More robust attribute binding
Adding attribute and uniform debug logging.
Checking to see if aniso filtering is available.
Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
diff --git a/libs/rs/rsContext.cpp b/libs/rs/rsContext.cpp
index a7f380f..b4d5014 100644
--- a/libs/rs/rsContext.cpp
+++ b/libs/rs/rsContext.cpp
@@ -278,6 +278,8 @@
rsc->props.mLogScripts = getProp("debug.rs.script");
rsc->props.mLogObjects = getProp("debug.rs.object");
rsc->props.mLogShaders = getProp("debug.rs.shader");
+ rsc->props.mLogShadersAttr = getProp("debug.rs.shader.attributes");
+ rsc->props.mLogShadersUniforms = getProp("debug.rs.shader.uniforms");
rsc->props.mLogVisual = getProp("debug.rs.visual");
ScriptTLSStruct *tlsStruct = new ScriptTLSStruct;
@@ -379,7 +381,7 @@
memset(&cpuset, 0, sizeof(cpuset));
cpuset.bits[idx / 64] |= 1ULL << (idx % 64);
int ret = syscall(241, rsc->mWorkers.mNativeThreadId[idx],
- sizeof(cpuset), &cpuset);
+ sizeof(cpuset), &cpuset);
LOGE("SETAFFINITY ret = %i %s", ret, EGLUtils::strerror(ret));
#endif
@@ -614,6 +616,11 @@
glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &mGL.mMaxFragmentUniformVectors);
mGL.OES_texture_npot = NULL != strstr((const char *)mGL.mExtensions, "GL_OES_texture_npot");
+ mGL.EXT_texture_max_aniso = 1.0f;
+ bool hasAniso = NULL != strstr((const char *)mGL.mExtensions, "GL_EXT_texture_filter_anisotropic");
+ if(hasAniso) {
+ glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &mGL.EXT_texture_max_aniso);
+ }
}
}
diff --git a/libs/rs/rsContext.h b/libs/rs/rsContext.h
index b85d2a8..2e84930 100644
--- a/libs/rs/rsContext.h
+++ b/libs/rs/rsContext.h
@@ -158,6 +158,8 @@
bool mLogScripts;
bool mLogObjects;
bool mLogShaders;
+ bool mLogShadersAttr;
+ bool mLogShadersUniforms;
bool mLogVisual;
} props;
@@ -169,6 +171,7 @@
mutable const ObjectBase * mObjHead;
bool ext_OES_texture_npot() const {return mGL.OES_texture_npot;}
+ float ext_texture_max_aniso() const {return mGL.EXT_texture_max_aniso; }
uint32_t getMaxFragmentTextures() const {return mGL.mMaxFragmentTextureImageUnits;}
uint32_t getMaxFragmentUniformVectors() const {return mGL.mMaxFragmentUniformVectors;}
uint32_t getMaxVertexUniformVectors() const {return mGL.mMaxVertexUniformVectors;}
@@ -209,6 +212,7 @@
int32_t mMaxVertexTextureUnits;
bool OES_texture_npot;
+ float EXT_texture_max_aniso;
} mGL;
uint32_t mWidth;
diff --git a/libs/rs/rsFont.cpp b/libs/rs/rsFont.cpp
index bd5713e..4f8d8df 100644
--- a/libs/rs/rsFont.cpp
+++ b/libs/rs/rsFont.cpp
@@ -575,8 +575,8 @@
float *tex = vtx + 3;
VertexArray va;
- va.add(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "position");
- va.add(GL_FLOAT, 2, 20, false, (uint32_t)tex, "texture0");
+ va.add(GL_FLOAT, 3, 20, false, (uint32_t)vtx, "ATTRIB_position");
+ va.add(GL_FLOAT, 2, 20, false, (uint32_t)tex, "ATTRIB_texture0");
va.setupGL2(mRSC, &mRSC->mStateVertexArray, &mRSC->mShaderCache);
mIndexBuffer->uploadCheck(mRSC);
diff --git a/libs/rs/rsProgram.cpp b/libs/rs/rsProgram.cpp
index 9c66462..2531a9b 100644
--- a/libs/rs/rsProgram.cpp
+++ b/libs/rs/rsProgram.cpp
@@ -346,36 +346,61 @@
slot = sc->fragUniformSlot(uidx);
}
- //LOGE("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Uniform slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
