rsdShaderCache.cpp revision 025a1f48df53a3bd13dd3a5d765a7a78de3a1bf5
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 android::renderscript::Context;
28
29RsdShaderCache::RsdShaderCache() {
30    mVertexDirty = true;
31    mFragmentDirty = true;
32}
33
34RsdShaderCache::~RsdShaderCache() {
35    cleanupAll();
36}
37
38void RsdShaderCache::updateUniformArrayData(const Context *rsc,
39                                            RsdShader *prog,
40                                            uint32_t linkedID,
41                                            UniformData *data,
42                                            const char* logTag,
43                                            UniformQueryData **uniformList,
44                                            uint32_t uniListSize) {
45
46    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
47        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
48            //Iterate over the list of active GL uniforms and find highest array index
49            for (uint32_t ui = 0; ui < uniListSize; ui ++) {
50                if (prog->getUniformName(ct) == uniformList[ui]->name) {
51                    data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
52                    break;
53                }
54            }
55        }
56
57        if (rsc->props.mLogShaders) {
58             ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
59                   prog->getUniformName(ct).c_str(), data[ct].slot,
60                   data[ct].arraySize);
61        }
62    }
63}
64
65void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID,
66                                         UniformData *data) {
67    for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
68       data[ct].slot = glGetUniformLocation(linkedID,
69                                            prog->getUniformName(ct).c_str());
70       data[ct].arraySize = prog->getUniformArraySize(ct);
71    }
72}
73
74bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
75    UniformData *data = mCurrent->vtxUniforms;
76    for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
77        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
78            return true;
79        }
80    }
81    data = mCurrent->fragUniforms;
82    for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
83        if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
84            return true;
85        }
86    }
87    return false;
88}
89
90bool RsdShaderCache::setup(const Context *rsc) {
91    if (!mVertexDirty && !mFragmentDirty) {
92        return true;
93    }
94
95    if (!link(rsc)) {
96        return false;
97    }
98
99    if (mFragmentDirty) {
100        mFragment->setup(rsc, this);
101        mFragmentDirty = false;
102    }
103    if (mVertexDirty) {
104        mVertex->setup(rsc, this);
105        mVertexDirty = false;
106    }
107
108    return true;
109}
110
111bool RsdShaderCache::link(const Context *rsc) {
112
113    RsdShader *vtx = mVertex;
114    RsdShader *frag = mFragment;
115
116    uint32_t vID = vtx->getStateBasedShaderID(rsc);
117    uint32_t fID = frag->getStateBasedShaderID(rsc);
118
119    // Don't try to cache if shaders failed to load
120    if (!vID || !fID) {
121        return false;
122    }
123    uint32_t entryCount = mEntries.size();
124    for (uint32_t ct = 0; ct < entryCount; ct ++) {
125        if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
126            //ALOGV("SC using program %i", mEntries[ct]->program);
127            glUseProgram(mEntries[ct]->program);
128            mCurrent = mEntries[ct];
129            //ALOGV("RsdShaderCache hit, using %i", ct);
130            rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
131            return true;
132        }
133    }
134
135    ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
136                                       vtx->getUniformCount(),
137                                       frag->getUniformCount());
138    mEntries.push_back(e);
139    mCurrent = e;
140    e->vtx = vID;
141    e->frag = fID;
142    e->program = glCreateProgram();
143    if (e->program) {
144        GLuint pgm = e->program;
145        glAttachShader(pgm, vID);
146        //ALOGE("e1 %x", glGetError());
147        glAttachShader(pgm, fID);
148
149        glBindAttribLocation(pgm, 0, "ATTRIB_position");
150        glBindAttribLocation(pgm, 1, "ATTRIB_color");
151        glBindAttribLocation(pgm, 2, "ATTRIB_normal");
152        glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
153
154        //ALOGE("e2 %x", glGetError());
155        glLinkProgram(pgm);
156        //ALOGE("e3 %x", glGetError());
157        GLint linkStatus = GL_FALSE;
158        glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
159        if (linkStatus != GL_TRUE) {
160            GLint bufLength = 0;
161            glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
162            if (bufLength) {
163                char* buf = (char*) malloc(bufLength);
164                if (buf) {
165                    glGetProgramInfoLog(pgm, bufLength, nullptr, buf);
