rsdShader.cpp revision 3522f40418fdf877f5a136475dbf75e57a3b7c77
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
29using namespace android;
30using namespace android::renderscript;
31
32RsdShader::RsdShader(const Program *p, uint32_t type,
33                     const char * shaderText, size_t shaderLength,
34                     const char** textureNames, size_t textureNamesCount,
35                     const size_t *textureNamesLength) {
36    mUserShader.setTo(shaderText, shaderLength);
37    mRSProgram = p;
38    mType = type;
39    initMemberVars();
40    initAttribAndUniformArray();
41    init(textureNames, textureNamesCount, textureNamesLength);
42
43    for(size_t i=0; i < textureNamesCount; i++) {
44        mTextureNames.push(String8(textureNames[i], textureNamesLength[i]));
45    }
46}
47
48RsdShader::~RsdShader() {
49    if (mShaderID) {
50        glDeleteShader(mShaderID);
51    }
52
53    delete[] mAttribNames;
54    delete[] mUniformNames;
55    delete[] mUniformArraySizes;
56    delete[] mTextureTargets;
57}
58
59void RsdShader::initMemberVars() {
60    mDirty = true;
61    mShaderID = 0;
62    mAttribCount = 0;
63    mUniformCount = 0;
64
65    mAttribNames = NULL;
66    mUniformNames = NULL;
67    mUniformArraySizes = NULL;
68    mTextureTargets = NULL;
69
70    mIsValid = false;
71}
72
73void RsdShader::init(const char** textureNames, size_t textureNamesCount,
74                     const size_t *textureNamesLength) {
75    uint32_t attribCount = 0;
76    uint32_t uniformCount = 0;
77    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
78        initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
79                           NULL, &attribCount, RS_SHADER_ATTR);
80    }
81    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
82        initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
83                           mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
84    }
85
86    mTextureUniformIndexStart = uniformCount;
87    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
88        mUniformNames[uniformCount].setTo("UNI_");
89        mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
90        mUniformArraySizes[uniformCount] = 1;
91        uniformCount++;
92    }
93}
94
95String8 RsdShader::getGLSLInputString() const {
96    String8 s;
97    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
98        const Element *e = mRSProgram->mHal.state.inputElements[ct];
99        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
100            const Element *f = e->mHal.state.fields[field];
101
102            // Cannot be complex
103            rsAssert(!f->mHal.state.fieldsCount);
104            switch (f->mHal.state.vectorSize) {
105            case 1: s.append("attribute float ATTRIB_"); break;
106            case 2: s.append("attribute vec2 ATTRIB_"); break;
107            case 3: s.append("attribute vec3 ATTRIB_"); break;
108            case 4: s.append("attribute vec4 ATTRIB_"); break;
109            default:
110                rsAssert(0);
111            }
112
113            s.append(e->mHal.state.fieldNames[field]);
114            s.append(";\n");
115        }
116    }
117    return s;
118}
119
120void RsdShader::appendAttributes() {
121    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
122        const Element *e = mRSProgram->mHal.state.inputElements[ct];
123        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
124            const Element *f = e->mHal.state.fields[field];
125            const char *fn = e->mHal.state.fieldNames[field];
126
127            // Cannot be complex
128            rsAssert(!f->mHal.state.fieldsCount);
129            switch (f->mHal.state.vectorSize) {
130            case 1: mShader.append("attribute float ATTRIB_"); break;
131            case 2: mShader.append("attribute vec2 ATTRIB_"); break;
132            case 3: mShader.append("attribute vec3 ATTRIB_"); break;
133            case 4: mShader.append("attribute vec4 ATTRIB_"); break;
134            default:
135                rsAssert(0);
136            }
137
138            mShader.append(fn);
139            mShader.append(";\n");
140        }
141    }
142}
143
144void RsdShader::appendTextures() {
145
146    // TODO: this does not yet handle cases where the texture changes between IO
147    // input and local
148    bool appendUsing = true;
149    for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
150        if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
151            Allocation *a = mRSProgram->mHal.state.textures[ct];
152            if (a && a->mHal.state.surfaceTextureID) {
153                if(appendUsing) {
154                    mShader.append("#extension GL_OES_EGL_image_external : require\n");
155                    appendUsing = false;
156                }
157                mShader.append("uniform samplerExternalOES UNI_");
158                mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
159            } else {
160                mShader.append("uniform sampler2D UNI_");
161                mTextureTargets[ct] = GL_TEXTURE_2D;
162            }
163        } else {
164            mShader.append("uniform samplerCube UNI_");
165            mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
166        }
167
168        mShader.append(mTextureNames[ct]);
169        mShader.append(";\n");
170    }
171}
172
173bool RsdShader::createShader() {
174    if (mType == GL_FRAGMENT_SHADER) {
175        mShader.append("precision mediump float;\n");
176    }
177    appendUserConstants();
178    appendAttributes();
179    appendTextures();
180    mShader.append(mUserShader);
181
182    return true;
183}
184
185bool RsdShader::loadShader(const Context *rsc) {
186    mShaderID = glCreateShader(mType);
187    rsAssert(mShaderID);
188
189    if(!mShader.length()) {
190        createShader();
191    }
192
193    if (rsc->props.mLogShaders) {
194        ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
195        ALOGV("%s", mShader.string());
196    }
197
198    if (mShaderID) {
199        const char * ss = mShader.string();
200        RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
201        RSD_CALL_GL(glCompileShader, mShaderID);
202
203        GLint compiled = 0;
204        RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
205        if (!compiled) {
206            GLint infoLen = 0;
207            RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
208            if (infoLen) {
209                char* buf = (char*) malloc(infoLen);
210                if (buf) {
211                    RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
212                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
213                    free(buf);
214                }
215                RSD_CALL_GL(glDeleteShader, mShaderID);
