1/*
2 * Copyright (C) 2011-2012 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                     const char** textureNames, size_t textureNamesCount,
35                     const size_t *textureNamesLength) {
36    mUserShader.replace(0, shaderLength, shaderText);
37    mRSProgram = p;
38    mType = type;
39    initMemberVars();
40    initAttribAndUniformArray();
41    init(textureNames, textureNamesCount, textureNamesLength);
42
43    for(size_t i=0; i < textureNamesCount; i++) {
44        mTextureNames.push(String8(textureNames[i], textureNamesLength[i]));
45    }
46}
47
48RsdShader::~RsdShader() {
49    for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
50        StateBasedKey *state = mStateBasedShaders.itemAt(i);
51        if (state->mShaderID) {
52            glDeleteShader(state->mShaderID);
53        }
54        delete state;
55    }
56
57    delete[] mAttribNames;
58    delete[] mUniformNames;
59    delete[] mUniformArraySizes;
60}
61
62void RsdShader::initMemberVars() {
63    mDirty = true;
64    mAttribCount = 0;
65    mUniformCount = 0;
66
67    mAttribNames = nullptr;
68    mUniformNames = nullptr;
69    mUniformArraySizes = nullptr;
70    mCurrentState = nullptr;
71
72    mIsValid = false;
73}
74
75RsdShader::StateBasedKey *RsdShader::getExistingState() {
76    RsdShader::StateBasedKey *returnKey = nullptr;
77
78    for (uint32_t i = 0; i < mStateBasedShaders.size(); i ++) {
79        returnKey = mStateBasedShaders.itemAt(i);
80
81        for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
82            uint32_t texType = 0;
83            if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
84                Allocation *a = mRSProgram->mHal.state.textures[ct];
85                if (a && a->mHal.state.surfaceTextureID) {
86                    texType = GL_TEXTURE_EXTERNAL_OES;
87                } else {
88                    texType = GL_TEXTURE_2D;
89                }
90            } else {
91                texType = GL_TEXTURE_CUBE_MAP;
92            }
93            if (texType != returnKey->mTextureTargets[ct]) {
94                returnKey = nullptr;
95                break;
96            }
97        }
98    }
99    return returnKey;
100}
101
102uint32_t RsdShader::getStateBasedShaderID(const Context *rsc) {
103    StateBasedKey *state = getExistingState();
104    if (state != nullptr) {
105        mCurrentState = state;
106        return mCurrentState->mShaderID;
107    }
108    // We have not created a shader for this particular state yet
109    state = new StateBasedKey(mTextureCount);
110    mCurrentState = state;
111    mStateBasedShaders.add(state);
112    createShader();
113    loadShader(rsc);
114    return mCurrentState->mShaderID;
115}
116
117void RsdShader::init(const char** textureNames, size_t textureNamesCount,
118                     const size_t *textureNamesLength) {
119    uint32_t attribCount = 0;
120    uint32_t uniformCount = 0;
121    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
122        initAddUserElement(mRSProgram->mHal.state.inputElements[ct], mAttribNames,
123                           nullptr, &attribCount, RS_SHADER_ATTR);
124    }
125    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
126        initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(),
127                           mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
128    }
129
130    mTextureUniformIndexStart = uniformCount;
131    for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
132        mUniformNames[uniformCount] = "UNI_";
133        mUniformNames[uniformCount].append(textureNames[ct], textureNamesLength[ct]);
134        mUniformArraySizes[uniformCount] = 1;
135        uniformCount++;
136    }
137}
138
139std::string RsdShader::getGLSLInputString() const {
140    std::string s;
141    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
142        const Element *e = mRSProgram->mHal.state.inputElements[ct];
143        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
144            const Element *f = e->mHal.state.fields[field];
145
146            // Cannot be complex
147            rsAssert(!f->mHal.state.fieldsCount);
148            switch (f->mHal.state.vectorSize) {
149            case 1: s.append("attribute float ATTRIB_"); break;
150            case 2: s.append("attribute vec2 ATTRIB_"); break;
151            case 3: s.append("attribute vec3 ATTRIB_"); break;
152            case 4: s.append("attribute vec4 ATTRIB_"); break;
153            default:
154                rsAssert(0);
155            }
156
157            s.append(e->mHal.state.fieldNames[field]);
158            s.append(";\n");
159        }
160    }
161    return s;
162}
163
164void RsdShader::appendAttributes() {
165    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
166        const Element *e = mRSProgram->mHal.state.inputElements[ct];
