538 lines
19 KiB
C++
538 lines
19 KiB
C++
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <rs_hal.h>
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#include <rsContext.h>
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#include <rsProgram.h>
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#include "rsdCore.h"
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#include "rsdAllocation.h"
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#include "rsdShader.h"
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#include "rsdShaderCache.h"
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using namespace android;
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using namespace android::renderscript;
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RsdShader::RsdShader(const Program *p, uint32_t type,
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const char * shaderText, uint32_t shaderLength) {
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mUserShader.setTo(shaderText, shaderLength);
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mRSProgram = p;
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mType = type;
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initMemberVars();
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initAttribAndUniformArray();
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init();
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}
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RsdShader::~RsdShader() {
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if (mShaderID) {
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glDeleteShader(mShaderID);
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}
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delete[] mAttribNames;
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delete[] mUniformNames;
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delete[] mUniformArraySizes;
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}
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void RsdShader::initMemberVars() {
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mDirty = true;
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mShaderID = 0;
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mAttribCount = 0;
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mUniformCount = 0;
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mAttribNames = NULL;
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mUniformNames = NULL;
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mUniformArraySizes = NULL;
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mIsValid = false;
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}
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void RsdShader::init() {
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uint32_t attribCount = 0;
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uint32_t uniformCount = 0;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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initAddUserElement(mRSProgram->mHal.state.inputElements[ct].get(), mAttribNames, NULL, &attribCount, RS_SHADER_ATTR);
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}
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
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initAddUserElement(mRSProgram->mHal.state.constantTypes[ct]->getElement(), mUniformNames, mUniformArraySizes, &uniformCount, RS_SHADER_UNI);
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}
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mTextureUniformIndexStart = uniformCount;
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char buf[256];
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
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snprintf(buf, sizeof(buf), "UNI_Tex%i", ct);
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mUniformNames[uniformCount].setTo(buf);
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mUniformArraySizes[uniformCount] = 1;
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uniformCount++;
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}
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}
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String8 RsdShader::getGLSLInputString() const {
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String8 s;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.inputElements[ct].get();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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// Cannot be complex
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rsAssert(!f->getFieldCount());
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switch (f->getComponent().getVectorSize()) {
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case 1: s.append("attribute float ATTRIB_"); break;
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case 2: s.append("attribute vec2 ATTRIB_"); break;
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case 3: s.append("attribute vec3 ATTRIB_"); break;
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case 4: s.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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}
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s.append(e->getFieldName(field));
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s.append(";\n");
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}
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}
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return s;
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}
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void RsdShader::appendAttributes() {
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.inputElements[ct].get();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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const char *fn = e->getFieldName(field);
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if (fn[0] == '#') {
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continue;
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}
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// Cannot be complex
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rsAssert(!f->getFieldCount());
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switch (f->getComponent().getVectorSize()) {
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case 1: mShader.append("attribute float ATTRIB_"); break;
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case 2: mShader.append("attribute vec2 ATTRIB_"); break;
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case 3: mShader.append("attribute vec3 ATTRIB_"); break;
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case 4: mShader.append("attribute vec4 ATTRIB_"); break;
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default:
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rsAssert(0);
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}
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mShader.append(fn);
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mShader.append(";\n");
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}
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}
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}
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void RsdShader::appendTextures() {
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char buf[256];
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) {
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if (mRSProgram->mHal.state.textureTargets[ct] == RS_TEXTURE_2D) {
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snprintf(buf, sizeof(buf), "uniform sampler2D UNI_Tex%i;\n", ct);
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} else {
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snprintf(buf, sizeof(buf), "uniform samplerCube UNI_Tex%i;\n", ct);
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}
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mShader.append(buf);
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}
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}
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bool RsdShader::createShader() {
