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