167        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
168            const Element *f = e->mHal.state.fields[field];
169            const char *fn = e->mHal.state.fieldNames[field];
170
171            // Cannot be complex
172            rsAssert(!f->mHal.state.fieldsCount);
173            switch (f->mHal.state.vectorSize) {
174            case 1: mShader.append("attribute float ATTRIB_"); break;
175            case 2: mShader.append("attribute vec2 ATTRIB_"); break;
176            case 3: mShader.append("attribute vec3 ATTRIB_"); break;
177            case 4: mShader.append("attribute vec4 ATTRIB_"); break;
178            default:
179                rsAssert(0);
180            }
181
182            mShader.append(fn);
183            mShader.append(";\n");
184        }
185    }
186}
187
188void RsdShader::appendTextures() {
189
190    // TODO: this does not yet handle cases where the texture changes between IO
191    // input and local
192    bool appendUsing = true;
193    for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) {
194        if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
195            Allocation *a = mRSProgram->mHal.state.textures[ct];
196            if (a && a->mHal.state.surfaceTextureID) {
197                if(appendUsing) {
198                    mShader.append("#extension GL_OES_EGL_image_external : require\n");
199                    appendUsing = false;
200                }
201                mShader.append("uniform samplerExternalOES UNI_");
202                mCurrentState->mTextureTargets[ct] = GL_TEXTURE_EXTERNAL_OES;
203            } else {
204                mShader.append("uniform sampler2D UNI_");
205                mCurrentState->mTextureTargets[ct] = GL_TEXTURE_2D;
206            }
207        } else {
208            mShader.append("uniform samplerCube UNI_");
209            mCurrentState->mTextureTargets[ct] = GL_TEXTURE_CUBE_MAP;
210        }
211
212        mShader.append(mTextureNames[ct]);
213        mShader.append(";\n");
214    }
215}
216
217bool RsdShader::createShader() {
218    mShader.clear();
219    if (mType == GL_FRAGMENT_SHADER) {
220        mShader.append("precision mediump float;\n");
221    }
222    appendUserConstants();
223    appendAttributes();
224    appendTextures();
225    mShader.append(mUserShader);
226
227    return true;
228}
229
230bool RsdShader::loadShader(const Context *rsc) {
231    mCurrentState->mShaderID = glCreateShader(mType);
232    rsAssert(mCurrentState->mShaderID);
233
234    if(!mShader.length()) {
235        createShader();
236    }
237
238    if (rsc->props.mLogShaders) {
239        ALOGV("Loading shader type %x, ID %i", mType, mCurrentState->mShaderID);
240        ALOGV("%s", mShader.c_str());
241    }
242
243    if (mCurrentState->mShaderID) {
244        const char * ss = mShader.c_str();
245        RSD_CALL_GL(glShaderSource, mCurrentState->mShaderID, 1, &ss, nullptr);
246        RSD_CALL_GL(glCompileShader, mCurrentState->mShaderID);
247
248        GLint compiled = 0;
249        RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_COMPILE_STATUS, &compiled);
250        if (!compiled) {
251            GLint infoLen = 0;
252            RSD_CALL_GL(glGetShaderiv, mCurrentState->mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
253            if (infoLen) {
254                char* buf = (char*) malloc(infoLen);
255                if (buf) {
256                    RSD_CALL_GL(glGetShaderInfoLog, mCurrentState->mShaderID, infoLen, nullptr, buf);
257                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
258                    free(buf);
259                }
260                RSD_CALL_GL(glDeleteShader, mCurrentState->mShaderID);
261                mCurrentState->mShaderID = 0;
262                return false;
263            }
264        }
265    }
266
267    if (rsc->props.mLogShaders) {
268        ALOGV("--Shader load result %x ", glGetError());
269    }
270    mIsValid = true;
271    return true;
272}
273
274void RsdShader::appendUserConstants() {
275    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
276        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
277        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
278            const Element *f = e->mHal.state.fields[field];
279            const char *fn = e->mHal.state.fieldNames[field];
280
281            // Cannot be complex
282            rsAssert(!f->mHal.state.fieldsCount);
283            if (f->mHal.state.dataType == RS_TYPE_MATRIX_4X4) {
284                mShader.append("uniform mat4 UNI_");
285            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_3X3) {
286                mShader.append("uniform mat3 UNI_");
287            } else if (f->mHal.state.dataType == RS_TYPE_MATRIX_2X2) {
288                mShader.append("uniform mat2 UNI_");
289            } else {
290                switch (f->mHal.state.vectorSize) {