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if (mType == GL_FRAGMENT_SHADER) {
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mShader.append("precision mediump float;\n");
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}
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appendUserConstants();
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appendAttributes();
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appendTextures();
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mShader.append(mUserShader);
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return true;
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}
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bool RsdShader::loadShader(const Context *rsc) {
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mShaderID = glCreateShader(mType);
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rsAssert(mShaderID);
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if (rsc->props.mLogShaders) {
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LOGV("Loading shader type %x, ID %i", mType, mShaderID);
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LOGV("%s", mShader.string());
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}
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if (mShaderID) {
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const char * ss = mShader.string();
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glShaderSource(mShaderID, 1, &ss, NULL);
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glCompileShader(mShaderID);
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GLint compiled = 0;
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glGetShaderiv(mShaderID, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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glGetShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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glGetShaderInfoLog(mShaderID, infoLen, NULL, buf);
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LOGE("Could not compile shader \n%s\n", buf);
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free(buf);
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}
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glDeleteShader(mShaderID);
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mShaderID = 0;
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rsc->setError(RS_ERROR_BAD_SHADER, "Error returned from GL driver loading shader text,");
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return false;
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}
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}
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}
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if (rsc->props.mLogShaders) {
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LOGV("--Shader load result %x ", glGetError());
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}
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mIsValid = true;
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return true;
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}
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void RsdShader::appendUserConstants() {
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
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const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
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for (uint32_t field=0; field < e->getFieldCount(); field++) {
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const Element *f = e->getField(field);
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const char *fn = e->getFieldName(field);
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if (fn[0] == '#') {
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continue;
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}
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// Cannot be complex
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rsAssert(!f->getFieldCount());
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if (f->getType() == RS_TYPE_MATRIX_4X4) {
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mShader.append("uniform mat4 UNI_");
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} else if (f->getType() == RS_TYPE_MATRIX_3X3) {
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mShader.append("uniform mat3 UNI_");
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} else if (f->getType() == RS_TYPE_MATRIX_2X2) {
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mShader.append("uniform mat2 UNI_");
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} else {
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switch (f->getComponent().getVectorSize()) {
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case 1: mShader.append("uniform float UNI_"); break;
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case 2: mShader.append("uniform vec2 UNI_"); break;
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case 3: mShader.append("uniform vec3 UNI_"); break;
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case 4: mShader.append("uniform vec4 UNI_"); break;
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default:
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rsAssert(0);
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}
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}
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mShader.append(fn);
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if (e->getFieldArraySize(field) > 1) {
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mShader.appendFormat("[%d]", e->getFieldArraySize(field));
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}
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mShader.append(";\n");
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}
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}
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}
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void RsdShader::logUniform(const Element *field, const float *fd, uint32_t arraySize ) {
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RsDataType dataType = field->getType();
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uint32_t elementSize = field->getSizeBytes() / sizeof(float);
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for (uint32_t i = 0; i < arraySize; i ++) {
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if (arraySize > 1) {
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LOGV("Array Element [%u]", i);
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}
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if (dataType == RS_TYPE_MATRIX_4X4) {
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LOGV("Matrix4x4");
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LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
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LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
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LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
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LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
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} else if (dataType == RS_TYPE_MATRIX_3X3) {
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LOGV("Matrix3x3");
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LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
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LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
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LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
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} else if (dataType == RS_TYPE_MATRIX_2X2) {
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LOGV("Matrix2x2");
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LOGV("{%f, %f", fd[0], fd[2]);
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LOGV(" %f, %f}", fd[1], fd[3]);
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} else {
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switch (field->getComponent().getVectorSize()) {
