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    for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
50        StateBasedKey *state = mStateBasedShaders.itemAt(i);
51        if (state->mShaderID) {
52            glDeleteShader(state->mShaderID);
53        }
54        delete state;
55    }
56
57    delete[] mAttribNames;
58    delete[] mUniformNames;
59    delete[] mUniformArraySizes;
60}
61
62void RsdShader::initMemberVars() {
63    mDirty = true;
64    mAttribCount = 0;
65    mUniformCount = 0;
66
67    mAttribNames = NULL;
68    mUniformNames = NULL;
69    mUniformArraySizes = NULL;
70    mCurrentState = NULL;
71
72    mIsValid = false;
73}
74
75RsdShader::StateBasedKey *RsdShader::getExistingState() {
76    RsdShader::StateBasedKey *returnKey = NULL;
77
78    for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
79        returnKey = mStateBasedShaders.itemAt(i);
80
81        for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
82            uint32_t texType = 0;
83            if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
84                Allocation *a = mRSProgram->mHal.state.textures[ct];
85                if (a && a->mHal.state.surfaceTextureID) {
86                    texType = GL_TEXTURE_EXTERNAL_OES;
87                } else {
88                    texType = GL_TEXTURE_2D;
89                }
90            } else {
91                texType = GL_TEXTURE_CUBE_MAP;
92            }
93            if (texType != returnKey->mTextureTargets[ct]) {
94                returnKey = NULL;
95                break;
96            }
97        }
98    }
99    return returnKey;
100}
101
102uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
103    StateBasedKey *state = getExistingState();
104    if (state != NULL) {
105        mCurrentState = state;
106        return mCurrentState->mShaderID;
107    }
108    // We have not created a shader for this particular state yet
109    state = new StateBasedKey(mTextureCount);
110    mCurrentState = state;
111    mStateBasedShaders.add(state);
112    createShader();
113    loadShader(rsc);
114    return mCurrentState->mShaderID;
115}
116
117void RsdShader::init(const char** textureNames, size_t textureNamesCount,
118                     const size_t *textureNamesLength) {
119    uint32_t attribCount = 0;
120    uint32_t uniformCount = 0;
121    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
122        initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
123                           NULL, &attribCount, RS_SHADER_ATTR);
124    }
125    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
126        initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
127                           mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
128    }
129
130    mTextureUniformIndexStart = uniformCount;
131    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
132        mUniformNames[uniformCount].setTo("UNI_");
133        mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
134        mUniformArraySizes[uniformCount] = 1;
135        uniformCount++;
136    }
137}
138
139String8 RsdShader::getGLSLInputString() const {
140    String8 s;
141    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
142        const Element *e = mRSProgram->mHal.state.inputElements[ct];
143        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
144            const Element *f = e->mHal.state.fields[field];
145
146            // Cannot be complex
147            rsAssert(!f->mHal.state.fieldsCount);
148            switch (f->mHal.state.vectorSize) {
149            case 1: s.append("attribute float ATTRIB_"); break;
150            case 2: s.append("attribute vec2 ATTRIB_"); break;
151            case 3: s.append("attribute vec3 ATTRIB_"); break;
152            case 4: s.append("attribute vec4 ATTRIB_"); break;
153            default:
154                rsAssert(0);
155            }
156
157            s.append(e->mHal.state.fieldNames[field]);
158            s.append(";\n");
159        }
160    }
161    return s;
162}
163
164void RsdShader::appendAttributes() {
165    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
166        const Element *e = mRSProgram->mHal.state.inputElements[ct];
167        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
168            const Element *f = e->mHal.state.fields[field];
169            const char *fn = e->mHal.state.fieldNames[field];
170
171            // Cannot be complex
172            rsAssert(!f->mHal.state.fieldsCount);
173            switch (f->mHal.state.vectorSize) {
174            case 1: mShader.append("attribute float ATTRIB_"); break;
175            case 2: mShader.append("attribute vec2 ATTRIB_"); break;
176            case 3: mShader.append("attribute vec3 ATTRIB_"); break;
177            case 4: mShader.append("attribute vec4 ATTRIB_"); break;
178            default:
179                rsAssert(0);
180            }
181
182            mShader.append(fn);
183            mShader.append(";\n");
184        }
185    }
186}
187
188void RsdShader::appendTextures() {
189
190    // TODO: this does not yet handle cases where the texture changes between IO
191    // input and local
192    bool appendUsing = true;
193    for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
194        if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
195            Allocation *a = mRSProgram->mHal.state.textures[ct];
196            if (a && a->mHal.state.surfaceTextureID) {
197                if(appendUsing) {
198                    mShader.append("#extension GL_OES_EGL_image_external : require\n");
199                    appendUsing = false;
200                }
201                mShader.append("uniform samplerExternalOES UNI_");
202                mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
203            } else {
204                mShader.append("uniform sampler2D UNI_");
205                mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
206            }
207        } else {
208            mShader.append("uniform samplerCube UNI_");
209            mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
210        }
211
212        mShader.append(mTextureNames[ct]);
213        mShader.append(";\n");
214    }
215}
216
217bool RsdShader::createShader() {
218    mShader.clear();
219    if (mType == GL_FRAGMENT_SHADER) {
220        mShader.append("precision mediump float;\n");
221    }
222    appendUserConstants();
223    appendAttributes();
224    appendTextures();
225    mShader.append(mUserShader);
226
227    return true;
228}
229
230bool RsdShader::loadShader(const Context *rsc) {
231    mCurrentState->mShaderID = glCreateShader(mType);
232    rsAssert(mCurrentState->mShaderID);
233
234    if(!mShader.length()) {
235        createShader();
236    }
237
238    if (rsc->props.mLogShaders) {
239        ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
240        ALOGV("%s", mShader.string());
