rsdShaderCache.cpp revision a04e30dbb5ab11592b03666bb3d102070759c58e
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 <rs_hal.h>
18#include <rsContext.h>
19
20#include "rsdShader.h"
21#include "rsdShaderCache.h"
22
23#include <GLES/gl.h>
24#include <GLES2/gl2.h>
25
26using namespace android;
27using namespace android::renderscript;
28
29
30RsdShaderCache::RsdShaderCache() {
31    mEntries.setCapacity(16);
32    mVertexDirty = true;
33    mFragmentDirty = true;
34}
35
36RsdShaderCache::~RsdShaderCache() {
37    cleanupAll();
38}
39
40void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID,
41                                         UniformData *data, const char* logTag,
42                                         UniformQueryData **uniformList, uint32_t uniListSize) {
43
44    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
45        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
46            //Iterate over the list of active GL uniforms and find highest array index
47            for (uint32_t ui = 0; ui < uniListSize; ui ++) {
48                if (prog->getUniformName(ct) == uniformList[ui]->name) {
49                    data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
50                    break;
51                }
52            }
53        }
54
55        if (rsc->props.mLogShaders) {
56             LOGV("%s U, %s = %d, arraySize = %d\n", logTag,
57                  prog->getUniformName(ct).string(), data[ct].slot, data[ct].arraySize);
58        }
59    }
60}
61
62void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) {
63    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
64       data[ct].slot = glGetUniformLocation(linkedID, prog->getUniformName(ct));
65       data[ct].arraySize = prog->getUniformArraySize(ct);
66    }
67}
68
69bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
70    UniformData *data = mCurrent->vtxUniforms;
71    for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
72        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
73            return true;
74        }
75    }
76    data = mCurrent->fragUniforms;
77    for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
78        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
79            return true;
80        }
81    }
82    return false;
83}
84
85bool RsdShaderCache::setup(const Context *rsc) {
86    if (!mVertexDirty && !mFragmentDirty) {
87        return true;
88    }
89
90    if (!link(rsc)) {
91        return false;
92    }
93
94    if (mFragmentDirty) {
95        mFragment->setup(rsc, this);
96        mFragmentDirty = false;
97    }
98    if (mVertexDirty) {
99        mVertex->setup(rsc, this);
100        mVertexDirty = false;
101    }
102
103    return true;
104}
105
106bool RsdShaderCache::link(const Context *rsc) {
107
108    RsdShader *vtx = mVertex;
109    RsdShader *frag = mFragment;
110    if (!vtx->getShaderID()) {
111        vtx->loadShader(rsc);
112    }
113    if (!frag->getShaderID()) {
114        frag->loadShader(rsc);
115    }
116
117    // Don't try to cache if shaders failed to load
118    if (!vtx->getShaderID() || !frag->getShaderID()) {
119        return false;
120    }
121    //LOGV("rsdShaderCache lookup  vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
122    uint32_t entryCount = mEntries.size();
123    for (uint32_t ct = 0; ct < entryCount; ct ++) {
124        if ((mEntries[ct]->vtx == vtx->getShaderID()) &&
125            (mEntries[ct]->frag == frag->getShaderID())) {
126
127            //LOGV("SC using program %i", mEntries[ct]->program);
128            glUseProgram(mEntries[ct]->program);
129            mCurrent = mEntries[ct];
130            //LOGV("RsdShaderCache hit, using %i", ct);
131            rsc->checkError("RsdShaderCache::link (hit)");
132            return true;
133        }
134    }
135
136    //LOGV("RsdShaderCache miss");
137    //LOGE("e0 %x", glGetError());
138    ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
139                                       vtx->getUniformCount(),
140                                       frag->getUniformCount());
141    mEntries.push(e);
142    mCurrent = e;
143    e->vtx = vtx->getShaderID();
144    e->frag = frag->getShaderID();
145    e->program = glCreateProgram();
146    if (e->program) {
147        GLuint pgm = e->program;
148        glAttachShader(pgm, vtx->getShaderID());
149        //LOGE("e1 %x", glGetError());
150        glAttachShader(pgm, frag->getShaderID());
151
152        glBindAttribLocation(pgm, 0, "ATTRIB_position");
153        glBindAttribLocation(pgm, 1, "ATTRIB_color");
154        glBindAttribLocation(pgm, 2, "ATTRIB_normal");
155        glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
156
157        //LOGE("e2 %x", glGetError());
158        glLinkProgram(pgm);
159        //LOGE("e3 %x", glGetError());
160        GLint linkStatus = GL_FALSE;
161        glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