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case 1:
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LOGV("Uniform 1 = %f", fd[0]);
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break;
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case 2:
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LOGV("Uniform 2 = %f %f", fd[0], fd[1]);
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break;
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case 3:
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LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
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break;
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case 4:
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LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
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break;
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default:
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rsAssert(0);
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}
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}
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LOGE("Element size %u data=%p", elementSize, fd);
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fd += elementSize;
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LOGE("New data=%p", fd);
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}
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}
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void RsdShader::setUniform(const Context *rsc, const Element *field, const float *fd,
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int32_t slot, uint32_t arraySize ) {
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RsDataType dataType = field->getType();
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if (dataType == RS_TYPE_MATRIX_4X4) {
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glUniformMatrix4fv(slot, arraySize, GL_FALSE, fd);
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} else if (dataType == RS_TYPE_MATRIX_3X3) {
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glUniformMatrix3fv(slot, arraySize, GL_FALSE, fd);
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} else if (dataType == RS_TYPE_MATRIX_2X2) {
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glUniformMatrix2fv(slot, arraySize, GL_FALSE, fd);
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} else {
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switch (field->getComponent().getVectorSize()) {
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case 1:
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glUniform1fv(slot, arraySize, fd);
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break;
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case 2:
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glUniform2fv(slot, arraySize, fd);
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break;
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case 3:
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glUniform3fv(slot, arraySize, fd);
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break;
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case 4:
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glUniform4fv(slot, arraySize, fd);
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break;
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default:
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rsAssert(0);
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}
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}
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}
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void RsdShader::setupSampler(const Context *rsc, const Sampler *s, const Allocation *tex) {
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RsdHal *dc = (RsdHal *)rsc->mHal.drv;
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GLenum trans[] = {
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GL_NEAREST, //RS_SAMPLER_NEAREST,
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GL_LINEAR, //RS_SAMPLER_LINEAR,
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GL_LINEAR_MIPMAP_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
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GL_REPEAT, //RS_SAMPLER_WRAP,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
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GL_LINEAR_MIPMAP_NEAREST, //RS_SAMPLER_LINEAR_MIP_NEAREST
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};
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GLenum transNP[] = {
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GL_NEAREST, //RS_SAMPLER_NEAREST,
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GL_LINEAR, //RS_SAMPLER_LINEAR,
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GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_LINEAR,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_WRAP,
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GL_CLAMP_TO_EDGE, //RS_SAMPLER_CLAMP
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GL_LINEAR, //RS_SAMPLER_LINEAR_MIP_NEAREST,
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};
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// This tells us the correct texture type
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DrvAllocation *drvTex = (DrvAllocation *)tex->mHal.drv;
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const GLenum target = drvTex->glTarget;
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if (!dc->gl.gl.OES_texture_npot && tex->getType()->getIsNp2()) {
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if (tex->getHasGraphicsMipmaps() &&
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(dc->gl.gl.GL_NV_texture_npot_2D_mipmap || dc->gl.gl.GL_IMG_texture_npot)) {
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if (dc->gl.gl.GL_NV_texture_npot_2D_mipmap) {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]);
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} else {
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switch (trans[s->mHal.state.minFilter]) {
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case GL_LINEAR_MIPMAP_LINEAR:
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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break;
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default:
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]);
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break;
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}
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}
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} else {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, transNP[s->mHal.state.minFilter]);
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}
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, transNP[s->mHal.state.magFilter]);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, transNP[s->mHal.state.wrapS]);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, transNP[s->mHal.state.wrapT]);
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} else {
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if (tex->getHasGraphicsMipmaps()) {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, trans[s->mHal.state.minFilter]);
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} else {
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, transNP[s->mHal.state.minFilter]);
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}
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, trans[s->mHal.state.magFilter]);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, trans[s->mHal.state.wrapS]);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, trans[s->mHal.state.wrapT]);
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}
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float anisoValue = rsMin(dc->gl.gl.EXT_texture_max_aniso, s->mHal.state.aniso);
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if (dc->gl.gl.EXT_texture_max_aniso > 1.0f) {
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glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisoValue);
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}
