rsdShader.cpp revision d32b7491f2f3ad65fc274e92c16f8e2213861d7a
1/*
2 * Copyright (C) 2011 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
29using namespace android;
30using namespace android::renderscript;
31
32RsdShader::RsdShader(const Program *p, uint32_t type,
33                       const char * shaderText, uint32_t shaderLength) {
34
35    mUserShader.setTo(shaderText, shaderLength);
36    mRSProgram = p;
37    mType = type;
38    initMemberVars();
39    initAttribAndUniformArray();
40    init();
41}
42
43RsdShader::~RsdShader() {
44    if (mShaderID) {
45        glDeleteShader(mShaderID);
46    }
47
48    delete[] mAttribNames;
49    delete[] mUniformNames;
50    delete[] mUniformArraySizes;
51    delete[] mTextureTargets;
52}
53
54void RsdShader::initMemberVars() {
55    mDirty = true;
56    mShaderID = 0;
57    mAttribCount = 0;
58    mUniformCount = 0;
59
60    mAttribNames = NULL;
61    mUniformNames = NULL;
62    mUniformArraySizes = NULL;
63    mTextureTargets = NULL;
64
65    mIsValid = false;
66}
67
68void RsdShader::init() {
69    uint32_t attribCount = 0;
70    uint32_t uniformCount = 0;
71    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
72        initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames, NULL, &attribCount, RS_SHADER_ATTR);
73    }
74    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
75        initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
76    }
77
78    mTextureUniformIndexStart = uniformCount;
79    char buf[256];
80    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
81        snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
82        mUniformNames[uniformCount].setTo(buf);
83        mUniformArraySizes[uniformCount] = 1;
84        uniformCount++;
85    }
86
87}
88
89String8 RsdShader::getGLSLInputString() const {
90    String8 s;
91    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
92        const Element *e = mRSProgram->mHal.state.inputElements[ct];
93        for (uint32_t field=0; field < e->getFieldCount(); field++) {
94            const Element *f = e->getField(field);
95
96            // Cannot be complex
97            rsAssert(!f->getFieldCount());
98            switch (f->getComponent().getVectorSize()) {
99            case 1: s.append("attribute float ATTRIB_"); break;
100            case 2: s.append("attribute vec2 ATTRIB_"); break;
101            case 3: s.append("attribute vec3 ATTRIB_"); break;
102            case 4: s.append("attribute vec4 ATTRIB_"); break;
103            default:
104                rsAssert(0);
105            }
106
107            s.append(e->getFieldName(field));
108            s.append(";\n");
109        }
110    }
111    return s;
112}
113
114void RsdShader::appendAttributes() {
115    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
116        const Element *e = mRSProgram->mHal.state.inputElements[ct];
117        for (uint32_t field=0; field < e->getFieldCount(); field++) {
118            const Element *f = e->getField(field);
119            const char *fn = e->getFieldName(field);
120
121            if (fn[0] == '#') {
122                continue;
123            }
124
125            // Cannot be complex
126            rsAssert(!f->getFieldCount());
127            switch (f->getComponent().getVectorSize()) {
128            case 1: mShader.append("attribute float ATTRIB_"); break;
129            case 2: mShader.append("attribute vec2 ATTRIB_"); break;
130            case 3: mShader.append("attribute vec3 ATTRIB_"); break;
131            case 4: mShader.append("attribute vec4 ATTRIB_"); break;
132            default:
133                rsAssert(0);
134            }
135
136            mShader.append(fn);
137            mShader.append(";\n");
138        }
139    }
140}
141
142void RsdShader::appendTextures() {
143    char buf[256];
144    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
145        if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
146            Allocation *a = mRSProgram->mHal.state.textures[ct];
147            if (a && a->mHal.state.surfaceTextureID) {
148                snprintf(buf, sizeof(buf), "uniform samplerExternalOES UNI_Tex%i;\n", ct);
149            } else {
150                snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
151            }
152            mTextureTargets[ct] = GL_TEXTURE_2D;
153        } else {
154            snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
155            mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
156        }
157        mShader.append(buf);
158    }
159}
160
161bool RsdShader::createShader() {
162
163    if (mType == GL_FRAGMENT_SHADER) {
164        mShader.append("precision mediump float;\n");
165    }
166    appendUserConstants();
167    appendAttributes();
168    appendTextures();
169
170    mShader.append(mUserShader);
171
172    return true;
173}
174
175bool RsdShader::loadShader(const Context *rsc) {
176    mShaderID = glCreateShader(mType);
177    rsAssert(mShaderID);
178
179    if (rsc->props.mLogShaders) {
180        ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
181        ALOGV("%s", mShader.string());
182    }
183
184    if (mShaderID) {
185        const char * ss = mShader.string();
186        RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
187        RSD_CALL_GL(glCompileShader, mShaderID);
188
189        GLint compiled = 0;
190        RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
191        if (!compiled) {
192            GLint infoLen = 0;
193            RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
194            if (infoLen) {
195                char* buf = (char*) malloc(infoLen);
196                if (buf) {
197                    RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
198                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
199                    free(buf);
200                }
201                RSD_CALL_GL(glDeleteShader, mShaderID);
202                mShaderID = 0;
203                return false;
204            }
205        }
206    }
207
208    if (rsc->props.mLogShaders) {
209        ALOGV("--Shader load result %x ", glGetError());
210    }
211    mIsValid = true;
212    return true;
213}
214
215void RsdShader::appendUserConstants() {
216    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
217        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
218        for (uint32_t field=0; field < e->getFieldCount(); field++) {
219            const Element *f = e->getField(field);
220            const char *fn = e->getFieldName(field);
221
222            if (fn[0] == '#') {
223                continue;
224            }
225
226            // Cannot be complex
227            rsAssert(!f->getFieldCount());
228            if (f->getType() == RS_TYPE_MATRIX_4X4) {
