rsdShader.cpp revision 7510992812e32c83114b98ea47fbb39876bdc223
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            snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
147            mTextureTargets[ct] = GL_TEXTURE_2D;
148        } else {
149            snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
150            mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
151        }
152        mShader.append(buf);
153    }
154}
155
156bool RsdShader::createShader() {
157
158    if (mType == GL_FRAGMENT_SHADER) {
159        mShader.append("precision mediump float;\n");
160    }
161    appendUserConstants();
162    appendAttributes();
163    appendTextures();
164
165    mShader.append(mUserShader);
166
167    return true;
168}
169
170bool RsdShader::loadShader(const Context *rsc) {
171    mShaderID = glCreateShader(mType);
172    rsAssert(mShaderID);
173
174    if (rsc->props.mLogShaders) {
175        ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
176        ALOGV("%s", mShader.string());
177    }
178
179    if (mShaderID) {
180        const char * ss = mShader.string();
181        RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
182        RSD_CALL_GL(glCompileShader, mShaderID);
183
184        GLint compiled = 0;
185        RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
186        if (!compiled) {
187            GLint infoLen = 0;
188            RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
189            if (infoLen) {
190                char* buf = (char*) malloc(infoLen);
191                if (buf) {
192                    RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
193                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
194                    free(buf);
195                }
196                RSD_CALL_GL(glDeleteShader, mShaderID);
197                mShaderID = 0;
198                return false;
199            }
200        }
201    }
202
203    if (rsc->props.mLogShaders) {
204        ALOGV("--Shader load result %x ", glGetError());
205    }
206    mIsValid = true;
207    return true;
208}
209
210void RsdShader::appendUserConstants() {
211    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
212        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
213        for (uint32_t field=0; field < e->getFieldCount(); field++) {
214            const Element *f = e->getField(field);
215            const char *fn = e->getFieldName(field);
216
217            if (fn[0] == '#') {
218                continue;
219            }
220
221            // Cannot be complex
222            rsAssert(!f->getFieldCount());
223            if (f->getType() == RS_TYPE_MATRIX_4X4) {
224                mShader.append("uniform mat4 UNI_");
225            } else if (f->getType() == RS_TYPE_MATRIX_3X3) {
226                mShader.append("uniform mat3 UNI_");
227            } else if (f->getType() == RS_TYPE_MATRIX_2X2) {
228                mShader.append("uniform mat2 UNI_");
229            } else {
230                switch (f->getComponent().getVectorSize()) {
231                case 1: mShader.append("uniform float UNI_"); break;
232                case 2: mShader.append("uniform vec2 UNI_"); break;
233                case 3: mShader.append("uniform vec3 UNI_"); break;
234                case 4: mShader.append("uniform vec4 UNI_"); break;
235                default:
236                    rsAssert(0);
237                }
238            }
239
240            mShader.append(fn);
241            if (e->getFieldArraySize(field) > 1) {
242                mShader.appendFormat("[%d]", e->getFieldArraySize(field));
243            }
244            mShader.append(";\n");
245        }
246    }
247}
248
249void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
250    RsDataType dataType = field->getType();
251    uint32_t elementSize = field->getSizeBytes() / sizeof(float);
252    for (uint32_t i = 0; i < arraySize; i ++) {
253        if (arraySize > 1) {
254            ALOGV("Array Element [%u]", i);
255        }
256        if (dataType == RS_TYPE_MATRIX_4X4) {
257            ALOGV("Matrix4x4");
258            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
259            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
260            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
261            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
262        } else if (dataType == RS_TYPE_MATRIX_3X3) {
263            ALOGV("Matrix3x3");
264            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
265            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
266            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
267        } else if (dataType == RS_TYPE_MATRIX_2X2) {
268            ALOGV("Matrix2x2");
269            ALOGV("{%f, %f",  fd[0], fd[2]);
270            ALOGV(" %f, %f}", fd[1], fd[3]);
271        } else {
272            switch (field->getComponent().getVectorSize()) {
273            case 1:
274                ALOGV("Uniform 1 = %f", fd[0]);
275                break;
276            case 2:
277                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
278                break;
279            case 3:
280                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
281                break;
282            case 4:
283                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
284                break;
285            default:
286                rsAssert(0);
287            }
288        }
289        ALOGE("Element size %u data=%p", elementSize, fd);
290        fd += elementSize;
291        ALOGE("New data=%p", fd);
292    }
293}
294
295void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
296                         int32_t slot, uint32_t arraySize ) {
297    RsDataType dataType = field->getType();
298    if (dataType == RS_TYPE_MATRIX_4X4) {
299        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
300    } else if (dataType == RS_TYPE_MATRIX_3X3) {
301        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
302    } else if (dataType == RS_TYPE_MATRIX_2X2) {
303        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
304    } else {
305        switch (field->getComponent().getVectorSize()) {
306        case 1:
307            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
308            break;
309        case 2:
310            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
311            break;
312        case 3:
313            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
314            break;
315        case 4:
316            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
317            break;
318        default:
319            rsAssert(0);
320        }
321    }
322}
323
324void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
325    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
326
327    GLenum trans[] = {
328        GL_NEAREST, //RS_SAMPLER_NEAREST,
329        GL_LINEAR, //RS_SAMPLER_LINEAR,
330        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
331        GL_REPEAT, //RS_SAMPLER_WRAP,
332        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
333        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
334    };
335
336    GLenum transNP[] = {
337        GL_NEAREST, //RS_SAMPLER_NEAREST,
338        GL_LINEAR, //RS_SAMPLER_LINEAR,
339        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
340        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
341        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
342        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
343    };
344
345    // This tells us the correct texture type
346    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
347    const GLenum target = drvTex->glTarget;
348
349    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
350        if (tex->getHasGraphicsMipmaps() &&
351            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
352            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
353                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
354                            trans[s->mHal.state.minFilter]);