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rsdGLCheckError(rsc, "Sampler::setup tex env");
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}
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void RsdShader::setupTextures(const Context *rsc, RsdShaderCache *sc) {
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if (mRSProgram->mHal.state.texturesCount == 0) {
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return;
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}
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RsdHal *dc = (RsdHal *)rsc->mHal.drv;
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uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount;
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uint32_t numTexturesAvailable = dc->gl.gl.maxFragmentTextureImageUnits;
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if (numTexturesToBind >= numTexturesAvailable) {
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LOGE("Attempting to bind %u textures on shader id %u, but only %u are available",
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mRSProgram->mHal.state.texturesCount, (uint32_t)this, numTexturesAvailable);
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rsc->setError(RS_ERROR_BAD_SHADER, "Cannot bind more textuers than available");
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numTexturesToBind = numTexturesAvailable;
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}
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for (uint32_t ct=0; ct < numTexturesToBind; ct++) {
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glActiveTexture(GL_TEXTURE0 + ct);
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if (!mRSProgram->mHal.state.textures[ct].get()) {
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LOGE("No texture bound for shader id %u, texture unit %u", (uint)this, ct);
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rsc->setError(RS_ERROR_BAD_SHADER, "No texture bound");
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continue;
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}
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DrvAllocation *drvTex = (DrvAllocation *)mRSProgram->mHal.state.textures[ct]->mHal.drv;
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if (drvTex->glTarget != GL_TEXTURE_2D && drvTex->glTarget != GL_TEXTURE_CUBE_MAP) {
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LOGE("Attempting to bind unknown texture to shader id %u, texture unit %u", (uint)this, ct);
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rsc->setError(RS_ERROR_BAD_SHADER, "Non-texture allocation bound to a shader");
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}
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glBindTexture(drvTex->glTarget, drvTex->textureID);
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rsdGLCheckError(rsc, "ProgramFragment::setup tex bind");
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if (mRSProgram->mHal.state.samplers[ct].get()) {
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setupSampler(rsc, mRSProgram->mHal.state.samplers[ct].get(), mRSProgram->mHal.state.textures[ct].get());
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} else {
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glTexParameteri(drvTex->glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(drvTex->glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(drvTex->glTarget, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(drvTex->glTarget, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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rsdGLCheckError(rsc, "ProgramFragment::setup tex env");
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}
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glUniform1i(sc->fragUniformSlot(mTextureUniformIndexStart + ct), ct);
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rsdGLCheckError(rsc, "ProgramFragment::setup uniforms");
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}
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glActiveTexture(GL_TEXTURE0);
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mDirty = false;
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rsdGLCheckError(rsc, "ProgramFragment::setup");
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}
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void RsdShader::setupUserConstants(const Context *rsc, RsdShaderCache *sc, bool isFragment) {
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uint32_t uidx = 0;
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for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
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Allocation *alloc = mRSProgram->mHal.state.constants[ct].get();
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if (!alloc) {
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LOGE("Attempting to set constants on shader id %u, but alloc at slot %u is not set", (uint32_t)this, ct);
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rsc->setError(RS_ERROR_BAD_SHADER, "No constant allocation bound");
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continue;
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}
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const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
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const Element *e = mRSProgram->mHal.state.constantTypes[ct]->getElement();
|
|
for (uint32_t field=0; field < e->getFieldCount(); field++) {
|
|
const Element *f = e->getField(field);
|
|
const char *fieldName = e->getFieldName(field);
|
|
// If this field is padding, skip it
|
|
if (fieldName[0] == '#') {
|
|
continue;
|
|
}
|
|
|
|
uint32_t offset = e->getFieldOffsetBytes(field);
|
|
const float *fd = reinterpret_cast<const float *>(&data[offset]);
|
|
|
|
int32_t slot = -1;
|
|
uint32_t arraySize = 1;
|
|
if (!isFragment) {
|
|
slot = sc->vtxUniformSlot(uidx);
|
|
arraySize = sc->vtxUniformSize(uidx);
|
|
} else {
|
|
slot = sc->fragUniformSlot(uidx);
|
|
arraySize = sc->fragUniformSize(uidx);
|
|
}
|
|
if (rsc->props.mLogShadersUniforms) {
|
|
LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
|
|
}
|
|
uidx ++;
|
|
if (slot < 0) {
|
|
continue;
|
|
}
|
|
|
|
if (rsc->props.mLogShadersUniforms) {
|
|
logUniform(f, fd, arraySize);
|
|
}
|
|
setUniform(rsc, f, fd, slot, arraySize);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RsdShader::setup(const android::renderscript::Context *rsc, RsdShaderCache *sc) {
|
|
|
|
setupUserConstants(rsc, sc, mType == GL_FRAGMENT_SHADER);
|
|
setupTextures(rsc, sc);
|
|
}
|
|
|
|
void RsdShader::initAttribAndUniformArray() {
|
|
mAttribCount = 0;
|
|
for (uint32_t ct=0; ct < mRSProgram->mHal.state.inputElementsCount; ct++) {
|
|
const Element *elem = mRSProgram->mHal.state.inputElements[ct].get();
|
|
for (uint32_t field=0; field < elem->getFieldCount(); field++) {
|
|
if (elem->getFieldName(field)[0] != '#') {
|
|
mAttribCount ++;
|
|
}
|
|
}
|
|
}
|
|
|
|
mUniformCount = 0;
|
|
for (uint32_t ct=0; ct < mRSProgram->mHal.state.constantsCount; ct++) {
|
|
const Element *elem = mRSProgram->mHal.state.constantTypes[ct]->getElement();
|
|
|
|
for (uint32_t field=0; field < elem->getFieldCount(); field++) {
|
|
if (elem->getFieldName(field)[0] != '#') {
|
|
mUniformCount ++;
|
|
}
|
|
}
|
|
}
|
|
mUniformCount += mRSProgram->mHal.state.texturesCount;
|
|
|
|
if (mAttribCount) {
|
|
mAttribNames = new String8[mAttribCount];
|
|
}
|
|
if (mUniformCount) {
|
|
mUniformNames = new String8[mUniformCount];
|
|
mUniformArraySizes = new uint32_t[mUniformCount];
|
|
}
|
|
}
|
|
|
|
void RsdShader::initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix) {
|
|
rsAssert(e->getFieldCount());
|
|
for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
|
|
const Element *ce = e->getField(ct);
|
|
if (ce->getFieldCount()) {
|
|
initAddUserElement(ce, names, arrayLengths, count, prefix);
|
|
} else if (e->getFieldName(ct)[0] != '#') {
|
|
String8 tmp(prefix);
|
|
tmp.append(e->getFieldName(ct));
|
|
names[*count].setTo(tmp.string());
|
|
if (arrayLengths) {
|
|
arrayLengths[*count] = e->getFieldArraySize(ct);
|
|
}
|
|
(*count)++;
|
|
}
|
|
}
|
|
}
|