+ }
if (slot >= 0) {
if(f->getType() == RS_TYPE_MATRIX_4X4) {
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Matrix4x4");
+ LOGV("{%f, %f, %f, %f", fd[0], fd[4], fd[8], fd[12]);
+ LOGV(" %f, %f, %f, %f", fd[1], fd[5], fd[9], fd[13]);
+ LOGV(" %f, %f, %f, %f", fd[2], fd[6], fd[10], fd[14]);
+ LOGV(" %f, %f, %f, %f}", fd[3], fd[7], fd[11], fd[15]);
+ }
glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
- /*for(int i = 0; i < 4; i++) {
- LOGE("Mat = %f %f %f %f", fd[i*4 + 0], fd[i*4 + 1], fd[i*4 + 2], fd[i*4 + 3]);
- }*/
}
else if(f->getType() == RS_TYPE_MATRIX_3X3) {
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Matrix3x3");
+ LOGV("{%f, %f, %f", fd[0], fd[3], fd[6]);
+ LOGV(" %f, %f, %f", fd[1], fd[4], fd[7]);
+ LOGV(" %f, %f, %f}", fd[2], fd[5], fd[8]);
+ }
glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
}
else if(f->getType() == RS_TYPE_MATRIX_2X2) {
+ if(rsc->props.mLogShadersUniforms){
+ LOGV("Matrix2x2");
+ LOGV("{%f, %f", fd[0], fd[2]);
+ LOGV(" %f, %f}", fd[1], fd[3]);
+ }
glUniformMatrix2fv(slot, 1, GL_FALSE, fd);
}
else {
switch(f->getComponent().getVectorSize()) {
case 1:
- //LOGE("Uniform 1 = %f", fd[0]);
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Uniform 1 = %f", fd[0]);
+ }
glUniform1fv(slot, 1, fd);
break;
case 2:
- //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Uniform 2 = %f %f", fd[0], fd[1]);
+ }
glUniform2fv(slot, 1, fd);
break;
case 3:
- //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
+ }
glUniform3fv(slot, 1, fd);
break;
case 4:
- //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
+ if(rsc->props.mLogShadersUniforms) {
+ LOGV("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
+ }
glUniform4fv(slot, 1, fd);
break;
default:
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index a8f34c3..c93033b 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -26,6 +26,8 @@
class ShaderCache;
#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
+#define RS_SHADER_ATTR "ATTRIB_"
+#define RS_SHADER_UNI "UNI_"
class Program : public ObjectBase
{
diff --git a/libs/rs/rsProgramFragment.cpp b/libs/rs/rsProgramFragment.cpp
index d511d21..275a1df 100644
--- a/libs/rs/rsProgramFragment.cpp
+++ b/libs/rs/rsProgramFragment.cpp
@@ -149,7 +149,7 @@
mUniformCount = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mConstantCount; ct++) {
- initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
+ initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
}
}
mTextureUniformIndexStart = mUniformCount;
diff --git a/libs/rs/rsProgramVertex.cpp b/libs/rs/rsProgramVertex.cpp
index 918625c..bd12989 100644
--- a/libs/rs/rsProgramVertex.cpp
+++ b/libs/rs/rsProgramVertex.cpp
@@ -214,12 +214,11 @@
mAttribCount = 0;
if (mUserShader.size() > 0) {
for (uint32_t ct=0; ct < mInputCount; ct++) {
- initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, "ATTRIB_");
+ initAddUserElement(mInputElements[ct].get(), mAttribNames, &mAttribCount, RS_SHADER_ATTR);
}
-
mUniformCount = 0;
for (uint32_t ct=0; ct < mConstantCount; ct++) {
- initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, "UNI_");
+ initAddUserElement(mConstantTypes[ct]->getElement(), mUniformNames, &mUniformCount, RS_SHADER_UNI);
}
}
