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 <rs_hal.h>
18#include <rsContext.h>
19
20#include "rsdShader.h"
21#include "rsdShaderCache.h"
22#include "rsdGL.h"
23
24#include <GLES/gl.h>
25#include <GLES2/gl2.h>
26
27using namespace android;
28using namespace android::renderscript;
29
30
31RsdShaderCache::RsdShaderCache() {
32    mEntries.setCapacity(16);
33    mVertexDirty = true;
34    mFragmentDirty = true;
35}
36
37RsdShaderCache::~RsdShaderCache() {
38    cleanupAll();
39}
40
41void RsdShaderCache::updateUniformArrayData(const Context *rsc,
42                                            RsdShader *prog,
43                                            uint32_t linkedID,
44                                            UniformData *data,
45                                            const char* logTag,
46                                            UniformQueryData **uniformList,
47                                            uint32_t uniListSize) {
48
49    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
50        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
51            //Iterate over the list of active GL uniforms and find highest array index
52            for (uint32_t ui = 0; ui < uniListSize; ui ++) {
53                if (prog->getUniformName(ct) == uniformList[ui]->name) {
54                    data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
55                    break;
56                }
57            }
58        }
59
60        if (rsc->props.mLogShaders) {
61             ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
62                   prog->getUniformName(ct).c_str(), data[ct].slot,
63                   data[ct].arraySize);
64        }
65    }
66}
67
68void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
69                                         UniformData *data) {
70    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
71       data[ct].slot = glGetUniformLocation(linkedID,
72                                            prog->getUniformName(ct).c_str());
73       data[ct].arraySize = prog->getUniformArraySize(ct);
74    }
75}
76
77bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
78    UniformData *data = mCurrent->vtxUniforms;
79    for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
80        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
81            return true;
82        }
83    }
84    data = mCurrent->fragUniforms;
85    for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
86        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
87            return true;
88        }
89    }
90    return false;
91}
92
93bool RsdShaderCache::setup(const Context *rsc) {
94    if (!mVertexDirty && !mFragmentDirty) {
95        return true;
96    }
97
98    if (!link(rsc)) {
99        return false;
100    }
101
102    if (mFragmentDirty) {
103        mFragment->setup(rsc, this);
104        mFragmentDirty = false;
105    }
106    if (mVertexDirty) {
107        mVertex->setup(rsc, this);
108        mVertexDirty = false;
109    }
110
111    return true;
112}
113
114bool RsdShaderCache::link(const Context *rsc) {
115
116    RsdShader *vtx = mVertex;
117    RsdShader *frag = mFragment;
118
119    uint32_t vID = vtx->getStateBasedShaderID(rsc);
120    uint32_t fID = frag->getStateBasedShaderID(rsc);
121
122    // Don't try to cache if shaders failed to load
123    if (!vID || !fID) {
124        return false;
125    }
126    uint32_t entryCount = mEntries.size();
127    for (uint32_t ct = 0; ct < entryCount; ct ++) {
128        if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
129
130            //ALOGV("SC using program %i", mEntries[ct]->program);
131            glUseProgram(mEntries[ct]->program);
132            mCurrent = mEntries[ct];
133            //ALOGV("RsdShaderCache hit, using %i", ct);
134            rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
135            return true;
136        }
137    }
138
139    ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
140                                       vtx->getUniformCount(),
141                                       frag->getUniformCount());
142    mEntries.push(e);
143    mCurrent = e;
144    e->vtx = vID;
145    e->frag = fID;
146    e->program = glCreateProgram();
147    if (e->program) {
148        GLuint pgm = e->program;
149        glAttachShader(pgm, vID);
150        //ALOGE("e1 %x", glGetError());
151        glAttachShader(pgm, fID);
152
153        glBindAttribLocation(pgm, 0, "ATTRIB_position");
154        glBindAttribLocation(pgm, 1, "ATTRIB_color");
155        glBindAttribLocation(pgm, 2, "ATTRIB_normal");
156        glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
157
158        //ALOGE("e2 %x", glGetError());
159        glLinkProgram(pgm);
160        //ALOGE("e3 %x", glGetError());
161        GLint linkStatus = GL_FALSE;
162        glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
163        if (linkStatus != GL_TRUE) {
164            GLint bufLength = 0;
165            glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
166            if (bufLength) {
167                char* buf = (char*) malloc(bufLength);