241    }
242
243    if (mCurrentState->mShaderID) {
244        const char * ss = mShader.string();
245        RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, NULL);
246        RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
247
248        GLint compiled = 0;
249        RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
250        if (!compiled) {
251            GLint infoLen = 0;
252            RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
253            if (infoLen) {
254                char* buf = (char*) malloc(infoLen);
255                if (buf) {
256                    RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, NULL, buf);
257                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
258                    free(buf);
259                }
260                RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
261                mCurrentState->mShaderID = 0;
262                return false;
263            }
264        }
265    }
266
267    if (rsc->props.mLogShaders) {
268        ALOGV("--Shader load result %x ", glGetError());
269    }
270    mIsValid = true;
271    return true;
272}
273
274void RsdShader::appendUserConstants() {
275    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
276        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
277        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
278            const Element *f = e->mHal.state.fields[field];
279            const char *fn = e->mHal.state.fieldNames[field];
280
281            // Cannot be complex
282            rsAssert(!f->mHal.state.fieldsCount);
283            if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
284                mShader.append("uniform mat4 UNI_");
285            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
286                mShader.append("uniform mat3 UNI_");
287            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
288                mShader.append("uniform mat2 UNI_");
289            } else {
290                switch (f->mHal.state.vectorSize) {
291                case 1: mShader.append("uniform float UNI_"); break;
292                case 2: mShader.append("uniform vec2 UNI_"); break;
293                case 3: mShader.append("uniform vec3 UNI_"); break;
294                case 4: mShader.append("uniform vec4 UNI_"); break;
295                default:
296                    rsAssert(0);
297                }
298            }
299
300            mShader.append(fn);
301            if (e->mHal.state.fieldArraySizes[field] > 1) {
302                mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]);
303            }
304            mShader.append(";\n");
305        }
306    }
307}
308
309void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
310    RsDataType dataType = field->mHal.state.dataType;
311    uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
312    for (uint32_t i = 0; i < arraySize; i ++) {
313        if (arraySize > 1) {
314            ALOGV("Array Element [%u]", i);
315        }
316        if (dataType == RS_TYPE_MATRIX_4X4) {
317            ALOGV("Matrix4x4");
318            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
319            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
320            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
321            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
322        } else if (dataType == RS_TYPE_MATRIX_3X3) {
323            ALOGV("Matrix3x3");
324            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
325            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
326            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
327        } else if (dataType == RS_TYPE_MATRIX_2X2) {
328            ALOGV("Matrix2x2");
329            ALOGV("{%f, %f",  fd[0], fd[2]);
330            ALOGV(" %f, %f}", fd[1], fd[3]);
331        } else {
332            switch (field->mHal.state.vectorSize) {
333            case 1:
334                ALOGV("Uniform 1 = %f", fd[0]);
335                break;
336            case 2:
337                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
338                break;
339            case 3:
340                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
341                break;
342            case 4:
343                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
344                break;
345            default:
346                rsAssert(0);
347            }
348        }
349        ALOGV("Element size %u data=%p", elementSize, fd);
350        fd += elementSize;
351        ALOGV("New data=%p", fd);
352    }
353}
354
355void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
356                         int32_t slot, uint32_t arraySize ) {
357    RsDataType dataType = field->mHal.state.dataType;
358    if (dataType == RS_TYPE_MATRIX_4X4) {
359        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
360    } else if (dataType == RS_TYPE_MATRIX_3X3) {
361        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
362    } else if (dataType == RS_TYPE_MATRIX_2X2) {
363        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
364    } else {
365        switch (field->mHal.state.vectorSize) {
366        case 1:
367            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
368            break;
369        case 2:
370            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
371            break;
372        case 3:
373            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
374            break;
375        case 4:
376            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
377            break;
378        default:
379            rsAssert(0);
380        }
381    }
382}
383
384void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
385    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
386
387    GLenum trans[] = {
388        GL_NEAREST, //RS_SAMPLER_NEAREST,
389        GL_LINEAR, //RS_SAMPLER_LINEAR,
390        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
391        GL_REPEAT, //RS_SAMPLER_WRAP,
392        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
393        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
394    };
395
396    GLenum transNP[] = {
397        GL_NEAREST, //RS_SAMPLER_NEAREST,
398        GL_LINEAR, //RS_SAMPLER_LINEAR,
399        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
400        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
401        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
402        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
403    };
404
405    // This tells us the correct texture type
406    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
407    const GLenum target = drvTex->glTarget;
408    if (!target) {
409        // this can happen if the user set the wrong allocation flags.