291                case 1: mShader.append("uniform float UNI_"); break;
292                case 2: mShader.append("uniform vec2 UNI_"); break;
293                case 3: mShader.append("uniform vec3 UNI_"); break;
294                case 4: mShader.append("uniform vec4 UNI_"); break;
295                default:
296                    rsAssert(0);
297                }
298            }
299
300            mShader.append(fn);
301            if (e->mHal.state.fieldArraySizes[field] > 1) {
302                mShader += "[";
303                mShader += std::to_string(e->mHal.state.fieldArraySizes[field]);
304                mShader += "]";
305            }
306            mShader.append(";\n");
307        }
308    }
309}
310
311void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
312    RsDataType dataType = field->mHal.state.dataType;
313    uint32_t elementSize = field->mHal.state.elementSizeBytes / sizeof(float);
314    for (uint32_t i = 0; i < arraySize; i ++) {
315        if (arraySize > 1) {
316            ALOGV("Array Element [%u]", i);
317        }
318        if (dataType == RS_TYPE_MATRIX_4X4) {
319            ALOGV("Matrix4x4");
320            ALOGV("{%f, %f, %f, %f",  fd[0], fd[4], fd[8], fd[12]);
321            ALOGV(" %f, %f, %f, %f",  fd[1], fd[5], fd[9], fd[13]);
322            ALOGV(" %f, %f, %f, %f",  fd[2], fd[6], fd[10], fd[14]);
323            ALOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
324        } else if (dataType == RS_TYPE_MATRIX_3X3) {
325            ALOGV("Matrix3x3");
326            ALOGV("{%f, %f, %f",  fd[0], fd[3], fd[6]);
327            ALOGV(" %f, %f, %f",  fd[1], fd[4], fd[7]);
328            ALOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
329        } else if (dataType == RS_TYPE_MATRIX_2X2) {
330            ALOGV("Matrix2x2");
331            ALOGV("{%f, %f",  fd[0], fd[2]);
332            ALOGV(" %f, %f}", fd[1], fd[3]);
333        } else {
334            switch (field->mHal.state.vectorSize) {
335            case 1:
336                ALOGV("Uniform 1 = %f", fd[0]);
337                break;
338            case 2:
339                ALOGV("Uniform 2 = %f %f", fd[0], fd[1]);
340                break;
341            case 3:
342                ALOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
343                break;
344            case 4:
345                ALOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
346                break;
347            default:
348                rsAssert(0);
349            }
350        }
351        ALOGV("Element size %u data=%p", elementSize, fd);
352        fd += elementSize;
353        ALOGV("New data=%p", fd);
354    }
355}
356
357void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
358                         int32_t slot, uint32_t arraySize ) {
359    RsDataType dataType = field->mHal.state.dataType;
360    if (dataType == RS_TYPE_MATRIX_4X4) {
361        RSD_CALL_GL(glUniformMatrix4fv, slot, arraySize, GL_FALSE, fd);
362    } else if (dataType == RS_TYPE_MATRIX_3X3) {
363        RSD_CALL_GL(glUniformMatrix3fv, slot, arraySize, GL_FALSE, fd);
364    } else if (dataType == RS_TYPE_MATRIX_2X2) {
365        RSD_CALL_GL(glUniformMatrix2fv, slot, arraySize, GL_FALSE, fd);
366    } else {
367        switch (field->mHal.state.vectorSize) {
368        case 1:
369            RSD_CALL_GL(glUniform1fv, slot, arraySize, fd);
370            break;
371        case 2:
372            RSD_CALL_GL(glUniform2fv, slot, arraySize, fd);
373            break;
374        case 3:
375            RSD_CALL_GL(glUniform3fv, slot, arraySize, fd);
376            break;
377        case 4:
378            RSD_CALL_GL(glUniform4fv, slot, arraySize, fd);
379            break;
380        default:
381            rsAssert(0);
382        }
383    }
384}
385
386void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
387    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
388
389    GLenum trans[] = {
390        GL_NEAREST, //RS_SAMPLER_NEAREST,
391        GL_LINEAR, //RS_SAMPLER_LINEAR,
392        GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
393        GL_REPEAT, //RS_SAMPLER_WRAP,
394        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
395        GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
396    };
397
398    GLenum transNP[] = {
399        GL_NEAREST, //RS_SAMPLER_NEAREST,
400        GL_LINEAR, //RS_SAMPLER_LINEAR,
401        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
402        GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
403        GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
404        GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
405    };
406
407    // This tells us the correct texture type
408    DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
409    const GLenum target = drvTex->glTarget;
410    if (!target) {
411        // this can happen if the user set the wrong allocation flags.