229                mShader.append("uniform mat4 UNI_");
230            } else if (f->getType() == RS_TYPE_MATRIX_3X3) {
231                mShader.append("uniform mat3 UNI_");
232            } else if (f->getType() == RS_TYPE_MATRIX_2X2) {
233                mShader.append("uniform mat2 UNI_");
234            } else {
235                switch (f->getComponent().getVectorSize()) {
236                case 1: mShader.append("uniform float UNI_"); break;
237                case 2: mShader.append("uniform vec2 UNI_"); break;
238                case 3: mShader.append("uniform vec3 UNI_"); break;
239                case 4: mShader.append("uniform vec4 UNI_"); break;
240                default:
241                    rsAssert(0);
242                }
243            }
244
245            mShader.append(fn);
246            if (e->getFieldArraySize(field) > 1) {
247                mShader.appendFormat("[%d]", e->getFieldArraySize(field));
248            }
249            mShader.append(";\n");
250        }
251    }
252}
253
254void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
255    RsDataType dataType = field->getType();
256    uint32_t elementSize = field->getSizeBytes() / sizeof(float);
257    for (uint32_t i = 0; i < arraySize; i ++) {
258        if (arraySize > 1) {
259            ALOGV("Array Element [%u]", i);
260        }
261        if (dataType == RS_TYPE_MATRIX_4X4) {
262            ALOGV("Matrix4x4");
263            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
264            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
265            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
266            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
267        } else if (dataType == RS_TYPE_MATRIX_3X3) {
268            ALOGV("Matrix3x3");
269            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
270            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
271            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
272        } else if (dataType == RS_TYPE_MATRIX_2X2) {
273            ALOGV("Matrix2x2");
274            ALOGV("{%f, %f",  fd[0], fd[2]);
275            ALOGV(" %f, %f}", fd[1], fd[3]);
276        } else {
277            switch (field->getComponent().getVectorSize()) {
278            case 1:
279                ALOGV("Uniform 1 = %f", fd[0]);
280                break;
281            case 2:
282                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
283                break;
284            case 3:
285                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
286                break;
287            case 4:
288                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
289                break;
290            default:
291                rsAssert(0);
292            }
293        }
294        ALOGE("Element size %u data=%p", elementSize, fd);
295        fd += elementSize;
296        ALOGE("New data=%p", fd);
297    }
298}
299
300void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
301                         int32_t slot, uint32_t arraySize ) {
302    RsDataType dataType = field->getType();
303    if (dataType == RS_TYPE_MATRIX_4X4) {
304        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
305    } else if (dataType == RS_TYPE_MATRIX_3X3) {
306        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
307    } else if (dataType == RS_TYPE_MATRIX_2X2) {
308        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
309    } else {
310        switch (field->getComponent().getVectorSize()) {
311        case 1:
312            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
313            break;
314        case 2:
315            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
316            break;
317        case 3:
318            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
319            break;
320        case 4:
321            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
322            break;
323        default:
324            rsAssert(0);
325        }
326    }
327}
328
329void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
330    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
331
332    GLenum trans[] = {
333        GL_NEAREST, //RS_SAMPLER_NEAREST,
334        GL_LINEAR, //RS_SAMPLER_LINEAR,
335        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
336        GL_REPEAT, //RS_SAMPLER_WRAP,
337        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
338        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
339    };
340
341    GLenum transNP[] = {
342        GL_NEAREST, //RS_SAMPLER_NEAREST,
343        GL_LINEAR, //RS_SAMPLER_LINEAR,
344        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
345        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
346        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
347        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
348    };
349
350    // This tells us the correct texture type
351    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
352    const GLenum target = drvTex->glTarget;
353
354    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
355        if (tex->getHasGraphicsMipmaps() &&
356            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
357            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
358                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
359                            trans[s->mHal.state.minFilter]);
360            } else {
361                switch (trans[s->mHal.state.minFilter]) {
362                case GL_LINEAR_MIPMAP_LINEAR:
363                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
364                                GL_LINEAR_MIPMAP_NEAREST);
365                    break;
366                default:
367                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
368                                trans[s->mHal.state.minFilter]);
369                    break;
370                }
371            }
372        } else {
373            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
374                        transNP[s->mHal.state.minFilter]);
375        }
376        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
377                    transNP[s->mHal.state.magFilter]);
378        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
379        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
380    } else {
381        if (tex->getHasGraphicsMipmaps()) {
382            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
383                        trans[s->mHal.state.minFilter]);
384        } else {
385            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
386                        transNP[s->mHal.state.minFilter]);
387        }
388        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
