SAndroid Build Coastguard Worker         GL_NEAREST, //RS_SAMPLER_NEAREST,
395*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR, //RS_SAMPLER_LINEAR,
396*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
397*e1eccf28SAndroid Build Coastguard Worker         GL_REPEAT, //RS_SAMPLER_WRAP,
398*e1eccf28SAndroid Build Coastguard Worker         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
399*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
400*e1eccf28SAndroid Build Coastguard Worker     };
401*e1eccf28SAndroid Build Coastguard Worker 
402*e1eccf28SAndroid Build Coastguard Worker     GLenum transNP[] = {
403*e1eccf28SAndroid Build Coastguard Worker         GL_NEAREST, //RS_SAMPLER_NEAREST,
404*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR, //RS_SAMPLER_LINEAR,
405*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
406*e1eccf28SAndroid Build Coastguard Worker         GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
407*e1eccf28SAndroid Build Coastguard Worker         GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
408*e1eccf28SAndroid Build Coastguard Worker         GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
409*e1eccf28SAndroid Build Coastguard Worker     };
410*e1eccf28SAndroid Build Coastguard Worker 
411*e1eccf28SAndroid Build Coastguard Worker     // This tells us the correct texture type
412*e1eccf28SAndroid Build Coastguard Worker     DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
413*e1eccf28SAndroid Build Coastguard Worker     const GLenum target = drvTex->glTarget;
414*e1eccf28SAndroid Build Coastguard Worker     if (!target) {
415*e1eccf28SAndroid Build Coastguard Worker         // this can happen if the user set the wrong allocation flags.
416*e1eccf28SAndroid Build Coastguard Worker         rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
417*e1eccf28SAndroid Build Coastguard Worker         return;
418*e1eccf28SAndroid Build Coastguard Worker     }
419*e1eccf28SAndroid Build Coastguard Worker 
420*e1eccf28SAndroid Build Coastguard Worker     if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
421*e1eccf28SAndroid Build Coastguard Worker         if (tex->getHasGraphicsMipmaps() &&
422*e1eccf28SAndroid Build Coastguard Worker             (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
423*e1eccf28SAndroid Build Coastguard Worker             if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
424*e1eccf28SAndroid Build Coastguard Worker                 RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
425*e1eccf28SAndroid Build Coastguard Worker                             trans[s->mHal.state.minFilter]);
426*e1eccf28SAndroid Build Coastguard Worker             } else {
427*e1eccf28SAndroid Build Coastguard Worker                 switch (trans[s->mHal.state.minFilter]) {
428*e1eccf28SAndroid Build Coastguard Worker                 case GL_LINEAR_MIPMAP_LINEAR:
429*e1eccf28SAndroid Build Coastguard Worker                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
430*e1eccf28SAndroid Build Coastguard Worker                                 GL_LINEAR_MIPMAP_NEAREST);
431*e1eccf28SAndroid Build Coastguard Worker                     break;
432*e1eccf28SAndroid Build Coastguard Worker                 default:
433*e1eccf28SAndroid Build Coastguard Worker                     RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
434*e1eccf28SAndroid Build Coastguard Worker                                 trans[s->mHal.state.minFilter]);
435*e1eccf28SAndroid Build Coastguard Worker                     break;
436*e1eccf28SAndroid Build Coastguard Worker                 }
437*e1eccf28SAndroid Build Coastguard Worker             }
438*e1eccf28SAndroid Build Coastguard Worker         } else {
439*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
440*e1eccf28SAndroid Build Coastguard Worker                         transNP[s->mHal.state.minFilter]);
441*e1eccf28SAndroid Build Coastguard Worker         }
442*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
443*e1eccf28SAndroid Build Coastguard Worker                     transNP[s->mHal.state.magFilter]);
444*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
445*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
446*e1eccf28SAndroid Build Coastguard Worker     } else {
447*e1eccf28SAndroid Build Coastguard Worker         if (tex->getHasGraphicsMipmaps()) {
448*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
449*e1eccf28SAndroid Build Coastguard Worker                         trans[s->mHal.state.minFilter]);
450*e1eccf28SAndroid Build Coastguard Worker         } else {
451*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