355            } else {
356                switch (trans[s->mHal.state.minFilter]) {
357                case GL_LINEAR_MIPMAP_LINEAR:
358                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
359                                GL_LINEAR_MIPMAP_NEAREST);
360                    break;
361                default:
362                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
363                                trans[s->mHal.state.minFilter]);
364                    break;
365                }
366            }
367        } else {
368            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
369                        transNP[s->mHal.state.minFilter]);
370        }
371        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
372                    transNP[s->mHal.state.magFilter]);
373        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
374        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
375    } else {
376        if (tex->getHasGraphicsMipmaps()) {
377            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
378                        trans[s->mHal.state.minFilter]);
379        } else {
380            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
381                        transNP[s->mHal.state.minFilter]);
382        }
383        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
384        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
385        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
386    }
387
388    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
389    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
390        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
391    }
392
393    rsdGLCheckError(rsc, "Sampler::setup tex env");
394}
395
396void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
397    if (mRSProgram->mHal.state.texturesCount == 0) {
398        return;
399    }
400
401    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
402
403    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
404    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
405    if (numTexturesToBind >= numTexturesAvailable) {
406        ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
407             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
408        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
409        numTexturesToBind = numTexturesAvailable;
410    }
411
412    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
413        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
414        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
415
416        if (!mRSProgram->mHal.state.textures[ct]) {
417            // if nothing is bound, reset to default GL texture
418            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
419            continue;
420        }
421
422        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
423        if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
424            ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
425            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
426        }
427        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
428        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
429        if (mRSProgram->mHal.state.samplers[ct]) {
430            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
431                         mRSProgram->mHal.state.textures[ct]);
432        } else {
433            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
434            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
435            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
436            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
437            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
438        }
439        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
440    }
441
442    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
443    mDirty = false;
444    rsdGLCheckError(rsc, "ProgramFragment::setup");
445}
446
447void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
448    uint32_t uidx = 0;
449    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
450        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
451        if (!alloc) {
452            ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
453                 (uint32_t)this, ct);
454            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
455            continue;
456        }
457
458        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
459        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
460        for (uint32_t field=0; field < e->getFieldCount(); field++) {
461            const Element *f = e->getField(field);
462            const char *fieldName = e->getFieldName(field);
463            // If this field is padding, skip it
464            if (fieldName[0] == '#') {
465                continue;
466            }
467
468            uint32_t offset = e->getFieldOffsetBytes(field);
469            const float *fd = reinterpret_cast<const float *>(&data[offset]);
470
471            int32_t slot = -1;
472            uint32_t arraySize = 1;
473            if (!isFragment) {
474                slot = sc->vtxUniformSlot(uidx);
475                arraySize = sc->vtxUniformSize(uidx);
476            } else {
477                slot = sc->fragUniformSlot(uidx);
478                arraySize = sc->fragUniformSize(uidx);
479            }
480            if (rsc->props.mLogShadersUniforms) {
481                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
482                     slot, offset, ct, field, uidx, fieldName);
483            }
484            uidx ++;
485            if (slot < 0) {
486                continue;
487            }
488
489            if (rsc->props.mLogShadersUniforms) {
490                logUniform(f, fd, arraySize);
491            }
492            setUniform(rsc, f, fd, slot, arraySize);
493        }
494    }
495}
496
497void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
498
499    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
500    setupTextures(rsc, sc);
501}
502
503void RsdShader::initAttribAndUniformArray() {
504    mAttribCount = 0;
505    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
506        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
507        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
508            if (elem->getFieldName(field)[0] != '#') {
509                mAttribCount ++;
510            }
511        }
512    }
513
514    mUniformCount = 0;
515    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
516        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
517
518        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
519            if (elem->getFieldName(field)[0] != '#') {
520                mUniformCount ++;
521            }
522        }
523    }
524    mUniformCount += mRSProgram->mHal.state.texturesCount;
525
526    if (mAttribCount) {
527        mAttribNames = new String8[mAttribCount];
528    }
529    if (mUniformCount) {
530        mUniformNames = new String8[mUniformCount];
531        mUniformArraySizes = new uint32_t[mUniformCount];
532    }
533
534    mTextureCount = mRSProgram->mHal.state.texturesCount;
535    if (mTextureCount) {
536        mTextureTargets = new uint32_t[mTextureCount];
537    }
538}
539
540void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
541                                   uint32_t *count, const char *prefix) {
542    rsAssert(e->getFieldCount());
543    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
544        const Element *ce = e->getField(ct);
545        if (ce->getFieldCount()) {
546            initAddUserElement(ce, names, arrayLengths, count, prefix);
547        } else if (e->getFieldName(ct)[0] != '#') {
548            String8 tmp(prefix);
549            tmp.append(e->getFieldName(ct));
550            names[*count].setTo(tmp.string());
551            if (arrayLengths) {
552                arrayLengths[*count] = e->getFieldArraySize(ct);
553            }
554            (*count)++;
555        }
556    }
557}
558