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-rw-r--r--libs/rs/driver/rsdShaderCache.cpp283
1 files changed, 0 insertions, 283 deletions
diff --git a/libs/rs/driver/rsdShaderCache.cpp b/libs/rs/driver/rsdShaderCache.cpp
deleted file mode 100644
index 69b43fc..0000000
--- a/libs/rs/driver/rsdShaderCache.cpp
+++ /dev/null
@@ -1,283 +0,0 @@
-/*
- * Copyright (C) 2011-2012 The Android Open Source Project
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include <rs_hal.h>
-#include <rsContext.h>
-
-#include "rsdShader.h"
-#include "rsdShaderCache.h"
-#include "rsdGL.h"
-
-#include <GLES/gl.h>
-#include <GLES2/gl2.h>
-
-using namespace android;
-using namespace android::renderscript;
-
-
-RsdShaderCache::RsdShaderCache() {
- mEntries.setCapacity(16);
- mVertexDirty = true;
- mFragmentDirty = true;
-}
-
-RsdShaderCache::~RsdShaderCache() {
- cleanupAll();
-}
-
-void RsdShaderCache::updateUniformArrayData(const Context *rsc, RsdShader *prog, uint32_t linkedID,
- UniformData *data, const char* logTag,
- UniformQueryData **uniformList, uint32_t uniListSize) {
-
- for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
- if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
- //Iterate over the list of active GL uniforms and find highest array index
- for (uint32_t ui = 0; ui < uniListSize; ui ++) {
- if (prog->getUniformName(ct) == uniformList[ui]->name) {
- data[ct].arraySize = (uint32_t)uniformList[ui]->arraySize;
- break;
- }
- }
- }
-
- if (rsc->props.mLogShaders) {
- ALOGV("%s U, %s = %d, arraySize = %d\n", logTag,
- prog->getUniformName(ct).string(), data[ct].slot, data[ct].arraySize);
- }
- }
-}
-
-void RsdShaderCache::populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data) {
- for (uint32_t ct=0; ct < prog->getUniformCount(); ct++) {
- data[ct].slot = glGetUniformLocation(linkedID, prog->getUniformName(ct));
- data[ct].arraySize = prog->getUniformArraySize(ct);
- }
-}
-
-bool RsdShaderCache::hasArrayUniforms(RsdShader *vtx, RsdShader *frag) {
- UniformData *data = mCurrent->vtxUniforms;
- for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
- if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
- return true;
- }
- }
- data = mCurrent->fragUniforms;
- for (uint32_t ct=0; ct < frag->getUniformCount(); ct++) {
- if (data[ct].slot >= 0 && data[ct].arraySize > 1) {
- return true;
- }
- }
- return false;
-}
-
-bool RsdShaderCache::setup(const Context *rsc) {
- if (!mVertexDirty && !mFragmentDirty) {
- return true;
- }
-
- if (!link(rsc)) {
- return false;
- }
-
- if (mFragmentDirty) {
- mFragment->setup(rsc, this);
- mFragmentDirty = false;
- }
- if (mVertexDirty) {
- mVertex->setup(rsc, this);
- mVertexDirty = false;
- }
-
- return true;
-}
-
-bool RsdShaderCache::link(const Context *rsc) {
-
- RsdShader *vtx = mVertex;
- RsdShader *frag = mFragment;
-
- uint32_t vID = vtx->getStateBasedShaderID(rsc);
- uint32_t fID = frag->getStateBasedShaderID(rsc);
-
- // Don't try to cache if shaders failed to load
- if (!vID || !fID) {
- return false;
- }
- uint32_t entryCount = mEntries.size();
- for (uint32_t ct = 0; ct < entryCount; ct ++) {
- if ((mEntries[ct]->vtx == vID) && (mEntries[ct]->frag == fID)) {
-
- //ALOGV("SC using program %i", mEntries[ct]->program);
- glUseProgram(mEntries[ct]->program);
- mCurrent = mEntries[ct];
- //ALOGV("RsdShaderCache hit, using %i", ct);
- rsdGLCheckError(rsc, "RsdShaderCache::link (hit)");
- return true;
- }
- }
-
- ProgramEntry *e = new ProgramEntry(vtx->getAttribCount(),
- vtx->getUniformCount(),
- frag->getUniformCount());
- mEntries.push(e);
- mCurrent = e;
- e->vtx = vID;
- e->frag = fID;
- e->program = glCreateProgram();
- if (e->program) {
- GLuint pgm = e->program;
- glAttachShader(pgm, vID);
- //ALOGE("e1 %x", glGetError());
- glAttachShader(pgm, fID);
-
- glBindAttribLocation(pgm, 0, "ATTRIB_position");
- glBindAttribLocation(pgm, 1, "ATTRIB_color");
- glBindAttribLocation(pgm, 2, "ATTRIB_normal");
- glBindAttribLocation(pgm, 3, "ATTRIB_texture0");
-
- //ALOGE("e2 %x", glGetError());
- glLinkProgram(pgm);
- //ALOGE("e3 %x", glGetError());
