rsdShader.cpp revision c794cd56e46408e08862c42a022090e323684197
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, size_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            Allocation *a = mRSProgram->mHal.state.textures[ct];
143            if (a && a->mHal.state.surfaceTextureID) {
144                snprintf(buf, sizeof(buf), "uniform samplerExternalOES UNI_Tex%i;\n", ct);
145            } else {
146                snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
147            }
148            mTextureTargets[ct] = GL_TEXTURE_2D;
149        } else {
150            snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
151            mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
152        }
153        mShader.append(buf);
154    }
155}
156
157bool RsdShader::createShader() {
158
159    if (mType == GL_FRAGMENT_SHADER) {
160        mShader.append("precision mediump float;\n");
161    }
162    appendUserConstants();
163    appendAttributes();
164    appendTextures();
165
166    mShader.append(mUserShader);
167
168    return true;
169}
170
171bool RsdShader::loadShader(const Context *rsc) {
172    mShaderID = glCreateShader(mType);
173    rsAssert(mShaderID);
174
175    if (rsc->props.mLogShaders) {
176        ALOGV("Loading shader type %x, ID %i", mType, mShaderID);
177        ALOGV("%s", mShader.string());
178    }
179
180    if (mShaderID) {
181        const char * ss = mShader.string();
182        RSD_CALL_GL(glShaderSource, mShaderID, 1, &ss, NULL);
183        RSD_CALL_GL(glCompileShader, mShaderID);
184
185        GLint compiled = 0;
186        RSD_CALL_GL(glGetShaderiv, mShaderID, GL_COMPILE_STATUS, &compiled);
187        if (!compiled) {
188            GLint infoLen = 0;
189            RSD_CALL_GL(glGetShaderiv, mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
190            if (infoLen) {
191                char* buf = (char*) malloc(infoLen);
192                if (buf) {
193                    RSD_CALL_GL(glGetShaderInfoLog, mShaderID, infoLen, NULL, buf);
194                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
195                    free(buf);
196                }
197                RSD_CALL_GL(glDeleteShader, mShaderID);
198                mShaderID = 0;
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->mHal.state.fieldsCount; field++) {
215            const Element *f = e->mHal.state.fields[field];
216            const char *fn = e->mHal.state.fieldNames[field];
217
218            // Cannot be complex
219            rsAssert(!f->mHal.state.fieldsCount);
220            if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
221                mShader.append("uniform mat4 UNI_");
222            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
223                mShader.append("uniform mat3 UNI_");
224            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
225                mShader.append("uniform mat2 UNI_");
226            } else {
227                switch (f->mHal.state.vectorSize) {
228                case 1: mShader.append("uniform float UNI_"); break;
229                case 2: mShader.append("uniform vec2 UNI_"); break;
230                case 3: mShader.append("uniform vec3 UNI_"); break;
231                case 4: mShader.append("uniform vec4 UNI_"); break;
232                default:
233                    rsAssert(0);
234                }
235            }
236
237            mShader.append(fn);
238            if (e->mHal.state.fieldArraySizes[field] > 1) {
239                mShader.appendFormat("[%d]", e->mHal.state.fieldArraySizes[field]);
240            }
241            mShader.append(";\n");
242        }
243    }
244}
245
246void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
247    RsDataType dataType = field->mHal.state.dataType;
248    uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
249    for (uint32_t i = 0; i < arraySize; i ++) {
250        if (arraySize > 1) {
251            ALOGV("Array Element [%u]", i);
252        }
253        if (dataType == RS_TYPE_MATRIX_4X4) {
254            ALOGV("Matrix4x4");
255            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
256            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
257            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
258            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
259        } else if (dataType == RS_TYPE_MATRIX_3X3) {
260            ALOGV("Matrix3x3");
261            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
262            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
263            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
264        } else if (dataType == RS_TYPE_MATRIX_2X2) {
265            ALOGV("Matrix2x2");
266            ALOGV("{%f, %f",  fd[0], fd[2]);
267            ALOGV(" %f, %f}", fd[1], fd[3]);
268        } else {
269            switch (field->mHal.state.vectorSize) {
270            case 1:
271                ALOGV("Uniform 1 = %f", fd[0]);
272                break;
273            case 2:
274                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
275                break;
276            case 3:
277                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
278                break;
279            case 4:
280                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
281                break;
282            default:
283                rsAssert(0);
284            }
285        }
286        ALOGE("Element size %u data=%p", elementSize, fd);
287        fd += elementSize;
288        ALOGE("New data=%p", fd);
289    }
290}
291
292void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
293                         int32_t slot, uint32_t arraySize ) {
294    RsDataType dataType = field->mHal.state.dataType;
295    if (dataType == RS_TYPE_MATRIX_4X4) {
296        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
297    } else if (dataType == RS_TYPE_MATRIX_3X3) {
298        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
299    } else if (dataType == RS_TYPE_MATRIX_2X2) {
300        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
301    } else {
302        switch (field->mHal.state.vectorSize) {
303        case 1:
304            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
305            break;
306        case 2:
307            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
308            break;
309        case 3:
310            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
311            break;
312        case 4:
313            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
314            break;
315        default:
316            rsAssert(0);
317        }
318    }
319}
320
321void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
322    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
323
324    GLenum trans[] = {
325        GL_NEAREST, //RS_SAMPLER_NEAREST,
326        GL_LINEAR, //RS_SAMPLER_LINEAR,
327        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
328        GL_REPEAT, //RS_SAMPLER_WRAP,
329        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
330        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
331    };
332
333    GLenum transNP[] = {
334        GL_NEAREST, //RS_SAMPLER_NEAREST,
335        GL_LINEAR, //RS_SAMPLER_LINEAR,
336        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
337        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
338        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
339        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
340    };
341
342    // This tells us the correct texture type
343    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
344    const GLenum target = drvTex->glTarget;
345
346    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
347        if (tex->getHasGraphicsMipmaps() &&
348            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
349            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