166                    rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
167                    free(buf);
168                }
169            }
170            glDeleteProgram(pgm);
171            return false;
172        }
173
174        for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
175            e->vtxAttrs[ct].slot =
176                glGetAttribLocation(pgm, vtx->getAttribName(ct).c_str());
177            e->vtxAttrs[ct].name = vtx->getAttribName(ct).c_str();
178            if (rsc->props.mLogShaders) {
179                ALOGV("vtx A %i, %s = %d\n", ct,
180                      vtx->getAttribName(ct).c_str(), e->vtxAttrs[ct].slot);
181            }
182        }
183
184        populateUniformData(vtx, pgm, e->vtxUniforms);
185        populateUniformData(frag, pgm, e->fragUniforms);
186
187        // Only populate this list if we have arrays in our uniforms
188        UniformQueryData **uniformList = nullptr;
189        GLint numUniforms = 0;
190        bool hasArrays = hasArrayUniforms(vtx, frag);
191        if (hasArrays) {
192            // Get the number of active uniforms and the length of the longest name
193            glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
194            GLint maxNameLength = 0;
195            glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
196            if (numUniforms > 0 && maxNameLength > 0) {
197                uniformList = new UniformQueryData*[numUniforms];
198                // Iterate over all the uniforms and build the list we
199                // can later use to match our uniforms to
200                for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
201                    uniformList[ct] = new UniformQueryData(maxNameLength);
202                    glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
203                                       &uniformList[ct]->arraySize, &uniformList[ct]->type,
204                                       uniformList[ct]->name);
205                    //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
206                    //     uniformList[ct]->arraySize, uniformList[ct]->name);
207                }
208            }
209        }
210
211        // We now know the highest index of all of the array uniforms
212        // and we need to update our cache to reflect that
213        // we may have declared [n], but only m < n elements are used
214        updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
215                               uniformList, (uint32_t)numUniforms);
216        updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
217                               uniformList, (uint32_t)numUniforms);
218
219        // Clean up the uniform data from GL
220        if (uniformList != nullptr) {
221            for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
222                delete uniformList[ct];
223            }
224            delete[] uniformList;
225            uniformList = nullptr;
226        }
227    }
228
229    //ALOGV("SC made program %i", e->program);
230    glUseProgram(e->program);
231    rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
232
233    return true;
234}
235
236int32_t RsdShaderCache::vtxAttribSlot(const std::string &attrName) const {
237    for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
238        if (attrName == mCurrent->vtxAttrs[ct].name) {
239            return mCurrent->vtxAttrs[ct].slot;
240        }
241    }
242    return -1;
243}
244
245void RsdShaderCache::cleanupVertex(RsdShader *s) {
246    int32_t numEntries = (int32_t)mEntries.size();
247    uint32_t numShaderIDs = s->getStateBasedIDCount();
248    for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
249        uint32_t id = s->getStateBasedID(sId);
250        for (int32_t ct = 0; ct < numEntries; ct ++) {
251            if (mEntries[ct]->vtx == id) {
252                glDeleteProgram(mEntries[ct]->program);
253
254                delete mEntries[ct];
255                mEntries.erase(mEntries.begin() + ct);
256                numEntries = (int32_t)mEntries.size();
257                ct --;
258            }
259        }
260    }
261}
262
263void RsdShaderCache::cleanupFragment(RsdShader *s) {
264    int32_t numEntries = (int32_t)mEntries.size();
265    uint32_t numShaderIDs = s->getStateBasedIDCount();
266    for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
267        uint32_t id = s->getStateBasedID(sId);
268        for (int32_t ct = 0; ct < numEntries; ct ++) {
269            if (mEntries[ct]->frag == id) {
270                glDeleteProgram(mEntries[ct]->program);
271
272                delete mEntries[ct];
273                mEntries.erase(mEntries.begin() + ct);
274                numEntries = (int32_t)mEntries.size();
275                ct --;
276            }
277        }
278    }
279}
280
281void RsdShaderCache::cleanupAll() {
282    for (uint32_t ct=0; ct < mEntries.size(); ct++) {
283        glDeleteProgram(mEntries[ct]->program);
284        free(mEntries[ct]);
285    }
286    mEntries.clear();
287}
288