[3.0] Fix support for NativeImage
[platform/core/uifw/dali-core.git] / dali / internal / render / shaders / program.cpp
index 509d0d7..38370dc 100644 (file)
@@ -26,7 +26,7 @@
 #include <dali/public-api/common/dali-vector.h>
 #include <dali/public-api/common/constants.h>
 #include <dali/integration-api/debug.h>
-#include <dali/integration-api/shader-data.h>
+#include <dali/internal/common/shader-data.h>
 #include <dali/integration-api/gl-defines.h>
 #include <dali/internal/render/common/performance-monitor.h>
 #include <dali/internal/render/shaders/program-cache.h>
@@ -79,11 +79,7 @@ namespace
 const char* gStdAttribs[ Program::ATTRIB_TYPE_LAST ] =
 {
   "aPosition",    // ATTRIB_POSITION
-  "aNormal",      // ATTRIB_NORMAL
   "aTexCoord",    // ATTRIB_TEXCOORD
-  "aColor",       // ATTRIB_COLOR
-  "aBoneWeights", // ATTRIB_BONE_WEIGHTS
-  "aBoneIndices"  // ATTRIB_BONE_INDICES
 };
 
 const char* gStdUniforms[ Program::UNIFORM_TYPE_LAST ] =
@@ -95,21 +91,17 @@ const char* gStdUniforms[ Program::UNIFORM_TYPE_LAST ] =
   "uViewMatrix",          // UNIFORM_VIEW_MATRIX,
   "uNormalMatrix",        // UNIFORM_NORMAL_MATRIX
   "uColor",               // UNIFORM_COLOR
-  "uCustomTextureCoords", // UNIFORM_CUSTOM_TEXTURE_COORDS
   "sTexture",             // UNIFORM_SAMPLER
   "sTextureRect",         // UNIFORM_SAMPLER_RECT
   "sEffect",              // UNIFORM_EFFECT_SAMPLER
-  "sEffectRect",          // UNIFORM_EFFECT_SAMPLER_RECT
-  "uTimeDelta",           // UNIFORM_TIME_DELTA
-  "sOpacityTexture",      // UNIFORM_SAMPLER_OPACITY
-  "sNormalMapTexture"     // UNIFORM_SAMPLER_NORMAL_MAP
+  "uSize"                 // UNIFORM_SIZE
 };
 
 }  // <unnamed> namespace
 
 // IMPLEMENTATION
 
-Program* Program::New( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bool modifiesGeometry )
+Program* Program::New( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
 {
   size_t shaderHash = shaderData->GetHashValue();
   Program* program = cache.GetProgram( shaderHash );
@@ -120,7 +112,6 @@ Program* Program::New( ProgramCache& cache, Integration::ShaderDataPtr shaderDat
     program = new Program( cache, shaderData, modifiesGeometry );
 
     // we want to lazy load programs so dont do a Load yet, it gets done in Use()
-
     cache.AddProgram( shaderHash, program );
   }
 
@@ -155,16 +146,46 @@ GLint Program::GetAttribLocation( AttribType type )
 {
   DALI_ASSERT_DEBUG(type != ATTRIB_UNKNOWN);
 
-  if( mAttribLocations[ type ] == ATTRIB_UNKNOWN )
+  return GetCustomAttributeLocation( type );
+}
+
+unsigned int Program::RegisterCustomAttribute( const std::string& name )
+{
+  unsigned int index = 0;
+  // find the value from cache
+  for( ;index < mAttributeLocations.size(); ++index )
   {
-    GLint loc = CHECK_GL( mGlAbstraction, mGlAbstraction.GetAttribLocation( mProgramId, gStdAttribs[type] ) );
-    mAttribLocations[ type ] = loc;
-    LOG_GL( "GetAttribLocation(program=%d,%s) = %d\n", mProgramId, gStdAttribs[type], mAttribLocations[type] );
+    if( mAttributeLocations[ index ].first == name )
+    {
+      // name found so return index
+      return index;
+    }
   }
+  // if we get here, index is one past end so push back the new name
+  mAttributeLocations.push_back( std::make_pair( name, ATTRIB_UNKNOWN ) );
+  return index;
+}
+
+GLint Program::GetCustomAttributeLocation( unsigned int attributeIndex )
+{
+  // debug check that index is within name cache
+  DALI_ASSERT_DEBUG( mAttributeLocations.size() > attributeIndex );
+
+  // check if we have already queried the location of the attribute
+  GLint location = mAttributeLocations[ attributeIndex ].second;
 
-  return mAttribLocations[type];
+  if( location == ATTRIB_UNKNOWN )
+  {
+    location = CHECK_GL( mGlAbstraction, mGlAbstraction.GetAttribLocation( mProgramId, mAttributeLocations[ attributeIndex ].first.c_str() ) );
+
+    mAttributeLocations[ attributeIndex ].second = location;
+    LOG_GL( "GetAttributeLocation(program=%d,%s) = %d\n", mProgramId, mAttributeLocations[ attributeIndex ].first.c_str(), mAttributeLocations[ attributeIndex ].second );
+  }
+
+  return location;
 }
 