389        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
390        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
391    }
392
393    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
394    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
395        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
396    }
397
398    rsdGLCheckError(rsc, "Sampler::setup tex env");
399}
400
401void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
402    if (mRSProgram->mHal.state.texturesCount == 0) {
403        return;
404    }
405
406    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
407
408    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
409    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
410    if (numTexturesToBind >= numTexturesAvailable) {
411        ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
412             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
413        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
414        numTexturesToBind = numTexturesAvailable;
415    }
416
417    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
418        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
419        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
420
421        if (!mRSProgram->mHal.state.textures[ct]) {
422            // if nothing is bound, reset to default GL texture
423            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
424            continue;
425        }
426
427        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
428        if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
429            ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
430            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
431        }
432        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
433        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
434        if (mRSProgram->mHal.state.samplers[ct]) {
435            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
436                         mRSProgram->mHal.state.textures[ct]);
437        } else {
438            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
439            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
440            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
441            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
442            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
443        }
444        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
445    }
446
447    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
448    mDirty = false;
449    rsdGLCheckError(rsc, "ProgramFragment::setup");
450}
451
452void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
453    uint32_t uidx = 0;
454    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
455        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
456        if (!alloc) {
457            ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
458                 (uint32_t)this, ct);
459            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
460            continue;
461        }
462
463        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
464        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
465        for (uint32_t field=0; field < e->getFieldCount(); field++) {
466            const Element *f = e->getField(field);
467            const char *fieldName = e->getFieldName(field);
468            // If this field is padding, skip it
469            if (fieldName[0] == '#') {
470                continue;
471            }
472
473            uint32_t offset = e->getFieldOffsetBytes(field);
474            const float *fd = reinterpret_cast<const float *>(&data[offset]);
475
476            int32_t slot = -1;
477            uint32_t arraySize = 1;
478            if (!isFragment) {
479                slot = sc->vtxUniformSlot(uidx);
480                arraySize = sc->vtxUniformSize(uidx);
481            } else {
482                slot = sc->fragUniformSlot(uidx);
483                arraySize = sc->fragUniformSize(uidx);
484            }
485            if (rsc->props.mLogShadersUniforms) {
486                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
487                     slot, offset, ct, field, uidx, fieldName);
488            }
489            uidx ++;
490            if (slot < 0) {
491                continue;
492            }
493
494            if (rsc->props.mLogShadersUniforms) {
495                logUniform(f, fd, arraySize);
496            }
497            setUniform(rsc, f, fd, slot, arraySize);
498        }
499    }
500}
501
502void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
503
504    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
505    setupTextures(rsc, sc);
506}
507
508void RsdShader::initAttribAndUniformArray() {
509    mAttribCount = 0;
510    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
511        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
512        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
513            if (elem->getFieldName(field)[0] != '#') {
514                mAttribCount ++;
515            }
516        }
517    }
518
519    mUniformCount = 0;
520    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
521        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
522
523        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
524            if (elem->getFieldName(field)[0] != '#') {
525                mUniformCount ++;
526            }
527        }
528    }
529    mUniformCount += mRSProgram->mHal.state.texturesCount;
530
531    if (mAttribCount) {
532        mAttribNames = new String8[mAttribCount];
533    }
534    if (mUniformCount) {
535        mUniformNames = new String8[mUniformCount];
536        mUniformArraySizes = new uint32_t[mUniformCount];
537    }
538
539    mTextureCount = mRSProgram->mHal.state.texturesCount;
540    if (mTextureCount) {
541        mTextureTargets = new uint32_t[mTextureCount];
542    }
543}
544
545void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
546                                   uint32_t *count, const char *prefix) {
547    rsAssert(e->getFieldCount());
548    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
549        const Element *ce = e->getField(ct);
550        if (ce->getFieldCount()) {
551            initAddUserElement(ce, names, arrayLengths, count, prefix);
552        } else if (e->getFieldName(ct)[0] != '#') {
553            String8 tmp(prefix);
554            tmp.append(e->getFieldName(ct));
555            names[*count].setTo(tmp.string());
556            if (arrayLengths) {
557                arrayLengths[*count] = e->getFieldArraySize(ct);
558            }
559            (*count)++;
560        }
561    }
562}
563