rsdShader.cpp revision c0a65425f8eb3573b1abd2a48292ca953c0a8590
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->mHal.state.fieldsCount; field++) {
94            const Element *f = e->mHal.state.fields[field];
95
96            // Cannot be complex
97            rsAssert(!f->mHal.state.fieldsCount);
98            switch (f->mHal.state.vectorSize) {
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->mHal.state.fieldNames[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->mHal.state.fieldsCount; field++) {
118            const Element *f = e->mHal.state.fields[field];
119            const char *fn = e->mHal.state.fieldNames[field];
120
121            // Cannot be complex
122            rsAssert(!f->mHal.state.fieldsCount);
123            switch (f->mHal.state.vectorSize) {
124            case 1: mShader.append("attribute float ATTRIB_"); break;
125            case 2: mShader.append("attribute vec2 ATTRIB_"); break;
126            case 3: mShader.append("attribute vec3 ATTRIB_"); break;
127            case 4: mShader.append("attribute vec4 ATTRIB_"); break;
128            default:
129                rsAssert(0);
130            }
131
132            mShader.append(fn);
133            mShader.append(";\n");
134        }
135    }
136}
137
138void RsdShader::appendTextures() {
139    char buf[256];
140    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
141        if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
142            snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
143            mTextureTargets[ct] = GL_TEXTURE_2D;
144        } else {
145            snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
146            mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
147        }
148        mShader.append(buf);
149    }
150}
151
152bool RsdShader::createShader() {
153
154    if (mType == GL_FRAGMENT_SHADER) {
155        mShader.append("precision mediump float;\n");
156    }
157    appendUserConstants();
158    appendAttributes();
159    appendTextures();
160
161    mShader.append(mUserShader);
162
163    return true;
164}
165
166bool RsdShader::loadShader(const Context *rsc) {
167    mShaderID = glCreateShader(mType);
168    rsAssert(mShaderID);
169
170    if (rsc->props.mLogShaders) {
171        ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
172        ALOGV("%s", mShader.string());
173    }
174
175    if (mShaderID) {
176        const char * ss = mShader.string();
177        RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
178        RSD_CALL_GL(glCompileShader, mShaderID);
179
180        GLint compiled = 0;
181        RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
182        if (!compiled) {
183            GLint infoLen = 0;
184            RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
185            if (infoLen) {
186                char* buf = (char*) malloc(infoLen);
187                if (buf) {
188                    RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
189                    LOGE("Could not compile shader \n%s\n", buf);
190                    free(buf);
191                }
192                RSD_CALL_GL(glDeleteShader, mShaderID);
193                mShaderID = 0;
194                rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,");
195                return false;
196            }
197        }
198    }
199
200    if (rsc->props.mLogShaders) {
201        ALOGV("--Shader load result %x ", glGetError());
202    }
203    mIsValid = true;
204    return true;
205}
206
207void RsdShader::appendUserConstants() {
208    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
209        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
210        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
211            const Element *f = e->mHal.state.fields[field];
212            const char *fn = e->mHal.state.fieldNames[field];
213
214            // Cannot be complex
215            rsAssert(!f->mHal.state.fieldsCount);
216            if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
217                mShader.append("uniform mat4 UNI_");
218            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
219                mShader.append("uniform mat3 UNI_");
220            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
221                mShader.append("uniform mat2 UNI_");
222            } else {
223                switch (f->mHal.state.vectorSize) {
224                case 1: mShader.append("uniform float UNI_"); break;
225                case 2: mShader.append("uniform vec2 UNI_"); break;
226                case 3: mShader.append("uniform vec3 UNI_"); break;
227                case 4: mShader.append("uniform vec4 UNI_"); break;
228                default:
229                    rsAssert(0);
230                }
231            }
232
233            mShader.append(fn);
234            if (e->mHal.state.fieldArraySizes[field] > 1) {
235                mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]);
236            }
237            mShader.append(";\n");
238        }
239    }
240}
241
242void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
243    RsDataType dataType = field->mHal.state.dataType;
244    uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
245    for (uint32_t i = 0; i < arraySize; i ++) {
246        if (arraySize > 1) {
247            ALOGV("Array Element [%u]", i);
248        }
249        if (dataType == RS_TYPE_MATRIX_4X4) {
250            ALOGV("Matrix4x4");
251            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
252            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
253            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
254            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
255        } else if (dataType == RS_TYPE_MATRIX_3X3) {
256            ALOGV("Matrix3x3");
257            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
258            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
259            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
260        } else if (dataType == RS_TYPE_MATRIX_2X2) {
261            ALOGV("Matrix2x2");
262            ALOGV("{%f, %f",  fd[0], fd[2]);
263            ALOGV(" %f, %f}", fd[1], fd[3]);
264        } else {
265            switch (field->mHal.state.vectorSize) {
266            case 1:
267                ALOGV("Uniform 1 = %f", fd[0]);
268                break;
269            case 2:
270                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
271                break;
272            case 3:
273                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
274                break;
275            case 4:
276                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
277                break;
278            default:
279                rsAssert(0);
280            }
281        }
282        LOGE("Element size %u data=%p", elementSize, fd);
283        fd += elementSize;
284        LOGE("New data=%p", fd);
285    }
286}
287
288void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
289                         int32_t slot, uint32_t arraySize ) {
290    RsDataType dataType = field->mHal.state.dataType;
291    if (dataType == RS_TYPE_MATRIX_4X4) {
292        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
293    } else if (dataType == RS_TYPE_MATRIX_3X3) {
294        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
295    } else if (dataType == RS_TYPE_MATRIX_2X2) {
296        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
297    } else {
298        switch (field->mHal.state.vectorSize) {
299        case 1:
300            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
301            break;
302        case 2:
303            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
304            break;
305        case 3:
306            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
307            break;
308        case 4:
309            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
310            break;
311        default:
312            rsAssert(0);
313        }
314    }
315}
316
317void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
318    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
319
320    GLenum trans[] = {
321        GL_NEAREST, //RS_SAMPLER_NEAREST,
322        GL_LINEAR, //RS_SAMPLER_LINEAR,
323        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
324        GL_REPEAT, //RS_SAMPLER_WRAP,
325        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
326        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
327    };
328
329    GLenum transNP[] = {
330        GL_NEAREST, //RS_SAMPLER_NEAREST,
