rsdShader.cpp revision eb4fe18dd88634330f9566cbb9e785d8c7ec5813
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} 52 53void RsdShader::initMemberVars() { 54 mDirty = true; 55 mShaderID = 0; 56 mAttribCount = 0; 57 mUniformCount = 0; 58 59 mAttribNames = NULL; 60 mUniformNames = NULL; 61 mUniformArraySizes = NULL; 62 63 mIsValid = false; 64} 65 66void RsdShader::init() { 67 uint32_t attribCount = 0; 68 uint32_t uniformCount = 0; 69 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { 70 initAddUserElement(mRSProgram->mHal.state.inputElements[ct].get(), mAttribNames, NULL, &attribCount, RS_SHADER_ATTR); 71 } 72 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { 73 initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI); 74 } 75 76 mTextureUniformIndexStart = uniformCount; 77 char buf[256]; 78 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { 79 snprintf(buf, sizeof(buf), "UNI_Tex%i", ct); 80 mUniformNames[uniformCount].setTo(buf); 81 mUniformArraySizes[uniformCount] = 1; 82 uniformCount++; 83 } 84} 85 86String8 RsdShader::getGLSLInputString() const { 87 String8 s; 88 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { 89 const Element *e = mRSProgram->mHal.state.inputElements[ct].get(); 90 for (uint32_t field=0; field < e->getFieldCount(); field++) { 91 const Element *f = e->getField(field); 92 93 // Cannot be complex 94 rsAssert(!f->getFieldCount()); 95 switch (f->getComponent().getVectorSize()) { 96 case 1: s.append("attribute float ATTRIB_"); break; 97 case 2: s.append("attribute vec2 ATTRIB_"); break; 98 case 3: s.append("attribute vec3 ATTRIB_"); break; 99 case 4: s.append("attribute vec4 ATTRIB_"); break; 100 default: 101 rsAssert(0); 102 } 103 104 s.append(e->getFieldName(field)); 105 s.append(";\n"); 106 } 107 } 108 return s; 109} 110 111void RsdShader::appendAttributes() { 112 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { 113 const Element *e = mRSProgram->mHal.state.inputElements[ct].get(); 114 for (uint32_t field=0; field < e->getFieldCount(); field++) { 115 const Element *f = e->getField(field); 116 const char *fn = e->getFieldName(field); 117 118 if (fn[0] == '#') { 119 continue; 120 } 121 122 // Cannot be complex 123 rsAssert(!f->getFieldCount()); 124 switch (f->getComponent().getVectorSize()) { 125 case 1: mShader.append("attribute float ATTRIB_"); break; 126 case 2: mShader.append("attribute vec2 ATTRIB_"); break; 127 case 3: mShader.append("attribute vec3 ATTRIB_"); break; 128 case 4: mShader.append("attribute vec4 ATTRIB_"); break; 129 default: 130 rsAssert(0); 131 } 132 133 mShader.append(fn); 134 mShader.append(";\n"); 135 } 136 } 137} 138 139void RsdShader::appendTextures() { 140 char buf[256]; 141 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { 142 if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) { 143 snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct); 144 } else { 145 snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct); 146 } 147 mShader.append(buf); 148 } 149} 150 151bool RsdShader::createShader() { 152 153 if (mType == GL_FRAGMENT_SHADER) { 154 mShader.append("precision mediump float;\n"); 155 } 156 appendUserConstants(); 157 appendAttributes(); 158 appendTextures(); 159 160 mShader.append(mUserShader); 161 162 return true; 163} 164 165bool RsdShader::loadShader(const Context *rsc) { 166 mShaderID = glCreateShader(mType); 167 rsAssert(mShaderID); 168 169 if (rsc->props.mLogShaders) { 170 LOGV("Loading shader type %x, ID %i", mType, mShaderID); 171 LOGV("%s", mShader.string()); 172 } 173 174 if (mShaderID) { 175 const char * ss = mShader.string(); 176 glShaderSource(mShaderID, 1, &ss, NULL); 177 glCompileShader(mShaderID); 178 179 GLint compiled = 0; 180 glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled); 181 if (!compiled) { 182 GLint infoLen = 0; 183 glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen); 184 if (infoLen) { 185 char* buf = (char*) malloc(infoLen); 186 if (buf) { 187 