+
 unsigned int Program::RegisterUniform( const std::string& name )
 {
   unsigned int index = 0;
@@ -201,6 +222,91 @@ GLint Program::GetUniformLocation( unsigned int uniformIndex )
   return location;
 }
 
+namespace
+{
+/**
+ * This struct is used to record the position of a uniform declaration
+ * within the fragment shader source code.
+ */
+struct LocationPosition
+{
+  GLint uniformLocation; ///< The location of the uniform (used as an identifier)
+  int characterPosition; ///< the position of the uniform declaration
+  LocationPosition( GLint uniformLocation, int characterPosition )
+  : uniformLocation(uniformLocation), characterPosition(characterPosition)
+  {
+  }
+};
+
+bool sortByPosition( LocationPosition a, LocationPosition b )
+{
+  return a.characterPosition < b.characterPosition;
+}
+}
+
+void Program::GetActiveSamplerUniforms()
+{
+  GLint numberOfActiveUniforms = -1;
+  GLint uniformMaxNameLength=-1;
+
+  mGlAbstraction.GetProgramiv( mProgramId, GL_ACTIVE_UNIFORMS, &numberOfActiveUniforms );
+  mGlAbstraction.GetProgramiv( mProgramId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformMaxNameLength );
+
+  std::vector<std::string> samplerNames;
+  char name[uniformMaxNameLength+1]; // Allow for null terminator
+  std::vector< LocationPosition >  samplerUniformLocations;
+
+  {
+    int nameLength = -1;
+    int number = -1;
+    GLenum type = GL_ZERO;
+
+    for( int i=0; i<numberOfActiveUniforms; ++i )
+    {
+      mGlAbstraction.GetActiveUniform( mProgramId, (GLuint)i, uniformMaxNameLength,
+                                       &nameLength, &number, &type, name );
+
+      if( type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE || type == GL_SAMPLER_EXTERNAL_OES )
+      {
+        GLuint location = mGlAbstraction.GetUniformLocation( mProgramId, name );
+        samplerNames.push_back(name);
+        samplerUniformLocations.push_back(LocationPosition(location, 0u));
+      }
+    }
+  }
+
+  if( samplerUniformLocations.size() > 1 )
+  {
+    // Now, re-order according to declaration order in the fragment source.
+    std::string fragShader( mProgramData->GetFragmentShader() );
+    for( unsigned int i=0; i<samplerUniformLocations.size(); ++i )
+    {
+      // Better to write own search algorithm that searches for all of
+      // the sampler names simultaneously, ensuring only one iteration
+      // over fragShader.
+      size_t characterPosition = fragShader.find( samplerNames[i] );
+      samplerUniformLocations[i].characterPosition = characterPosition;
+    }
+    std::sort( samplerUniformLocations.begin(), samplerUniformLocations.end(), sortByPosition);
+  }
+
+  for( unsigned int i=0; i<samplerUniformLocations.size(); ++i )
+  {
+    mSamplerUniformLocations.push_back( samplerUniformLocations[i].uniformLocation );
+  }
+}
+
+bool Program::GetSamplerUniformLocation( unsigned int index, GLint& location  )
+{
+  bool result = false;
+  if( index < mSamplerUniformLocations.size() )
+  {
+    location = mSamplerUniformLocations[index];
+    result = true;
+  }
+  return result;
+}
+
 void Program::SetUniform1i( GLint location, GLint value0 )
 {
   DALI_ASSERT_DEBUG( IsUsed() ); // should not call this if this program is not used
@@ -297,9 +403,41 @@ void Program::SetUniform2f( GLint location, GLfloat value0, GLfloat value1 )
     return;
   }
 
-  // Not caching these as based on current analysis this is not called that often by our shaders
-  LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
-  CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+  // check if uniform location fits the cache
+  if( location >= MAX_UNIFORM_CACHE_SIZE )
+  {
+    // not cached, make the gl call
+    LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
+    CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+  }
+  else
+  {
+    // check if the same value has already been set, reset if it is different
+    if( ( fabsf(value0 - mUniformCacheFloat2[ location ][ 0 ]) >= Math::MACHINE_EPSILON_1 )||
+        ( fabsf(value1 - mUniformCacheFloat2[ location ][ 1 ]) >= Math::MACHINE_EPSILON_1 ) )
+    {
+      // make the gl call
+      LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
+      CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+
+      // update cache
+      mUniformCacheFloat2[ location ][ 0 ] = value0;
+      mUniformCacheFloat2[ location ][ 1 ] = value1;
+    }
+  }
+}
+
+void Program::SetSizeUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 )
+{
+  if( ( fabsf(value0 - mSizeUniformCache.x) >= Math::MACHINE_EPSILON_1 )||
+      ( fabsf(value1 - mSizeUniformCache.y) >= Math::MACHINE_EPSILON_1 )||
+      ( fabsf(value2 - mSizeUniformCache.z) >= Math::MACHINE_EPSILON_1 ) )
+  {
+    mSizeUniformCache.x = value0;
+    mSizeUniformCache.y = value1;
+    mSizeUniformCache.z = value2;
+    SetUniform3f( location, value0, value1, value2 );
+  }
 }
 
 void Program::SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 )
@@ -417,7 +555,7 @@ bool Program::ModifiesGeometry()
   return mModifiesGeometry;
 }
 