331        GL_LINEAR, //RS_SAMPLER_LINEAR,
332        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
333        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
334        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
335        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
336    };
337
338    // This tells us the correct texture type
339    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
340    const GLenum target = drvTex->glTarget;
341
342    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
343        if (tex->getHasGraphicsMipmaps() &&
344            (dc->gl.gl.GL_NV_texture_npot_2D_mipmap || dc->gl.gl.GL_IMG_texture_npot)) {
345            if (dc->gl.gl.GL_NV_texture_npot_2D_mipmap) {
346                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
347                            trans[s->mHal.state.minFilter]);
348            } else {
349                switch (trans[s->mHal.state.minFilter]) {
350                case GL_LINEAR_MIPMAP_LINEAR:
351                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
352                                GL_LINEAR_MIPMAP_NEAREST);
353                    break;
354                default:
355                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
356                                trans[s->mHal.state.minFilter]);
357                    break;
358                }
359            }
360        } else {
361            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
362                        transNP[s->mHal.state.minFilter]);
363        }
364        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
365                    transNP[s->mHal.state.magFilter]);
366        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
367        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
368    } else {
369        if (tex->getHasGraphicsMipmaps()) {
370            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
371                        trans[s->mHal.state.minFilter]);
372        } else {
373            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
374                        transNP[s->mHal.state.minFilter]);
375        }
376        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
377        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
378        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
379    }
380
381    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
382    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
383        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
384    }
385
386    rsdGLCheckError(rsc, "Sampler::setup tex env");
387}
388
389void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
390    if (mRSProgram->mHal.state.texturesCount == 0) {
391        return;
392    }
393
394    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
395
396    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
397    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
398    if (numTexturesToBind >= numTexturesAvailable) {
399        LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
400             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
401        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
402        numTexturesToBind = numTexturesAvailable;
403    }
404
405    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
406        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
407        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
408
409        if (!mRSProgram->mHal.state.textures[ct]) {
410            // if nothing is bound, reset to default GL texture
411            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
412            continue;
413        }
414
415        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
416        if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
417            LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
418            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
419        }
420        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
421        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
422        if (mRSProgram->mHal.state.samplers[ct]) {
423            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
424                         mRSProgram->mHal.state.textures[ct]);
425        } else {
426            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
427            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
428            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
429            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
430            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
431        }
432        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
433    }
434
435    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
436    mDirty = false;
437    rsdGLCheckError(rsc, "ProgramFragment::setup");
438}
439
440void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
441    uint32_t uidx = 0;
442    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
443        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
444        if (!alloc) {
445            LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
446                 (uint32_t)this, ct);
447            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
448            continue;
449        }
450
451        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
452        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
453        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
454            const Element *f = e->mHal.state.fields[field];
455            const char *fieldName = e->mHal.state.fieldNames[field];
456
457            uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
458            const float *fd = reinterpret_cast<const float *>(&data[offset]);
459
460            int32_t slot = -1;
461            uint32_t arraySize = 1;
462            if (!isFragment) {
463                slot = sc->vtxUniformSlot(uidx);
464                arraySize = sc->vtxUniformSize(uidx);
465            } else {
466                slot = sc->fragUniformSlot(uidx);
467                arraySize = sc->fragUniformSize(uidx);
468            }
469            if (rsc->props.mLogShadersUniforms) {
470                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
471                     slot, offset, ct, field, uidx, fieldName);
472            }
473            uidx ++;
474            if (slot < 0) {
475                continue;
476            }
477
478            if (rsc->props.mLogShadersUniforms) {
479                logUniform(f, fd, arraySize);
480            }
481            setUniform(rsc, f, fd, slot, arraySize);
482        }
483    }
484}
485
486void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
487
488    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
489    setupTextures(rsc, sc);
490}
491
492void RsdShader::initAttribAndUniformArray() {
493    mAttribCount = 0;
494    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
495        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
496        mAttribCount += elem->mHal.state.fieldsCount;
497    }
498
499    mUniformCount = 0;
500    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
501        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
502        mUniformCount += elem->mHal.state.fieldsCount;
503    }
504    mUniformCount += mRSProgram->mHal.state.texturesCount;
505
506    if (mAttribCount) {
507        mAttribNames = new String8[mAttribCount];
508    }
509    if (mUniformCount) {
510        mUniformNames = new String8[mUniformCount];
511        mUniformArraySizes = new uint32_t[mUniformCount];
512    }
513
514    mTextureCount = mRSProgram->mHal.state.texturesCount;
515    if (mTextureCount) {
516        mTextureTargets = new uint32_t[mTextureCount];
517    }
518}
519
520void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
521                                   uint32_t *count, const char *prefix) {
522    rsAssert(e->mHal.state.fieldsCount);
523    for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
524        const Element *ce = e->mHal.state.fields[ct];
525        if (ce->mHal.state.fieldsCount) {
526            initAddUserElement(ce, names, arrayLengths, count, prefix);
527        } else {
528            String8 tmp(prefix);
529            tmp.append(e->mHal.state.fieldNames[ct]);
530            names[*count].setTo(tmp.string());
531            if (arrayLengths) {
532                arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
533            }
534            (*count)++;
535        }
536    }
537}
538