glGetShaderInfoLog(mShaderID, infoLen, NULL, buf); 188 LOGE("Could not compile shader \n%s\n", buf); 189 free(buf); 190 } 191 glDeleteShader(mShaderID); 192 mShaderID = 0; 193 rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,"); 194 return false; 195 } 196 } 197 } 198 199 if (rsc->props.mLogShaders) { 200 LOGV("--Shader load result %x ", glGetError()); 201 } 202 mIsValid = true; 203 return true; 204} 205 206void RsdShader::appendUserConstants() { 207 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { 208 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); 209 for (uint32_t field=0; field < e->getFieldCount(); field++) { 210 const Element *f = e->getField(field); 211 const char *fn = e->getFieldName(field); 212 213 if (fn[0] == '#') { 214 continue; 215 } 216 217 // Cannot be complex 218 rsAssert(!f->getFieldCount()); 219 if (f->getType() == RS_TYPE_MATRIX_4X4) { 220 mShader.append("uniform mat4 UNI_"); 221 } else if (f->getType() == RS_TYPE_MATRIX_3X3) { 222 mShader.append("uniform mat3 UNI_"); 223 } else if (f->getType() == RS_TYPE_MATRIX_2X2) { 224 mShader.append("uniform mat2 UNI_"); 225 } else { 226 switch (f->getComponent().getVectorSize()) { 227 case 1: mShader.append("uniform float UNI_"); break; 228 case 2: mShader.append("uniform vec2 UNI_"); break; 229 case 3: mShader.append("uniform vec3 UNI_"); break; 230 case 4: mShader.append("uniform vec4 UNI_"); break; 231 default: 232 rsAssert(0); 233 } 234 } 235 236 mShader.append(fn); 237 if (e->getFieldArraySize(field) > 1) { 238 mShader.appendFormat("[%d]", e->getFieldArraySize(field)); 239 } 240 mShader.append(";\n"); 241 } 242 } 243} 244 245void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) { 246 RsDataType dataType = field->getType(); 247 uint32_t elementSize = field->getSizeBytes() / sizeof(float); 248 for (uint32_t i = 0; i < arraySize; i ++) { 249 if (arraySize > 1) { 250 LOGV("Array Element [%u]", i); 251 } 252 if (dataType == RS_TYPE_MATRIX_4X4) { 253 LOGV("Matrix4x4"); 254 LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]); 255 LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]); 256 LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]); 257 LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]); 258 } else if (dataType == RS_TYPE_MATRIX_3X3) { 259 LOGV("Matrix3x3"); 260 LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]); 261 LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]); 262 LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]); 263 } else if (dataType == RS_TYPE_MATRIX_2X2) { 264 LOGV("Matrix2x2"); 265 LOGV("{%f, %f", fd[0], fd[2]); 266 LOGV(" %f, %f}", fd[1], fd[3]); 267 } else { 268 switch (field->getComponent().getVectorSize()) { 269 case 1: 270 LOGV("Uniform 1 = %f", fd[0]); 271 break; 272 case 2: 273 LOGV("Uniform 2 = %f %f", fd[0], fd[1]); 274 break; 275 case 3: 276 LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]); 277 break; 278 case 4: 279 LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]); 280 break; 281 default: 282 rsAssert(0); 283 } 284 } 285 LOGE("Element size %u data=%p", elementSize, fd); 286 fd += elementSize; 287 LOGE("New data=%p", fd); 288 } 289} 290 291void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd, 292 int32_t slot, uint32_t arraySize ) { 293 RsDataType dataType = field->getType(); 294 if (dataType == RS_TYPE_MATRIX_4X4) { 295 glUniformMatrix4fv(slot, arraySize, GL_FALSE, fd); 296 } else if (dataType == RS_TYPE_MATRIX_3X3) { 297 glUniformMatrix3fv(slot, arraySize, GL_FALSE, fd); 298 } else if (dataType == RS_TYPE_MATRIX_2X2) { 299 glUniformMatrix2fv(slot, arraySize, GL_FALSE, fd); 300 } else { 301 switch (field->getComponent().getVectorSize()) { 302 case 1: 303 glUniform1fv(slot, arraySize, fd); 304 break; 305 case 2: 306 glUniform2fv(slot, arraySize, fd); 307 break; 308 case 3: 309 glUniform3fv(slot, arraySize, fd); 310 break; 311 case 4: 312 glUniform4fv(slot, arraySize, fd); 313 break; 314 default: 315 rsAssert(0); 316 } 317 } 318} 