452*e1eccf28SAndroid Build Coastguard Worker                         transNP[s->mHal.state.minFilter]);
453*e1eccf28SAndroid Build Coastguard Worker         }
454*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
455*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
456*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
457*e1eccf28SAndroid Build Coastguard Worker     }
458*e1eccf28SAndroid Build Coastguard Worker 
459*e1eccf28SAndroid Build Coastguard Worker     float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
460*e1eccf28SAndroid Build Coastguard Worker     if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
461*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
462*e1eccf28SAndroid Build Coastguard Worker     }
463*e1eccf28SAndroid Build Coastguard Worker 
464*e1eccf28SAndroid Build Coastguard Worker     rsdGLCheckError(rsc, "Sampler::setup tex env");
465*e1eccf28SAndroid Build Coastguard Worker }
466*e1eccf28SAndroid Build Coastguard Worker 
setupTextures(const Context * rsc,RsdShaderCache * sc)467*e1eccf28SAndroid Build Coastguard Worker void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
468*e1eccf28SAndroid Build Coastguard Worker     if (mRSProgram->mHal.state.texturesCount == 0) {
469*e1eccf28SAndroid Build Coastguard Worker         return;
470*e1eccf28SAndroid Build Coastguard Worker     }
471*e1eccf28SAndroid Build Coastguard Worker 
472*e1eccf28SAndroid Build Coastguard Worker     RsdHal *dc = (RsdHal *)rsc->mHal.drv;
473*e1eccf28SAndroid Build Coastguard Worker 
474*e1eccf28SAndroid Build Coastguard Worker     uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
475*e1eccf28SAndroid Build Coastguard Worker     uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
476*e1eccf28SAndroid Build Coastguard Worker     if (numTexturesToBind >= numTexturesAvailable) {
477*e1eccf28SAndroid Build Coastguard Worker         ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
478*e1eccf28SAndroid Build Coastguard Worker              mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
479*e1eccf28SAndroid Build Coastguard Worker         rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
480*e1eccf28SAndroid Build Coastguard Worker         numTexturesToBind = numTexturesAvailable;
481*e1eccf28SAndroid Build Coastguard Worker     }
482*e1eccf28SAndroid Build Coastguard Worker 
483*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
484*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
485*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
486*e1eccf28SAndroid Build Coastguard Worker 
487*e1eccf28SAndroid Build Coastguard Worker         if (!mRSProgram->mHal.state.textures[ct]) {
488*e1eccf28SAndroid Build Coastguard Worker             // if nothing is bound, reset to default GL texture
489*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
490*e1eccf28SAndroid Build Coastguard Worker             continue;
491*e1eccf28SAndroid Build Coastguard Worker         }
492*e1eccf28SAndroid Build Coastguard Worker 
493*e1eccf28SAndroid Build Coastguard Worker         DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
494*e1eccf28SAndroid Build Coastguard Worker 
495*e1eccf28SAndroid Build Coastguard Worker         if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
496*e1eccf28SAndroid Build Coastguard Worker             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
497*e1eccf28SAndroid Build Coastguard Worker             mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
498*e1eccf28SAndroid Build Coastguard Worker             ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
499*e1eccf28SAndroid Build Coastguard Worker                   this, ct);
500*e1eccf28SAndroid Build Coastguard Worker             rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
501*e1eccf28SAndroid Build Coastguard Worker         }
502*e1eccf28SAndroid Build Coastguard Worker         RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
503*e1eccf28SAndroid Build Coastguard Worker         rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
504*e1eccf28SAndroid Build Coastguard Worker         if (mRSProgram->mHal.state.samplers[ct]) {
505*e1eccf28SAndroid Build Coastguard Worker             setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
506*e1eccf28SAndroid Build Coastguard Worker                          mRSProgram->mHal.state.textures[ct]);
507*e1eccf28SAndroid Build Coastguard Worker         } else {
508*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509*e1eccf28SAndroid Build Coastguard Worker                 GL_TEXTURE_MIN_FILTER, GL_NEAREST);