350                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
351                            trans[s->mHal.state.minFilter]);
352            } else {
353                switch (trans[s->mHal.state.minFilter]) {
354                case GL_LINEAR_MIPMAP_LINEAR:
355                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
356                                GL_LINEAR_MIPMAP_NEAREST);
357                    break;
358                default:
359                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
360                                trans[s->mHal.state.minFilter]);
361                    break;
362                }
363            }
364        } else {
365            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
366                        transNP[s->mHal.state.minFilter]);
367        }
368        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
369                    transNP[s->mHal.state.magFilter]);
370        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
371        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
372    } else {
373        if (tex->getHasGraphicsMipmaps()) {
374            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
375                        trans[s->mHal.state.minFilter]);
376        } else {
377            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
378                        transNP[s->mHal.state.minFilter]);
379        }
380        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
381        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
382        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
383    }
384
385    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
386    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
387        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
388    }
389
390    rsdGLCheckError(rsc, "Sampler::setup tex env");
391}
392
393void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
394    if (mRSProgram->mHal.state.texturesCount == 0) {
395        return;
396    }
397
398    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
399
400    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
401    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
402    if (numTexturesToBind >= numTexturesAvailable) {
403        ALOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
404             mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
405        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
406        numTexturesToBind = numTexturesAvailable;
407    }
408
409    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
410        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
411        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
412
413        if (!mRSProgram->mHal.state.textures[ct]) {
414            // if nothing is bound, reset to default GL texture
415            RSD_CALL_GL(glBindTexture, mTextureTargets[ct], 0);
416            continue;
417        }
418
419        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
420        if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
421            ALOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
422            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
423        }
424        RSD_CALL_GL(glBindTexture, drvTex->glTarget, drvTex->textureID);
425        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
426        if (mRSProgram->mHal.state.samplers[ct]) {
427            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
428                         mRSProgram->mHal.state.textures[ct]);
429        } else {
430            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
431            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
432            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
433            RSD_CALL_GL(glTexParameteri, drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
434            rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
435        }
436        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
437    }
438
439    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
440    mDirty = false;
441    rsdGLCheckError(rsc, "ProgramFragment::setup");
442}
443
444void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
445    uint32_t uidx = 0;
446    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
447        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
448        if (!alloc) {
449            ALOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set",
450                 (uint32_t)this, ct);
451            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
452            continue;
453        }
454
455        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
456        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
457        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
458            const Element *f = e->mHal.state.fields[field];
459            const char *fieldName = e->mHal.state.fieldNames[field];
460
461            uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
462            const float *fd = reinterpret_cast<const float *>(&data[offset]);
463
464            int32_t slot = -1;
465            uint32_t arraySize = 1;
466            if (!isFragment) {
467                slot = sc->vtxUniformSlot(uidx);
468                arraySize = sc->vtxUniformSize(uidx);
469            } else {
470                slot = sc->fragUniformSlot(uidx);
471                arraySize = sc->fragUniformSize(uidx);
472            }
473            if (rsc->props.mLogShadersUniforms) {
474                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
475                     slot, offset, ct, field, uidx, fieldName);
476            }
477            uidx ++;
478            if (slot < 0) {
479                continue;
480            }
481
482            if (rsc->props.mLogShadersUniforms) {
483                logUniform(f, fd, arraySize);
484            }
485            setUniform(rsc, f, fd, slot, arraySize);
486        }
487    }
488}
489
490void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
491
492    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
493    setupTextures(rsc, sc);
494}
495
496void RsdShader::initAttribAndUniformArray() {
497    mAttribCount = 0;
498    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
499        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
500        mAttribCount += elem->mHal.state.fieldsCount;
501    }
502
503    mUniformCount = 0;
504    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
505        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
506        mUniformCount += elem->mHal.state.fieldsCount;
507    }
508    mUniformCount += mRSProgram->mHal.state.texturesCount;
509
510    if (mAttribCount) {
511        mAttribNames = new String8[mAttribCount];
512    }
513    if (mUniformCount) {
514        mUniformNames = new String8[mUniformCount];
515        mUniformArraySizes = new uint32_t[mUniformCount];
516    }
517
518    mTextureCount = mRSProgram->mHal.state.texturesCount;
519    if (mTextureCount) {
520        mTextureTargets = new uint32_t[mTextureCount];
521    }
522}
523
524void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths,
525                                   uint32_t *count, const char *prefix) {
526    rsAssert(e->mHal.state.fieldsCount);
527    for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
528        const Element *ce = e->mHal.state.fields[ct];
529        if (ce->mHal.state.fieldsCount) {
530            initAddUserElement(ce, names, arrayLengths, count, prefix);
531        } else {
532            String8 tmp(prefix);
533            tmp.append(e->mHal.state.fieldNames[ct]);
534            names[*count].setTo(tmp.string());
535            if (arrayLengths) {
536                arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
537            }
538            (*count)++;
539        }
540    }
541}
542