rsdShader.cpp revision af12ac6a08651464f8d823add667c706f993b587
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                    ALOGE("Could not compile shader \n%s\n", buf);
194                    free(buf);
195                }
196                RSD_CALL_GL(glDeleteShader, mShaderID);
197                mShaderID = 0;
198                rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,");
199                return false;
200            }
201        }
202    }
203
204    if (rsc->props.mLogShaders) {
205        ALOGV("--Shader load result %x ", glGetError());
206    }
207    mIsValid = true;
208    return true;
209}
210
211void RsdShader::appendUserConstants() {
212    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
213        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
214        for (uint32_t field=0; field < e->getFieldCount(); field++) {
215            const Element *f = e->getField(field);
216            const char *fn = e->getFieldName(field);
217
218            if (fn[0] == '#') {
219                continue;
220            }
221
222            // Cannot be complex
223            rsAssert(!f->getFieldCount());
224            if (f->getType() == RS_TYPE_MATRIX_4X4) {
225                mShader.append("uniform mat4 UNI_");
226            } else if (f->getType() == RS_TYPE_MATRIX_3X3) {
227                mShader.append("uniform mat3 UNI_");
228            } else if (f->getType() == RS_TYPE_MATRIX_2X2) {
229                mShader.append("uniform mat2 UNI_");
230            } else {
231                switch (f->getComponent().getVectorSize()) {
232                case 1: mShader.append("uniform float UNI_"); break;
233                case 2: mShader.append("uniform vec2 UNI_"); break;
234                case 3: mShader.append("uniform vec3 UNI_"); break;
235                case 4: mShader.append("uniform vec4 UNI_"); break;
236                default:
237                    rsAssert(0);
238                }
239            }
240
241            mShader.append(fn);
242            if (e->getFieldArraySize(field) > 1) {
243                mShader.appendFormat("[%d]", e->getFieldArraySize(field));
244            }
245            mShader.append(";\n");
246        }
247    }
248}
249
250void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
251    RsDataType dataType = field->getType();
252    uint32_t elementSize = field->getSizeBytes() / sizeof(float);
253    for (uint32_t i = 0; i < arraySize; i ++) {
254        if (arraySize > 1) {
255            ALOGV("Array Element [%u]", i);
256        }
257        if (dataType == RS_TYPE_MATRIX_4X4) {
258            ALOGV("Matrix4x4");
259            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
260            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
261            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
262            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
263        } else if (dataType == RS_TYPE_MATRIX_3X3) {
264            ALOGV("Matrix3x3");
265            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
266            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
267            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
268        } else if (dataType == RS_TYPE_MATRIX_2X2) {
269            ALOGV("Matrix2x2");
270            ALOGV("{%f, %f",  fd[0], fd[2]);
271            ALOGV(" %f, %f}", fd[1], fd[3]);
272        } else {
273            switch (field->getComponent().getVectorSize()) {
274            case 1:
275                ALOGV("Uniform 1 = %f", fd[0]);
276                break;
277            case 2:
278                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
279                break;
280            case 3:
281                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
282                break;
283            case 4:
284                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
285                break;
286            default:
287                rsAssert(0);
288            }
289        }
290        ALOGE("Element size %u data=%p", elementSize, fd);
291        fd += elementSize;
292        ALOGE("New data=%p", fd);
293    }
294}
295
296void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
297                         int32_t slot, uint32_t arraySize ) {
298    RsDataType dataType = field->getType();
299    if (dataType == RS_TYPE_MATRIX_4X4) {
300        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
301    } else if (dataType == RS_TYPE_MATRIX_3X3) {
302        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
303    } else if (dataType == RS_TYPE_MATRIX_2X2) {
304        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
305    } else {
306        switch (field->getComponent().getVectorSize()) {
307        case 1:
308            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
309            break;
310        case 2:
311            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
312            break;
313        case 3:
314            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
315            break;
316        case 4:
317            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
318            break;
319        default:
320            rsAssert(0);
321        }
322    }
323}
324
325void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
326    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
327
328    GLenum trans[] = {
329        GL_NEAREST, //RS_SAMPLER_NEAREST,
330        GL_LINEAR, //RS_SAMPLER_LINEAR,
331        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
332        GL_REPEAT, //RS_SAMPLER_WRAP,
333        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
334        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
335    };
336
337    GLenum transNP[] = {
338        GL_NEAREST, //RS_SAMPLER_NEAREST,
339        GL_LINEAR, //RS_SAMPLER_LINEAR,
340        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
341        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
342        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
343        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
344    };
345
346    // This tells us the correct texture type
347    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
348    const GLenum target = drvTex->glTarget;
349
350    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
351        if (tex->getHasGraphicsMipmaps() &&
352            (dc->gl.gl.GL_NV_texture_npot_2D_mipmap || dc->gl.gl.GL_IMG_texture_npot)) {
353            if (dc->gl.gl.GL_NV_texture_npot_2D_mipmap) {
354                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
355                            trans[s->mHal.state.minFilter]);
356            } else {
357                switch (trans[s->mHal.state.minFilter]) {
358                case GL_LINEAR_MIPMAP_LINEAR:
359                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
360                                GL_LINEAR_MIPMAP_NEAREST);
361                    break;
362                default:
363                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
364                                trans[s->mHal.state.minFilter]);
365                    break;
366                }
367            }
368        } else {
369            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
370                        transNP[s->mHal.state.minFilter]);
371        }