510*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
511*e1eccf28SAndroid Build Coastguard Worker                 GL_TEXTURE_MAG_FILTER, GL_NEAREST);
512*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
513*e1eccf28SAndroid Build Coastguard Worker                 GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
514*e1eccf28SAndroid Build Coastguard Worker             RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
515*e1eccf28SAndroid Build Coastguard Worker                 GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
516*e1eccf28SAndroid Build Coastguard Worker             rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
517*e1eccf28SAndroid Build Coastguard Worker         }
518*e1eccf28SAndroid Build Coastguard Worker         rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
519*e1eccf28SAndroid Build Coastguard Worker     }
520*e1eccf28SAndroid Build Coastguard Worker 
521*e1eccf28SAndroid Build Coastguard Worker     RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
522*e1eccf28SAndroid Build Coastguard Worker     mDirty = false;
523*e1eccf28SAndroid Build Coastguard Worker     rsdGLCheckError(rsc, "ProgramFragment::setup");
524*e1eccf28SAndroid Build Coastguard Worker }
525*e1eccf28SAndroid Build Coastguard Worker 
setupUserConstants(const Context * rsc,RsdShaderCache * sc,bool isFragment)526*e1eccf28SAndroid Build Coastguard Worker void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
527*e1eccf28SAndroid Build Coastguard Worker     uint32_t uidx = 0;
528*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
529*e1eccf28SAndroid Build Coastguard Worker         Allocation *alloc = mRSProgram->mHal.state.constants[ct];
530*e1eccf28SAndroid Build Coastguard Worker 
531*e1eccf28SAndroid Build Coastguard Worker         if (!alloc) {
532*e1eccf28SAndroid Build Coastguard Worker             ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
533*e1eccf28SAndroid Build Coastguard Worker                   this, ct);
534*e1eccf28SAndroid Build Coastguard Worker             rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
535*e1eccf28SAndroid Build Coastguard Worker             continue;
536*e1eccf28SAndroid Build Coastguard Worker         }
537*e1eccf28SAndroid Build Coastguard Worker 
538*e1eccf28SAndroid Build Coastguard Worker         const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
539*e1eccf28SAndroid Build Coastguard Worker         const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
540*e1eccf28SAndroid Build Coastguard Worker         for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
541*e1eccf28SAndroid Build Coastguard Worker             const Element *f = e->mHal.state.fields[field];
542*e1eccf28SAndroid Build Coastguard Worker             const char *fieldName = e->mHal.state.fieldNames[field];
543*e1eccf28SAndroid Build Coastguard Worker 
544*e1eccf28SAndroid Build Coastguard Worker             uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
545*e1eccf28SAndroid Build Coastguard Worker             const float *fd = reinterpret_cast<const float *>(&data[offset]);
546*e1eccf28SAndroid Build Coastguard Worker 
547*e1eccf28SAndroid Build Coastguard Worker             int32_t slot = -1;
548*e1eccf28SAndroid Build Coastguard Worker             uint32_t arraySize = 1;
549*e1eccf28SAndroid Build Coastguard Worker             if (!isFragment) {
550*e1eccf28SAndroid Build Coastguard Worker                 slot = sc->vtxUniformSlot(uidx);
551*e1eccf28SAndroid Build Coastguard Worker                 arraySize = sc->vtxUniformSize(uidx);
552*e1eccf28SAndroid Build Coastguard Worker             } else {
553*e1eccf28SAndroid Build Coastguard Worker                 slot = sc->fragUniformSlot(uidx);
554*e1eccf28SAndroid Build Coastguard Worker                 arraySize = sc->fragUniformSize(uidx);
555*e1eccf28SAndroid Build Coastguard Worker             }
556*e1eccf28SAndroid Build Coastguard Worker             if (rsc->props.mLogShadersUniforms) {
557*e1eccf28SAndroid Build Coastguard Worker                 ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
558*e1eccf28SAndroid Build Coastguard Worker                      slot, offset, ct, field, uidx, fieldName);
559*e1eccf28SAndroid Build Coastguard Worker             }
560*e1eccf28SAndroid Build Coastguard Worker             uidx ++;
561*e1eccf28SAndroid Build Coastguard Worker             if (slot < 0) {
562*e1eccf28SAndroid Build Coastguard Worker                 continue;
563*e1eccf28SAndroid Build Coastguard Worker             }
564*e1eccf28SAndroid Build Coastguard Worker 
565*e1eccf28SAndroid Build Coastguard Worker             if (rsc->props.mLogShadersUniforms) {