162        if (linkStatus != GL_TRUE) {
163            GLint bufLength = 0;
164            glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
165            if (bufLength) {
166                char* buf = (char*) malloc(bufLength);
167                if (buf) {
168                    glGetProgramInfoLog(pgm, bufLength, NULL, buf);
169                    LOGE("Could not link program:\n%s\n", buf);
170                    free(buf);
171                }
172            }
173            glDeleteProgram(pgm);
174            rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, "Error linking GL Programs");
175            return false;
176        }
177
178        for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
179            e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
180            e->vtxAttrs[ct].name = vtx->getAttribName(ct).string();
181            if (rsc->props.mLogShaders) {
182                LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot);
183            }
184        }
185
186        populateUniformData(vtx, pgm, e->vtxUniforms);
187        populateUniformData(frag, pgm, e->fragUniforms);
188
189        // Only populate this list if we have arrays in our uniforms
190        UniformQueryData **uniformList = NULL;
191        GLint numUniforms = 0;
192        bool hasArrays = hasArrayUniforms(vtx, frag);
193        if (hasArrays) {
194            // Get the number of active uniforms and the length of the longest name
195            glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
196            GLint maxNameLength = 0;
197            glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
198            if (numUniforms > 0 && maxNameLength > 0) {
199                uniformList = new UniformQueryData*[numUniforms];
200                // Iterate over all the uniforms and build the list we
201                // can later use to match our uniforms to
202                for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
203                    uniformList[ct] = new UniformQueryData(maxNameLength);
204                    glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
205                                       &uniformList[ct]->arraySize, &uniformList[ct]->type,
206                                       uniformList[ct]->name);
207                    //LOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
208                    //     uniformList[ct]->arraySize, uniformList[ct]->name);
209                }
210            }
211        }
212
213        // We now know the highest index of all of the array uniforms
214        // and we need to update our cache to reflect that
215        // we may have declared [n], but only m < n elements are used
216        updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
217                               uniformList, (uint32_t)numUniforms);
218        updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
219                               uniformList, (uint32_t)numUniforms);
220
221        // Clean up the uniform data from GL
222        if (uniformList != NULL) {
223            for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
224                delete uniformList[ct];
225            }
226            delete[] uniformList;
227            uniformList = NULL;
228        }
229    }
230
231    //LOGV("SC made program %i", e->program);
232    glUseProgram(e->program);
233    rsc->checkError("RsdShaderCache::link (miss)");
234
235    return true;
236}
237
238int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
239    for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
240        if (attrName == mCurrent->vtxAttrs[ct].name) {
241            return mCurrent->vtxAttrs[ct].slot;
242        }
243    }
244    return -1;
245}
246
247void RsdShaderCache::cleanupVertex(uint32_t id) {
248    int32_t numEntries = (int32_t)mEntries.size();
249    for (int32_t ct = 0; ct < numEntries; ct ++) {
250        if (mEntries[ct]->vtx == id) {
251            glDeleteProgram(mEntries[ct]->program);
252
253            delete mEntries[ct];
254            mEntries.removeAt(ct);
255            numEntries = (int32_t)mEntries.size();
256            ct --;
257        }
258    }
259}
260
261void RsdShaderCache::cleanupFragment(uint32_t id) {
262    int32_t numEntries = (int32_t)mEntries.size();
263    for (int32_t ct = 0; ct < numEntries; ct ++) {
264        if (mEntries[ct]->frag == id) {
265            glDeleteProgram(mEntries[ct]->program);
266
267            delete mEntries[ct];
268            mEntries.removeAt(ct);
269            numEntries = (int32_t)mEntries.size();
270            ct --;
271        }
272    }
273}
274
275void RsdShaderCache::cleanupAll() {
276    for (uint32_t ct=0; ct < mEntries.size(); ct++) {
277        glDeleteProgram(mEntries[ct]->program);
278        free(mEntries[ct]);
279    }
280    mEntries.clear();
281}
282
283