412        rsc->setError(RS_ERROR_BAD_VALUE, "Allocation not compatible with sampler");
413        return;
414    }
415
416    if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
417        if (tex->getHasGraphicsMipmaps() &&
418            (dc->gl.gl.NV_texture_npot_2D_mipmap || dc->gl.gl.IMG_texture_npot)) {
419            if (dc->gl.gl.NV_texture_npot_2D_mipmap) {
420                RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
421                            trans[s->mHal.state.minFilter]);
422            } else {
423                switch (trans[s->mHal.state.minFilter]) {
424                case GL_LINEAR_MIPMAP_LINEAR:
425                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
426                                GL_LINEAR_MIPMAP_NEAREST);
427                    break;
428                default:
429                    RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
430                                trans[s->mHal.state.minFilter]);
431                    break;
432                }
433            }
434        } else {
435            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
436                        transNP[s->mHal.state.minFilter]);
437        }
438        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER,
439                    transNP[s->mHal.state.magFilter]);
440        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
441        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
442    } else {
443        if (tex->getHasGraphicsMipmaps()) {
444            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
445                        trans[s->mHal.state.minFilter]);
446        } else {
447            RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MIN_FILTER,
448                        transNP[s->mHal.state.minFilter]);
449        }
450        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
451        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
452        RSD_CALL_GL(glTexParameteri, target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
453    }
454
455    float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
456    if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
457        RSD_CALL_GL(glTexParameterf, target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
458    }
459
460    rsdGLCheckError(rsc, "Sampler::setup tex env");
461}
462
463void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
464    if (mRSProgram->mHal.state.texturesCount == 0) {
465        return;
466    }
467
468    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
469
470    uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
471    uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
472    if (numTexturesToBind >= numTexturesAvailable) {
473        ALOGE("Attempting to bind %u textures on shader id %p, but only %u are available",
474             mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable);
475        rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
476        numTexturesToBind = numTexturesAvailable;
477    }
478
479    for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
480        RSD_CALL_GL(glActiveTexture, GL_TEXTURE0 + ct);
481        RSD_CALL_GL(glUniform1i, sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
482
483        if (!mRSProgram->mHal.state.textures[ct]) {
484            // if nothing is bound, reset to default GL texture
485            RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], 0);
486            continue;
487        }
488
489        DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
490
491        if (mCurrentState->mTextureTargets[ct] != GL_TEXTURE_2D &&
492            mCurrentState->mTextureTargets[ct] != GL_TEXTURE_CUBE_MAP &&
493            mCurrentState->mTextureTargets[ct] != GL_TEXTURE_EXTERNAL_OES) {
494            ALOGE("Attempting to bind unknown texture to shader id %p, texture unit %u",
495                  this, ct);
496            rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
497        }
498        RSD_CALL_GL(glBindTexture, mCurrentState->mTextureTargets[ct], drvTex->textureID);
499        rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
500        if (mRSProgram->mHal.state.samplers[ct]) {
501            setupSampler(rsc, mRSProgram->mHal.state.samplers[ct],
502                         mRSProgram->mHal.state.textures[ct]);
503        } else {
504            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
505                GL_TEXTURE_MIN_FILTER, GL_NEAREST);