216                mShaderID = 0;
217                return false;
218            }
219        }
220    }
221
222    if (rsc->props.mLogShaders) {
223        ALOGV("--Shader load result %x ", glGetError());
224    }
225    mIsValid = true;
226    return true;
227}
228
229void RsdShader::appendUserConstants() {
230    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
231        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
232        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
233            const Element *f = e->mHal.state.fields[field];
234            const char *fn = e->mHal.state.fieldNames[field];
235
236            // Cannot be complex
237            rsAssert(!f->mHal.state.fieldsCount);
238            if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
239                mShader.append("uniform mat4 UNI_");
240            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
241                mShader.append("uniform mat3 UNI_");
242            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
243                mShader.append("uniform mat2 UNI_");
244            } else {
245                switch (f->mHal.state.vectorSize) {
246                case 1: mShader.append("uniform float UNI_"); break;
247                case 2: mShader.append("uniform vec2 UNI_"); break;
248                case 3: mShader.append("uniform vec3 UNI_"); break;
249                case 4: mShader.append("uniform vec4 UNI_"); break;
250                default:
251                    rsAssert(0);
252                }
253            }
254
255            mShader.append(fn);
256            if (e->mHal.state.fieldArraySizes[field] > 1) {
257                mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]);
258            }
259            mShader.append(";\n");
260        }
261    }
262}
263
264void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
265    RsDataType dataType = field->mHal.state.dataType;
266    uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
267    for (uint32_t i = 0; i < arraySize; i ++) {
268        if (arraySize > 1) {
269            ALOGV("Array Element [%u]", i);
270        }
271        if (dataType == RS_TYPE_MATRIX_4X4) {
272            ALOGV("Matrix4x4");
273            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
274            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
275            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
276            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
277        } else if (dataType == RS_TYPE_MATRIX_3X3) {
278            ALOGV("Matrix3x3");
279            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
280            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
281            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
282        } else if (dataType == RS_TYPE_MATRIX_2X2) {
283            ALOGV("Matrix2x2");
284            ALOGV("{%f, %f",  fd[0], fd[2]);
285            ALOGV(" %f, %f}", fd[1], fd[3]);
286        } else {
287            switch (field->mHal.state.vectorSize) {
288            case 1:
289                ALOGV("Uniform 1 = %f", fd[0]);
290                break;
291            case 2:
292                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
293                break;
294            case 3:
295                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
296                break;
297            case 4:
298                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
299                break;
300            default:
301                rsAssert(0);
302            }
303        }
304        ALOGE("Element size %u data=%p", elementSize, fd);
305        fd += elementSize;
306        ALOGE("New data=%p", fd);
307    }
308}
309
310void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
311                         int32_t slot, uint32_t arraySize ) {
312    RsDataType dataType = field->mHal.state.dataType;
313    if (dataType == RS_TYPE_MATRIX_4X4) {
314        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
315    } else if (dataType == RS_TYPE_MATRIX_3X3) {
316        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
317    } else if (dataType == RS_TYPE_MATRIX_2X2) {
318        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
319    } else {
320        switch (field->mHal.state.vectorSize) {
321        case 1:
322            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
323            break;
324        case 2:
325            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
326            break;
327        case 3:
328            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
329            break;
330        case 4:
331            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
332            break;
333        default:
334            rsAssert(0);
335        }
336    }
337}
338
339void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
340    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
341
342    GLenum trans[] = {
343        GL_NEAREST, //RS_SAMPLER_NEAREST,
344        GL_LINEAR, //RS_SAMPLER_LINEAR,
345        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
346        GL_REPEAT, //RS_SAMPLER_WRAP,
347        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
348        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
349    };
350
351    GLenum transNP[] = {
352        GL_NEAREST, //RS_SAMPLER_NEAREST,
353        GL_LINEAR, //RS_SAMPLER_LINEAR,
354        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
355        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
356        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
357        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
358    };
359
360    // This tells us the correct texture type
361    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
362    const GLenum target = drvTex->glTarget;
363
364    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
365        if (tex->getHasGraphicsMipmaps() &&
366            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
367            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
368                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
369                            trans[s->mHal.state.minFilter]);
370            } else {
371                switch (trans[s->mHal.state.minFilter]) {
372                case GL_LINEAR_MIPMAP_LINEAR:
373                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
374                                GL_LINEAR_MIPMAP_NEAREST);
375                    break;
376                default:
377                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
378                                trans[s->mHal.state.minFilter]);
379                    break;
380                }