- GLint linkStatus = GL_FALSE;
- glGetProgramiv(pgm, GL_LINK_STATUS, &linkStatus);
- if (linkStatus != GL_TRUE) {
- GLint bufLength = 0;
- glGetProgramiv(pgm, GL_INFO_LOG_LENGTH, &bufLength);
- if (bufLength) {
- char* buf = (char*) malloc(bufLength);
- if (buf) {
- glGetProgramInfoLog(pgm, bufLength, NULL, buf);
- rsc->setError(RS_ERROR_FATAL_PROGRAM_LINK, buf);
- free(buf);
- }
- }
- glDeleteProgram(pgm);
- return false;
- }
-
- for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
- e->vtxAttrs[ct].slot = glGetAttribLocation(pgm, vtx->getAttribName(ct));
- e->vtxAttrs[ct].name = vtx->getAttribName(ct).string();
- if (rsc->props.mLogShaders) {
- ALOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->vtxAttrs[ct].slot);
- }
- }
-
- populateUniformData(vtx, pgm, e->vtxUniforms);
- populateUniformData(frag, pgm, e->fragUniforms);
-
- // Only populate this list if we have arrays in our uniforms
- UniformQueryData **uniformList = NULL;
- GLint numUniforms = 0;
- bool hasArrays = hasArrayUniforms(vtx, frag);
- if (hasArrays) {
- // Get the number of active uniforms and the length of the longest name
- glGetProgramiv(pgm, GL_ACTIVE_UNIFORMS, &numUniforms);
- GLint maxNameLength = 0;
- glGetProgramiv(pgm, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
- if (numUniforms > 0 && maxNameLength > 0) {
- uniformList = new UniformQueryData*[numUniforms];
- // Iterate over all the uniforms and build the list we
- // can later use to match our uniforms to
- for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
- uniformList[ct] = new UniformQueryData(maxNameLength);
- glGetActiveUniform(pgm, ct, maxNameLength, &uniformList[ct]->writtenLength,
- &uniformList[ct]->arraySize, &uniformList[ct]->type,
- uniformList[ct]->name);
- //ALOGE("GL UNI idx=%u, arraySize=%u, name=%s", ct,
- // uniformList[ct]->arraySize, uniformList[ct]->name);
- }
- }
- }
-
- // We now know the highest index of all of the array uniforms
- // and we need to update our cache to reflect that
- // we may have declared [n], but only m < n elements are used
- updateUniformArrayData(rsc, vtx, pgm, e->vtxUniforms, "vtx",
- uniformList, (uint32_t)numUniforms);
- updateUniformArrayData(rsc, frag, pgm, e->fragUniforms, "frag",
- uniformList, (uint32_t)numUniforms);
-
- // Clean up the uniform data from GL
- if (uniformList != NULL) {
- for (uint32_t ct = 0; ct < (uint32_t)numUniforms; ct++) {
- delete uniformList[ct];
- }
- delete[] uniformList;
- uniformList = NULL;
- }
- }
-
- //ALOGV("SC made program %i", e->program);
- glUseProgram(e->program);
- rsdGLCheckError(rsc, "RsdShaderCache::link (miss)");
-
- return true;
-}
-
-int32_t RsdShaderCache::vtxAttribSlot(const String8 &attrName) const {
- for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
- if (attrName == mCurrent->vtxAttrs[ct].name) {
- return mCurrent->vtxAttrs[ct].slot;
- }
- }
- return -1;
-}
-
-void RsdShaderCache::cleanupVertex(RsdShader *s) {
- int32_t numEntries = (int32_t)mEntries.size();
- uint32_t numShaderIDs = s->getStateBasedIDCount();
- for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
- uint32_t id = s->getStateBasedID(sId);
- for (int32_t ct = 0; ct < numEntries; ct ++) {
- if (mEntries[ct]->vtx == id) {
- glDeleteProgram(mEntries[ct]->program);
-
- delete mEntries[ct];
- mEntries.removeAt(ct);
- numEntries = (int32_t)mEntries.size();
- ct --;
- }
- }
- }
-}
-
-void RsdShaderCache::cleanupFragment(RsdShader *s) {
- int32_t numEntries = (int32_t)mEntries.size();
- uint32_t numShaderIDs = s->getStateBasedIDCount();
- for (uint32_t sId = 0; sId < numShaderIDs; sId ++) {
- uint32_t id = s->getStateBasedID(sId);
- for (int32_t ct = 0; ct < numEntries; ct ++) {
- if (mEntries[ct]->frag == id) {
- glDeleteProgram(mEntries[ct]->program);
-
- delete mEntries[ct];
- mEntries.removeAt(ct);
- numEntries = (int32_t)mEntries.size();
- ct --;
- }
- }
- }
-}
-
-void RsdShaderCache::cleanupAll() {
- for (uint32_t ct=0; ct < mEntries.size(); ct++) {
- glDeleteProgram(mEntries[ct]->program);
- free(mEntries[ct]);
- }
- mEntries.clear();
-}
-