506            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
507                GL_TEXTURE_MAG_FILTER, GL_NEAREST);
508            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
509                GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
510            RSD_CALL_GL(glTexParameteri, mCurrentState->mTextureTargets[ct],
511                GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
512            rsdGLCheckError(rsc, "ProgramFragment::setup basic tex env");
513        }
514        rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
515    }
516
517    RSD_CALL_GL(glActiveTexture, GL_TEXTURE0);
518    mDirty = false;
519    rsdGLCheckError(rsc, "ProgramFragment::setup");
520}
521
522void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
523    uint32_t uidx = 0;
524    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
525        Allocation *alloc = mRSProgram->mHal.state.constants[ct];
526
527        if (!alloc) {
528            ALOGE("Attempting to set constants on shader id %p, but alloc at slot %u is not set",
529                  this, ct);
530            rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
531            continue;
532        }
533
534        const uint8_t *data = static_cast<const uint8_t *>(alloc->mHal.drvState.lod[0].mallocPtr);
535        const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
536        for (uint32_t field=0; field < e->mHal.state.fieldsCount; field++) {
537            const Element *f = e->mHal.state.fields[field];
538            const char *fieldName = e->mHal.state.fieldNames[field];
539
540            uint32_t offset = e->mHal.state.fieldOffsetBytes[field];
541            const float *fd = reinterpret_cast<const float *>(&data[offset]);
542
543            int32_t slot = -1;
544            uint32_t arraySize = 1;
545            if (!isFragment) {
546                slot = sc->vtxUniformSlot(uidx);
547                arraySize = sc->vtxUniformSize(uidx);
548            } else {
549                slot = sc->fragUniformSlot(uidx);
550                arraySize = sc->fragUniformSize(uidx);
551            }
552            if (rsc->props.mLogShadersUniforms) {
553                ALOGV("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s",
554                     slot, offset, ct, field, uidx, fieldName);
555            }
556            uidx ++;
557            if (slot < 0) {
558                continue;
559            }
560
561            if (rsc->props.mLogShadersUniforms) {
562                logUniform(f, fd, arraySize);
563            }
564            setUniform(rsc, f, fd, slot, arraySize);
565        }
566    }
567}
568
569void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
570
571    setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
572    setupTextures(rsc, sc);
573}
574
575void RsdShader::initAttribAndUniformArray() {
576    mAttribCount = 0;
577    for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
578        const Element *elem = mRSProgram->mHal.state.inputElements[ct];
579        mAttribCount += elem->mHal.state.fieldsCount;
580    }
581
582    mUniformCount = 0;
583    for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
584        const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
585        mUniformCount += elem->mHal.state.fieldsCount;
586    }
587    mUniformCount += mRSProgram->mHal.state.texturesCount;
588
589    if (mAttribCount) {
590        mAttribNames = new std::string[mAttribCount];
591    }
592    if (mUniformCount) {
593        mUniformNames = new std::string[mUniformCount];
594        mUniformArraySizes = new uint32_t[mUniformCount];
595    }
596
597    mTextureCount = mRSProgram->mHal.state.texturesCount;
598}
599
600void RsdShader::initAddUserElement(const Element *e, std::string *names,
601                                   uint32_t *arrayLengths, uint32_t *count,
602                                   const char *prefix) {
603    rsAssert(e->mHal.state.fieldsCount);
604    for (uint32_t ct=0; ct < e->mHal.state.fieldsCount; ct++) {
605        const Element *ce = e->mHal.state.fields[ct];
606        if (ce->mHal.state.fieldsCount) {
607            initAddUserElement(ce, names, arrayLengths, count, prefix);
608        } else {
609            std::string tmp(prefix);
610            tmp.append(e->mHal.state.fieldNames[ct]);
611            names[*count] = tmp;
612            if (arrayLengths) {
613                arrayLengths[*count] = e->mHal.state.fieldArraySizes[ct];
614            }
615            (*count)++;
616        }
617    }
618}
619