381            }
382        } else {
383            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
384                        transNP[s->mHal.state.minFilter]);
385        }
386        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
387                    transNP[s->mHal.state.magFilter]);
388        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
389        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
390    } else {
391        if (tex->getHasGraphicsMipmaps()) {
392            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
393                        trans[s->mHal.state.minFilter]);
394        } else {
395            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
396                        transNP[s->mHal.state.minFilter]);
397        }
398        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
399        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
400        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
401    }
402
403    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
404    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
405        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
406    }
407
408    rsdGLCheckError(rsc, "Sampler::setup tex env");
409}
410
411void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
412    if (mRSProgram->mHal.state.texturesCount == 0) {
413        return;
414    }
415
416    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
417
418    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
419    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
420    if (numTexturesToBind >= numTexturesAvailable) {
421        ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
422             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
423        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
424        numTexturesToBind = numTexturesAvailable;
425    }
426
427    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
428        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
429        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
430
431        if (!mRSProgram->mHal.state.textures[ct]) {
432            // if nothing is bound, reset to default GL texture
433            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
434            continue;
435        }
436
437        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
438        if (drvTex->glTarget != GL_TEXTURE_2D &&
439            drvTex->glTarget != GL_TEXTURE_CUBE_MAP &&
440            drvTex->glTarget != GL_TEXTURE_EXTERNAL_OES) {
441            ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u",
442                  (uint)this, ct);
443            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
444        }
445        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
446        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
447        if (mRSProgram->mHal.state.samplers[ct]) {
448            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
449                         mRSProgram->mHal.state.textures[ct]);
450        } else {
451            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
452            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
453            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
454            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
455            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
456        }
457        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
458    }
459
460    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
461    mDirty = false;
462    rsdGLCheckError(rsc, "ProgramFragment::setup");
463}
464
465void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
466    uint32_t uidx = 0;
467    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
468        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
469        if (!alloc) {
470            ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
471                 (uint32_t)this, ct);
472            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
473            continue;
474        }
475
476        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
477        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
478        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
479            const Element *f = e->mHal.state.fields[field];
480            const char *fieldName = e->mHal.state.fieldNames[field];
481
482            uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
483            const float *fd = reinterpret_cast<const float *>(&data[offset]);
484
485            int32_t slot = -1;
486            uint32_t arraySize = 1;
487            if (!isFragment) {
488                slot = sc->vtxUniformSlot(uidx);
489                arraySize = sc->vtxUniformSize(uidx);
490            } else {
491                slot = sc->fragUniformSlot(uidx);
492                arraySize = sc->fragUniformSize(uidx);
493            }
494            if (rsc->props.mLogShadersUniforms) {
495                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
496                     slot, offset, ct, field, uidx, fieldName);
497            }
498            uidx ++;
499            if (slot < 0) {
500                continue;
501            }
502
503            if (rsc->props.mLogShadersUniforms) {
504                logUniform(f, fd, arraySize);
505            }
506            setUniform(rsc, f, fd, slot, arraySize);
507        }
508    }
509}
510
511void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
512
513    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
514    setupTextures(rsc, sc);
515}
516
517void RsdShader::initAttribAndUniformArray() {
518    mAttribCount = 0;
519    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
520        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
521        mAttribCount += elem->mHal.state.fieldsCount;
522    }
523
524    mUniformCount = 0;
525    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
526        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
527        mUniformCount += elem->mHal.state.fieldsCount;
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->mHal.state.fieldsCount);
548    for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
549        const Element *ce = e->mHal.state.fields[ct];
550        if (ce->mHal.state.fieldsCount) {
551            initAddUserElement(ce, names, arrayLengths, count, prefix);
552        } else {
553            String8 tmp(prefix);
554            tmp.append(e->mHal.state.fieldNames[ct]);
555            names[*count].setTo(tmp.string());
556            if (arrayLengths) {
557                arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
558            }
559            (*count)++;
560        }
561    }
562}
563