372        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
373                    transNP[s->mHal.state.magFilter]);
374        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
375        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
376    } else {
377        if (tex->getHasGraphicsMipmaps()) {
378            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
379                        trans[s->mHal.state.minFilter]);
380        } else {
381            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
382                        transNP[s->mHal.state.minFilter]);
383        }
384        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
385        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
386        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
387    }
388
389    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
390    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
391        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
392    }
393
394    rsdGLCheckError(rsc, "Sampler::setup tex env");
395}
396
397void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
398    if (mRSProgram->mHal.state.texturesCount == 0) {
399        return;
400    }
401
402    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
403
404    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
405    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
406    if (numTexturesToBind >= numTexturesAvailable) {
407        ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
408             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
409        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
410        numTexturesToBind = numTexturesAvailable;
411    }
412
413    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
414        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
415        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
416
417        if (!mRSProgram->mHal.state.textures[ct]) {
418            // if nothing is bound, reset to default GL texture
419            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
420            continue;
421        }
422
423        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
424        if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
425            ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
426            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
427        }
428        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
429        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
430        if (mRSProgram->mHal.state.samplers[ct]) {
431            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
432                         mRSProgram->mHal.state.textures[ct]);
433        } else {
434            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
435            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
436            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
437            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
438            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
439        }
440        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
441    }
442
443    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
444    mDirty = false;
445    rsdGLCheckError(rsc, "ProgramFragment::setup");
446}
447
448void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
449    uint32_t uidx = 0;
450    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
451        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
452        if (!alloc) {
453            ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
454                 (uint32_t)this, ct);
455            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
456            continue;
457        }
458
459        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
460        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
461        for (uint32_t field=0; field < e->getFieldCount(); field++) {
462            const Element *f = e->getField(field);
463            const char *fieldName = e->getFieldName(field);
464            // If this field is padding, skip it
465            if (fieldName[0] == '#') {
466                continue;
467            }
468
469            uint32_t offset = e->getFieldOffsetBytes(field);
470            const float *fd = reinterpret_cast<const float *>(&data[offset]);
471
472            int32_t slot = -1;
473            uint32_t arraySize = 1;
474            if (!isFragment) {
475                slot = sc->vtxUniformSlot(uidx);
476                arraySize = sc->vtxUniformSize(uidx);
477            } else {
478                slot = sc->fragUniformSlot(uidx);
479                arraySize = sc->fragUniformSize(uidx);
480            }
481            if (rsc->props.mLogShadersUniforms) {
482                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
483                     slot, offset, ct, field, uidx, fieldName);
484            }
485            uidx ++;
486            if (slot < 0) {
487                continue;
488            }
489
490            if (rsc->props.mLogShadersUniforms) {
491                logUniform(f, fd, arraySize);
492            }
493            setUniform(rsc, f, fd, slot, arraySize);
494        }
495    }
496}
497
498void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
499
500    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
501    setupTextures(rsc, sc);
502}
503
504void RsdShader::initAttribAndUniformArray() {
505    mAttribCount = 0;
506    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
507        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
508        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
509            if (elem->getFieldName(field)[0] != '#') {
510                mAttribCount ++;
511            }
512        }
513    }
514
515    mUniformCount = 0;
516    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
517        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
518
519        for (uint32_t field=0; field < elem->getFieldCount(); field++) {
520            if (elem->getFieldName(field)[0] != '#') {
521                mUniformCount ++;
522            }
523        }
524    }
525    mUniformCount += mRSProgram->mHal.state.texturesCount;
526
527    if (mAttribCount) {
528        mAttribNames = new String8[mAttribCount];
529    }
530    if (mUniformCount) {
531        mUniformNames = new String8[mUniformCount];
532        mUniformArraySizes = new uint32_t[mUniformCount];
533    }
534
535    mTextureCount = mRSProgram->mHal.state.texturesCount;
536    if (mTextureCount) {
537        mTextureTargets = new uint32_t[mTextureCount];
538    }
539}
540
541void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
542                                   uint32_t *count, const char *prefix) {
543    rsAssert(e->getFieldCount());
544    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
545        const Element *ce = e->getField(ct);
546        if (ce->getFieldCount()) {
547            initAddUserElement(ce, names, arrayLengths, count, prefix);
548        } else if (e->getFieldName(ct)[0] != '#') {
549            String8 tmp(prefix);
550            tmp.append(e->getFieldName(ct));
551            names[*count].setTo(tmp.string());
552            if (arrayLengths) {
553                arrayLengths[*count] = e->getFieldArraySize(ct);
554            }
555            (*count)++;
556        }
557    }
558}
559