319 320void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) { 321 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 322 323 GLenum trans[] = { 324 GL_NEAREST, //RS_SAMPLER_NEAREST, 325 GL_LINEAR, //RS_SAMPLER_LINEAR, 326 GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, 327 GL_REPEAT, //RS_SAMPLER_WRAP, 328 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP 329 GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST 330 }; 331 332 GLenum transNP[] = { 333 GL_NEAREST, //RS_SAMPLER_NEAREST, 334 GL_LINEAR, //RS_SAMPLER_LINEAR, 335 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR, 336 GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP, 337 GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP 338 GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST, 339 }; 340 341 // This tells us the correct texture type 342 DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv; 343 const GLenum target = drvTex->glTarget; 344 345 if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) { 346 if (tex->getHasGraphicsMipmaps() && 347 (dc->gl.gl.GL_NV_texture_npot_2D_mipmap || dc->gl.gl.GL_IMG_texture_npot)) { 348 if (dc->gl.gl.GL_NV_texture_npot_2D_mipmap) { 349 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]); 350 } else { 351 switch (trans[s->mHal.state.minFilter]) { 352 case GL_LINEAR_MIPMAP_LINEAR: 353 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); 354 break; 355 default: 356 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]); 357 break; 358 } 359 } 360 } else { 361 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, transNP[s->mHal.state.minFilter]); 362 } 363 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, transNP[s->mHal.state.magFilter]); 364 glTexParameteri(target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]); 365 glTexParameteri(target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]); 366 } else { 367 if (tex->getHasGraphicsMipmaps()) { 368 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]); 369 } else { 370 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, transNP[s->mHal.state.minFilter]); 371 } 372 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]); 373 glTexParameteri(target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]); 374 glTexParameteri(target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]); 375 } 376 377 float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso); 378 if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) { 379 glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue); 380 } 381 382 rsdGLCheckError(rsc, "Sampler::setup tex env"); 383} 384 385void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) { 386 if (mRSProgram->mHal.state.texturesCount == 0) { 387 return; 388 } 389 390 RsdHal *dc = (RsdHal *)rsc->mHal.drv; 391 392 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount; 393 uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits; 394 if (numTexturesToBind >= numTexturesAvailable) { 395 LOGE("Attempting to bind %u textures on shader id %u, but only %u are available", 396 mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable); 397 rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available"); 398 numTexturesToBind = numTexturesAvailable; 399 } 400 401 for (uint32_t ct=0; ct < numTexturesToBind; ct++) { 402 glActiveTexture(GL_TEXTURE0 + ct); 403 if (!mRSProgram->mHal.state.textures[ct].get()) { 404 LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct); 405 rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound"); 406 continue; 407 } 408 409 DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv; 410 if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) { 411 LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct); 412 rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader"); 413 } 414 glBindTexture(drvTex->glTarget, drvTex->textureID); 415 rsdGLCheckError(rsc, "ProgramFragment::setup tex bind"); 416 if (mRSProgram->mHal.state.samplers[ct].get()) { 417 setupSampler(rsc, mRSProgram->mHal.state.samplers[ct].get(), mRSProgram->mHal.state.textures[ct].get()); 418 } else { 419 glTexParameteri(drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 420 glTexParameteri(drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 421 glTexParameteri(drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 422 glTexParameteri(drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 423 rsdGLCheckError(rsc, "ProgramFragment::setup tex env"); 424 } 425 426 glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct); 427 rsdGLCheckError(rsc, "ProgramFragment::setup uniforms"); 428 } 429 430 glActiveTexture(GL_TEXTURE0); 431 mDirty = false; 432 rsdGLCheckError(rsc, "ProgramFragment::setup"); 433} 434 435void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) { 436 uint32_t uidx = 0; 437 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { 438 Allocation *alloc = mRSProgram->mHal.state.constants[ct].get(); 439 if (!alloc) { 440 LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", (uint32_t)this, ct); 441 rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound"); 442 continue; 443 } 444 445 const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr()); 446 const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement(); 447 for (uint32_t field=0; field < e->getFieldCount(); field++) { 448 const Element *f = e->getField(field); 449 const char *fieldName = e->getFieldName(field); 450 // If this field is padding, skip it 451 if (fieldName[0] == '#') { 452 continue; 453 } 454 455 uint32_t offset = e->getFieldOffsetBytes(field); 456 const float *fd = reinterpret_cast<const float *>(&data[offset]); 457 458 int32_t slot = -1; 459 uint32_t arraySize = 1; 460 if (!isFragment) { 461 slot = sc->vtxUniformSlot(uidx); 462 arraySize = sc->vtxUniformSize(uidx); 463 } else { 464 slot = sc->fragUniformSlot(uidx); 465 arraySize = sc->fragUniformSize(uidx); 466 } 467 if (rsc->props.mLogShadersUniforms) { 468 LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName); 469 } 470 uidx ++; 471 if (slot < 0) { 472 continue; 473 } 474 475 if (rsc->props.mLogShadersUniforms) { 476 logUniform(f, fd, arraySize); 477 } 478 setUniform(rsc, f, fd, slot, arraySize); 479 } 480 } 481} 482 483void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) { 484 485 setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER); 486 setupTextures(rsc, sc); 487} 488 489void RsdShader::initAttribAndUniformArray() { 490 mAttribCount = 0; 491 for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) { 492 const Element *elem = mRSProgram->mHal.state.inputElements[ct].get(); 493 for (uint32_t field=0; field < elem->getFieldCount(); field++) { 494 if (elem->getFieldName(field)[0] != '#') { 495 mAttribCount ++; 496 } 497 } 498 } 499 500 mUniformCount = 0; 501 for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) { 502 const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement(); 503 504 for (uint32_t field=0; field < elem->getFieldCount(); field++) { 505 if (elem->getFieldName(field)[0] != '#') { 506 mUniformCount ++; 507 } 508 } 509 } 510 mUniformCount += mRSProgram->mHal.state.texturesCount; 511 512 if (mAttribCount) { 513 mAttribNames = new String8[mAttribCount]; 514 } 515 if (mUniformCount) { 516 mUniformNames = new String8[mUniformCount]; 517 mUniformArraySizes = new uint32_t[mUniformCount]; 518 } 519} 520 521void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix) { 522 rsAssert(e->getFieldCount()); 523 for (uint32_t ct=0; ct < e->getFieldCount(); ct++) { 524 const Element *ce = e->getField(ct); 525 if (ce->getFieldCount()) { 526 initAddUserElement(ce, names, arrayLengths, count, prefix); 527 } else if (e->getFieldName(ct)[0] != '#') { 528 String8 tmp(prefix); 529 tmp.append(e->getFieldName(ct)); 530 names[*count].setTo(tmp.string()); 531 if (arrayLengths) { 532 arrayLengths[*count] = e->getFieldArraySize(ct); 533 } 534 (*count)++; 535 } 536 } 537} 538