566*e1eccf28SAndroid Build Coastguard Worker                 logUniform(f, fd, arraySize);
567*e1eccf28SAndroid Build Coastguard Worker             }
568*e1eccf28SAndroid Build Coastguard Worker             setUniform(rsc, f, fd, slot, arraySize);
569*e1eccf28SAndroid Build Coastguard Worker         }
570*e1eccf28SAndroid Build Coastguard Worker     }
571*e1eccf28SAndroid Build Coastguard Worker }
572*e1eccf28SAndroid Build Coastguard Worker 
setup(const android::renderscript::Context * rsc,RsdShaderCache * sc)573*e1eccf28SAndroid Build Coastguard Worker void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
574*e1eccf28SAndroid Build Coastguard Worker 
575*e1eccf28SAndroid Build Coastguard Worker     setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
576*e1eccf28SAndroid Build Coastguard Worker     setupTextures(rsc, sc);
577*e1eccf28SAndroid Build Coastguard Worker }
578*e1eccf28SAndroid Build Coastguard Worker 
initAttribAndUniformArray()579*e1eccf28SAndroid Build Coastguard Worker void RsdShader::initAttribAndUniformArray() {
580*e1eccf28SAndroid Build Coastguard Worker     mAttribCount = 0;
581*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
582*e1eccf28SAndroid Build Coastguard Worker         const Element *elem = mRSProgram->mHal.state.inputElements[ct];
583*e1eccf28SAndroid Build Coastguard Worker         mAttribCount += elem->mHal.state.fieldsCount;
584*e1eccf28SAndroid Build Coastguard Worker     }
585*e1eccf28SAndroid Build Coastguard Worker 
586*e1eccf28SAndroid Build Coastguard Worker     mUniformCount = 0;
587*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
588*e1eccf28SAndroid Build Coastguard Worker         const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
589*e1eccf28SAndroid Build Coastguard Worker         mUniformCount += elem->mHal.state.fieldsCount;
590*e1eccf28SAndroid Build Coastguard Worker     }
591*e1eccf28SAndroid Build Coastguard Worker     mUniformCount += mRSProgram->mHal.state.texturesCount;
592*e1eccf28SAndroid Build Coastguard Worker 
593*e1eccf28SAndroid Build Coastguard Worker     if (mAttribCount) {
594*e1eccf28SAndroid Build Coastguard Worker         mAttribNames = new std::string[mAttribCount];
595*e1eccf28SAndroid Build Coastguard Worker     }
596*e1eccf28SAndroid Build Coastguard Worker     if (mUniformCount) {
597*e1eccf28SAndroid Build Coastguard Worker         mUniformNames = new std::string[mUniformCount];
598*e1eccf28SAndroid Build Coastguard Worker         mUniformArraySizes = new uint32_t[mUniformCount];
599*e1eccf28SAndroid Build Coastguard Worker     }
600*e1eccf28SAndroid Build Coastguard Worker 
601*e1eccf28SAndroid Build Coastguard Worker     mTextureCount = mRSProgram->mHal.state.texturesCount;
602*e1eccf28SAndroid Build Coastguard Worker }
603*e1eccf28SAndroid Build Coastguard Worker 
initAddUserElement(const Element * e,std::string * names,uint32_t * arrayLengths,uint32_t * count,const char * prefix)604*e1eccf28SAndroid Build Coastguard Worker void RsdShader::initAddUserElement(const Element *e, std::string *names,
605*e1eccf28SAndroid Build Coastguard Worker                                    uint32_t *arrayLengths, uint32_t *count,
606*e1eccf28SAndroid Build Coastguard Worker                                    const char *prefix) {
607*e1eccf28SAndroid Build Coastguard Worker     rsAssert(e->mHal.state.fieldsCount);
608*e1eccf28SAndroid Build Coastguard Worker     for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
609*e1eccf28SAndroid Build Coastguard Worker         const Element *ce = e->mHal.state.fields[ct];
610*e1eccf28SAndroid Build Coastguard Worker         if (ce->mHal.state.fieldsCount) {
611*e1eccf28SAndroid Build Coastguard Worker             initAddUserElement(ce, names, arrayLengths, count, prefix);
612*e1eccf28SAndroid Build Coastguard Worker         } else {
613*e1eccf28SAndroid Build Coastguard Worker             std::string tmp(prefix);
614*e1eccf28SAndroid Build Coastguard Worker             tmp.append(e->mHal.state.fieldNames[ct]);
615*e1eccf28SAndroid Build Coastguard Worker             names[*count] = tmp;
616*e1eccf28SAndroid Build Coastguard Worker             if (arrayLengths) {
617*e1eccf28SAndroid Build Coastguard Worker                 arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
618*e1eccf28SAndroid Build Coastguard Worker             }
619*e1eccf28SAndroid Build Coastguard Worker             (*count)++;
620*e1eccf28SAndroid Build Coastguard Worker         }
621*e1eccf28SAndroid Build Coastguard Worker     }
622*e1eccf28SAndroid Build Coastguard Worker }
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