410        rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
411        return;
412    }
413
414    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
415        if (tex->getHasGraphicsMipmaps() &&
416            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
417            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
418                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
419                            trans[s->mHal.state.minFilter]);
420            } else {
421                switch (trans[s->mHal.state.minFilter]) {
422                case GL_LINEAR_MIPMAP_LINEAR:
423                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
424                                GL_LINEAR_MIPMAP_NEAREST);
425                    break;
426                default:
427                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
428                                trans[s->mHal.state.minFilter]);
429                    break;
430                }
431            }
432        } else {
433            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
434                        transNP[s->mHal.state.minFilter]);
435        }
436        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
437                    transNP[s->mHal.state.magFilter]);
438        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
439        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
440    } else {
441        if (tex->getHasGraphicsMipmaps()) {
442            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
443                        trans[s->mHal.state.minFilter]);
444        } else {
445            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
446                        transNP[s->mHal.state.minFilter]);
447        }
448        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
449        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
450        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
451    }
452
453    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
454    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
455        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
456    }
457
458    rsdGLCheckError(rsc, "Sampler::setup tex env");
459}
460
461void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
462    if (mRSProgram->mHal.state.texturesCount == 0) {
463        return;
464    }
465
466    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
467
468    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
469    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
470    if (numTexturesToBind >= numTexturesAvailable) {
471        ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
472             mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
473        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
474        numTexturesToBind = numTexturesAvailable;
475    }
476
477    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
478        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
479        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
480
481        if (!mRSProgram->mHal.state.textures[ct]) {
482            // if nothing is bound, reset to default GL texture
483            RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
484            continue;
485        }
486
487        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
488
489        if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
490            mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
491            mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
492            ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
493                  this, ct);
494            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
495        }
496        RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
497        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
498        if (mRSProgram->mHal.state.samplers[ct]) {
499            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
500                         mRSProgram->mHal.state.textures[ct]);
501        } else {
502            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
503                GL_TEXTURE_MIN_FILTER, GL_NEAREST);
504            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
505                GL_TEXTURE_MAG_FILTER, GL_NEAREST);
506            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
507                GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
508            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509                GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
510            rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
511        }
512        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
513    }
514
515    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
516    mDirty = false;
517    rsdGLCheckError(rsc, "ProgramFragment::setup");
518}
519
520void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
521    uint32_t uidx = 0;
522    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
523        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
524
525        if (!alloc) {
526            ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
527                  this, ct);
528            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
529            continue;
530        }
531
532        const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
533        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
534        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
535            const Element *f = e->mHal.state.fields[field];
536            const char *fieldName = e->mHal.state.fieldNames[field];
537
538            uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
539            const float *fd = reinterpret_cast<const float *>(&data[offset]);
540
541            int32_t slot = -1;
542            uint32_t arraySize = 1;
543            if (!isFragment) {
544                slot = sc->vtxUniformSlot(uidx);
545                arraySize = sc->vtxUniformSize(uidx);
546            } else {
547                slot = sc->fragUniformSlot(uidx);
548                arraySize = sc->fragUniformSize(uidx);
549            }
550            if (rsc->props.mLogShadersUniforms) {
551                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
552                     slot, offset, ct, field, uidx, fieldName);
553            }
554            uidx ++;
555            if (slot < 0) {
556                continue;
557            }
558
559            if (rsc->props.mLogShadersUniforms) {
560                logUniform(f, fd, arraySize);
561            }
562            setUniform(rsc, f, fd, slot, arraySize);
563        }
564    }
565}
566
567void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
568
569    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
570    setupTextures(rsc, sc);
571}
572
573void RsdShader::initAttribAndUniformArray() {
574    mAttribCount = 0;
575    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
576        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
577        mAttribCount += elem->mHal.state.fieldsCount;
578    }
579
580    mUniformCount = 0;
581    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
582        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
583        mUniformCount += elem->mHal.state.fieldsCount;
584    }
585    mUniformCount += mRSProgram->mHal.state.texturesCount;
586
587    if (mAttribCount) {
588        mAttribNames = new String8[mAttribCount];
589    }
590    if (mUniformCount) {
591        mUniformNames = new String8[mUniformCount];
592        mUniformArraySizes = new uint32_t[mUniformCount];
593    }
594
595    mTextureCount = mRSProgram->mHal.state.texturesCount;
596}
597
598void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
599                                   uint32_t *count, const char *prefix) {
600    rsAssert(e->mHal.state.fieldsCount);
601    for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
602        const Element *ce = e->mHal.state.fields[ct];
603        if (ce->mHal.state.fieldsCount) {
604            initAddUserElement(ce, names, arrayLengths, count, prefix);
605        } else {
606            String8 tmp(prefix);
607            tmp.append(e->mHal.state.fieldNames[ct]);
608            names[*count].setTo(tmp.string());
609            if (arrayLengths) {
610                arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
611            }
612            (*count)++;
613        }
614    }
615}
616