168                if (buf) {
169                    glGetProgramInfoLog(pgm, bufLength, nullptr, buf);
170                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
171                    free(buf);
172                }
173            }
174            glDeleteProgram(pgm);
175            return false;
176        }
177
178        for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
179            e->vtxAttrs[ct].slot =
180                glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
181            e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
182            if (rsc->props.mLogShaders) {
183                ALOGV("vtx A %i, %s = %d\n", ct,
184                      vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
185            }
186        }
187
188        populateUniformData(vtx, pgm, e->vtxUniforms);
189        populateUniformData(frag, pgm, e->fragUniforms);
190
191        // Only populate this list if we have arrays in our uniforms
192        UniformQueryData **uniformList = nullptr;
193        GLint numUniforms = 0;
194        bool hasArrays = hasArrayUniforms(vtx, frag);
195        if (hasArrays) {
196            // Get the number of active uniforms and the length of the longest name
197            glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
198            GLint maxNameLength = 0;
199            glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
200            if (numUniforms > 0 && maxNameLength > 0) {
201                uniformList = new UniformQueryData*[numUniforms];
202                // Iterate over all the uniforms and build the list we
203                // can later use to match our uniforms to
204                for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
205                    uniformList[ct] = new UniformQueryData(maxNameLength);
206                    glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
207                                       &uniformList[ct]->arraySize, &uniformList[ct]->type,
208                                       uniformList[ct]->name);
209                    //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
210                    //     uniformList[ct]->arraySize, uniformList[ct]->name);
211                }
212            }
213        }
214
215        // We now know the highest index of all of the array uniforms
216        // and we need to update our cache to reflect that
217        // we may have declared [n], but only m < n elements are used
218        updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
219                               uniformList, (uint32_t)numUniforms);
220        updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
221                               uniformList, (uint32_t)numUniforms);
222
223        // Clean up the uniform data from GL
224        if (uniformList != nullptr) {
225            for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
226                delete uniformList[ct];
227            }
228            delete[] uniformList;
229            uniformList = nullptr;
230        }
231    }
232
233    //ALOGV("SC made program %i", e->program);
234    glUseProgram(e->program);
235    rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
236
237    return true;
238}
239
240int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
241    for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
242        if (attrName == mCurrent->vtxAttrs[ct].name) {
243            return mCurrent->vtxAttrs[ct].slot;
244        }
245    }
246    return -1;
247}
248
249void RsdShaderCache::cleanupVertex(RsdShader *s) {
250    int32_t numEntries = (int32_t)mEntries.size();
251    uint32_t numShaderIDs = s->getStateBasedIDCount();
252    for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
253        uint32_t id = s->getStateBasedID(sId);
254        for (int32_t ct = 0; ct < numEntries; ct ++) {
255            if (mEntries[ct]->vtx == id) {
256                glDeleteProgram(mEntries[ct]->program);
257
258                delete mEntries[ct];
259                mEntries.removeAt(ct);
260                numEntries = (int32_t)mEntries.size();
261                ct --;
262            }
263        }
264    }
265}
266
267void RsdShaderCache::cleanupFragment(RsdShader *s) {
268    int32_t numEntries = (int32_t)mEntries.size();
269    uint32_t numShaderIDs = s->getStateBasedIDCount();
270    for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
271        uint32_t id = s->getStateBasedID(sId);
272        for (int32_t ct = 0; ct < numEntries; ct ++) {
273            if (mEntries[ct]->frag == id) {
274                glDeleteProgram(mEntries[ct]->program);
275
276                delete mEntries[ct];
277                mEntries.removeAt(ct);
278                numEntries = (int32_t)mEntries.size();
279                ct --;
280            }
281        }
282    }
283}
284
285void RsdShaderCache::cleanupAll() {
286    for (uint32_t ct=0; ct < mEntries.size(); ct++) {
287        glDeleteProgram(mEntries[ct]->program);
288        free(mEntries[ct]);
289    }
290    mEntries.clear();
291}
292
293