createShader();
diff --git a/libs/rs/rsScriptC_LibGL.cpp b/libs/rs/rsScriptC_LibGL.cpp
index 4be5059..fd4c379 100644
--- a/libs/rs/rsScriptC_LibGL.cpp
+++ b/libs/rs/rsScriptC_LibGL.cpp
@@ -151,8 +151,8 @@
const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
VertexArray va;
- va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
- va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "texture0");
+ va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "ATTRIB_position");
+ va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "ATTRIB_texture0");
va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
diff --git a/libs/rs/rsShaderCache.cpp b/libs/rs/rsShaderCache.cpp
index 5c073b3..28e3b1d 100644
--- a/libs/rs/rsShaderCache.cpp
+++ b/libs/rs/rsShaderCache.cpp
@@ -53,6 +53,11 @@
if (!frag->getShaderID()) {
frag->loadShader(rsc);
}
+
+ // Don't try to cache if shaders failed to load
+ if(!vtx->getShaderID() || !frag->getShaderID()) {
+ return false;
+ }
//LOGV("ShaderCache lookup vtx %i, frag %i", vtx->getShaderID(), frag->getShaderID());
for (uint32_t ct=0; ct < mEntryCount; ct++) {
@@ -90,7 +95,7 @@
e->vtx = vtx->getShaderID();
e->frag = frag->getShaderID();
e->program = glCreateProgram();
- e->mUserVertexProgram = vtx->isUserProgram();
+ e->vtxAttrCount = vtx->getAttribCount();
if (mEntries[mEntryCount].program) {
GLuint pgm = e->program;
glAttachShader(pgm, vtx->getShaderID());
@@ -124,14 +129,15 @@
rsc->setError(RS_ERROR_BAD_SHADER, "Error linking GL Programs");
return false;
}
- if (vtx->isUserProgram()) {
- for (uint32_t ct=0; ct < vtx->getAttribCount(); ct++) {
- e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct));
- if (rsc->props.mLogShaders) {
- LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
- }
+
+ for (uint32_t ct=0; ct < e->vtxAttrCount; ct++) {
+ e->mVtxAttribSlots[ct] = glGetAttribLocation(pgm, vtx->getAttribName(ct));
+ e->mVtxAttribNames[ct] = vtx->getAttribName(ct).string();
+ if (rsc->props.mLogShaders) {
+ LOGV("vtx A %i, %s = %d\n", ct, vtx->getAttribName(ct).string(), e->mVtxAttribSlots[ct]);
}
}
+
for (uint32_t ct=0; ct < vtx->getUniformCount(); ct++) {
e->mVtxUniformSlots[ct] = glGetUniformLocation(pgm, vtx->getUniformName(ct));
if (rsc->props.mLogShaders) {
@@ -154,6 +160,15 @@
return true;
}
+int32_t ShaderCache::vtxAttribSlot(const String8 &attrName) const {
+ for (uint32_t ct=0; ct < mCurrent->vtxAttrCount; ct++) {
+ if(attrName == mCurrent->mVtxAttribNames[ct]) {
+ return mCurrent->mVtxAttribSlots[ct];
+ }
+ }
+ return -1;
+}
+
void ShaderCache::cleanupVertex(uint32_t id)
{
}
diff --git a/libs/rs/rsShaderCache.h b/libs/rs/rsShaderCache.h
index df99ccc..312c251 100644
--- a/libs/rs/rsShaderCache.h
+++ b/libs/rs/rsShaderCache.h
@@ -40,22 +40,22 @@
void cleanupAll();
- int32_t vtxAttribSlot(uint32_t a) const {return mCurrent->mVtxAttribSlots[a];}
+ int32_t vtxAttribSlot(const String8 &attrName) const;
int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->mVtxUniformSlots[a];}
int32_t fragAttribSlot(uint32_t a) const {return mCurrent->mFragAttribSlots[a];}
int32_t fragUniformSlot(uint32_t a) const {return mCurrent->mFragUniformSlots[a];}
- bool isUserVertexProgram() const {return mCurrent->mUserVertexProgram;}
protected:
