| /* |
| * Copyright (C) 2009 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 "rsContext.h" |
| |
| #include <GLES/gl.h> |
| #include <GLES2/gl2.h> |
| |
| using namespace android; |
| using namespace android::renderscript; |
| |
| |
| ShaderCache::ShaderCache() |
| { |
| mEntryCount = 0; |
| mEntryAllocationCount = 16; |
| mEntries = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t)); |
| } |
| |
| ShaderCache::~ShaderCache() |
| { |
| for (uint32_t ct=0; ct < mEntryCount; ct++) { |
| glDeleteProgram(mEntries[ct].program); |
| } |
| |
| mEntryCount = 0; |
| mEntryAllocationCount = 0; |
| free(mEntries); |
| } |
| |
| bool ShaderCache::lookup(ProgramVertex *vtx, ProgramFragment *frag) |
| { |
| if (!vtx->getShaderID()) { |
| vtx->loadShader(); |
| } |
| if (!frag->getShaderID()) { |
| frag->loadShader(); |
| } |
| //LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID()); |
| |
| for (uint32_t ct=0; ct < mEntryCount; ct++) { |
| if ((mEntries[ct].vtx == vtx->getShaderID()) && |
| (mEntries[ct].frag == frag->getShaderID())) { |
| |
| //LOGV("SC using program %i", mEntries[ct].program); |
| glUseProgram(mEntries[ct].program); |
| mCurrent = &mEntries[ct]; |
| //LOGV("ShaderCache hit, using %i", ct); |
| return true; |
| } |
| } |
| // Not in cache, add it. |
| |
| if (mEntryAllocationCount == mEntryCount) { |
| // Out of space, make some. |
| mEntryAllocationCount *= 2; |
| entry_t *e = (entry_t *)calloc(mEntryAllocationCount, sizeof(entry_t)); |
| if (!e) { |
| LOGE("Out of memory for ShaderCache::lookup"); |
| return false; |
| } |
| memcpy(e, mEntries, sizeof(entry_t) * mEntryCount); |
| free(mEntries); |
| mEntries = e; |
| } |
| |
| //LOGV("ShaderCache miss, using %i", mEntryCount); |
| //LOGE("e0 %x", glGetError()); |
| |
| entry_t *e = &mEntries[mEntryCount]; |
| mCurrent = e; |
| e->vtx = vtx->getShaderID(); |
| e->frag = frag->getShaderID(); |
| e->program = glCreateProgram(); |
| if (mEntries[mEntryCount].program) { |
| GLuint pgm = e->program; |
| glAttachShader(pgm, vtx->getShaderID()); |
| //LOGE("e1 %x", glGetError()); |
| glAttachShader(pgm, frag->getShaderID()); |
| |
| glBindAttribLocation(pgm, VertexArray::POSITION, "attrib_Position"); |
| glBindAttribLocation(pgm, VertexArray::COLOR, "attrib_Color"); |
| |
| |
| //LOGE("e2 %x", glGetError()); |
| glLinkProgram(pgm); |
| //LOGE("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); |
| LOGE("Could not link program:\n%s\n", buf); |
| free(buf); |
| } |
| } |
| glDeleteProgram(pgm); |
| } |
| for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) { |
| e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct)); |
| LOGV("vtx A, %s = %d\n", vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]); |
| } |
| for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { |
| e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct)); |
| LOGV("vtx U, %s = %d\n", vtx->getUniformName(ct).string(), e->mVtxUniformSlots[ct]); |
| } |
| for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) { |
| e->mFragUniformSlots[ct] = glGetUniformLocation(pgm, frag->getUniformName(ct)); |
| LOGV("frag U, %s = %d\n", frag->getUniformName(ct).string(), e->mFragUniformSlots[ct]); |
| } |
| } |
| |
| //LOGV("SC made program %i", e->program); |
| glUseProgram(e->program); |
| mEntryCount++; |
| return true; |
| } |
| |
| void ShaderCache::cleanupVertex(uint32_t id) |
| { |
| } |
| |
| void ShaderCache::cleanupFragment(uint32_t id) |
| { |
| } |
| |
| void ShaderCache::cleanupAll() |
| { |
| } |
| |