typedef struct {
uint32_t vtx;
uint32_t frag;
uint32_t program;
+ uint32_t vtxAttrCount;
+ const char* mVtxAttribNames[Program::MAX_ATTRIBS];
int32_t mVtxAttribSlots[Program::MAX_ATTRIBS];
int32_t mVtxUniformSlots[Program::MAX_UNIFORMS];
int32_t mFragAttribSlots[Program::MAX_ATTRIBS];
int32_t mFragUniformSlots[Program::MAX_UNIFORMS];
- bool mUserVertexProgram;
bool mIsValid;
} entry_t;
entry_t *mEntries;
diff --git a/libs/rs/rsType.cpp b/libs/rs/rsType.cpp
index 478cc95..1ee07cd 100644
--- a/libs/rs/rsType.cpp
+++ b/libs/rs/rsType.cpp
@@ -145,21 +145,26 @@
void Type::makeGLComponents()
{
- if(getElement()->getFieldCount() >= RS_MAX_ATTRIBS) {
- return;
- }
-
uint32_t userNum = 0;
-
for (uint32_t ct=0; ct < getElement()->getFieldCount(); ct++) {
const Component &c = getElement()->getField(ct)->getComponent();
+ if(getElement()->getFieldName(ct)[0] == '#') {
+ continue;
+ }
+
mAttribs[userNum].size = c.getVectorSize();
mAttribs[userNum].offset = mElement->getFieldOffsetBytes(ct);
mAttribs[userNum].type = c.getGLType();
mAttribs[userNum].normalized = c.getType() != RS_TYPE_FLOAT_32;//c.getIsNormalized();
- mAttribs[userNum].name.setTo(getElement()->getFieldName(ct));
+ String8 tmp(RS_SHADER_ATTR);
+ tmp.append(getElement()->getFieldName(ct));
+ mAttribs[userNum].name.setTo(tmp.string());
userNum ++;
+
+ if(userNum == RS_MAX_ATTRIBS) {
+ return;
+ }
}
}
diff --git a/libs/rs/rsVertexArray.cpp b/libs/rs/rsVertexArray.cpp
index 16be5ea..4d50124 100644
--- a/libs/rs/rsVertexArray.cpp
+++ b/libs/rs/rsVertexArray.cpp
@@ -84,10 +84,6 @@
void VertexArray::add(const Attrib &a, uint32_t stride)
{
- // Skip padding
- if(a.name[0] == '#') {
- return;
- }
rsAssert(mCount < RS_MAX_ATTRIBS);
mAttribs[mCount].set(a);
mAttribs[mCount].buffer = mActiveBuffer;
@@ -98,10 +94,6 @@
void VertexArray::add(uint32_t type, uint32_t size, uint32_t stride, bool normalized, uint32_t offset, const char *name)
{
- // Skip padding
- if(name[0] == '#') {
- return;
- }
rsAssert(mCount < RS_MAX_ATTRIBS);
mAttribs[mCount].clear();
mAttribs[mCount].type = type;
@@ -117,7 +109,11 @@
}
void VertexArray::logAttrib(uint32_t idx, uint32_t slot) const {
- LOGE("va %i: slot=%i name=%s buf=%i ptr=%p size=%i type=0x%x stride=0x%x norm=%i offset=0x%x", idx, slot,
+ if(idx == 0) {
+ LOGV("Starting vertex attribute binding");
+ }
+ LOGV("va %i: slot=%i name=%s buf=%i ptr=%p size=%i type=0x%x stride=0x%x norm=%i offset=0x%x",
+ idx, slot,
mAttribs[idx].name.string(),
mAttribs[idx].buffer,
mAttribs[idx].ptr,
@@ -137,24 +133,13 @@
rsc->checkError("VertexArray::setupGL2 disabled");
for (uint32_t ct=0; ct < mCount; ct++) {
- int32_t slot = -1;
- if (sc->isUserVertexProgram()) {
- slot = sc->vtxAttribSlot(ct);
- } else {
- if (mAttribs[ct].name == "position") {
- slot = 0;
- } else if (mAttribs[ct].name == "color") {
- slot = 1;
- } else if (mAttribs[ct].name == "normal") {
- slot = 2;
- } else if (mAttribs[ct].name == "texture0") {
- slot = 3;
- }
+ int32_t slot = sc->vtxAttribSlot(mAttribs[ct].name);
+ if(rsc->props.mLogShadersAttr) {
+ logAttrib(ct, slot);
}
if(slot < 0) {
continue;
}
- //logAttrib(ct, slot);
glEnableVertexAttribArray(slot);
glBindBuffer(GL_ARRAY_BUFFER, mAttribs[ct].buffer);
glVertexAttribPointer(slot,