-Program::Program( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bool modifiesGeometry )
+Program::Program( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
 : mCache( cache ),
   mGlAbstraction( mCache.GetGlAbstraction() ),
   mProjectionMatrix( NULL ),
@@ -429,6 +567,13 @@ Program::Program( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bo
   mProgramData(shaderData),
   mModifiesGeometry( modifiesGeometry )
 {
+  // reserve space for standard attributes
+  mAttributeLocations.reserve( ATTRIB_TYPE_LAST );
+  for( int i=0; i<ATTRIB_TYPE_LAST; ++i )
+  {
+    RegisterCustomAttribute( gStdAttribs[i] );
+  }
+
   // reserve space for standard uniforms
   mUniformLocations.reserve( UNIFORM_TYPE_LAST );
   // reset built in uniform names in cache
@@ -436,6 +581,7 @@ Program::Program( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bo
   {
     RegisterUniform( gStdUniforms[ i ] );
   }
+
   // reset values
   ResetAttribsUniformCache();
 }
@@ -448,6 +594,7 @@ Program::~Program()
 void Program::Load()
 {
   DALI_ASSERT_ALWAYS( NULL != mProgramData.Get() && "Program data is not initialized" );
+  DALI_ASSERT_DEBUG( mProgramId == 0 && "mProgramId != 0, so about to leak a GL resource by overwriting it." );
 
   LOG_GL( "CreateProgram()\n" );
   mProgramId = CHECK_GL( mGlAbstraction, mGlAbstraction.CreateProgram() );
@@ -489,6 +636,7 @@ void Program::Load()
     else
     {
       mLinked = true;
+      DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Reused binary.\n" );
     }
   }
 
@@ -506,6 +654,7 @@ void Program::Load()
         {
           GLint  binaryLength = 0;
           GLenum binaryFormat;
+          DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Compiled and linked.\n\nVS:\n%s\nFS:\n%s\n", mProgramData->GetVertexShader(), mProgramData->GetFragmentShader() );
 
           CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv(mProgramId, GL_PROGRAM_BINARY_LENGTH_OES, &binaryLength) );
           DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Program::Load() - GL_PROGRAM_BINARY_LENGTH_OES: %d\n", binaryLength);
@@ -516,12 +665,15 @@ void Program::Load()
             // Copy the bytecode to ShaderData
             CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramBinary(mProgramId, binaryLength, NULL, &binaryFormat, mProgramData->GetBufferData()) );
             mCache.StoreBinary( mProgramData );
+            DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Saved binary.\n" );
           }
         }
       }
     }
   }
 
+  GetActiveSamplerUniforms();
+
   // No longer needed
   FreeShaders();
 }
@@ -640,9 +792,9 @@ void Program::FreeShaders()
 void Program::ResetAttribsUniformCache()
 {
   // reset attribute locations
-  for( unsigned i = 0; i < ATTRIB_TYPE_LAST; ++i )
+  for( unsigned i = 0; i < mAttributeLocations.size() ; ++i )
   {
-    mAttribLocations[ i ] = ATTRIB_UNKNOWN;
+    mAttributeLocations[ i ].second = ATTRIB_UNKNOWN;
   }
 
   // reset all gl uniform locations
@@ -652,12 +804,18 @@ void Program::ResetAttribsUniformCache()
     mUniformLocations[ i ].second = UNIFORM_NOT_QUERIED;
   }
 
-  // reset uniform cache
+  mSamplerUniformLocations.clear();
+
+  // reset uniform caches
+  mSizeUniformCache.x = mSizeUniformCache.y = mSizeUniformCache.z = 0.f;
+
   for( int i = 0; i < MAX_UNIFORM_CACHE_SIZE; ++i )
   {
     // GL initializes uniforms to 0
     mUniformCacheInt[ i ] = 0;
     mUniformCacheFloat[ i ] = 0.0f;
+    mUniformCacheFloat2[ i ][ 0 ] = 0.0f;
+    mUniformCacheFloat2[ i ][ 1 ] = 0.0f;
     mUniformCacheFloat4[ i ][ 0 ] = 0.0f;
     mUniformCacheFloat4[ i ][ 1 ] = 0.0f;
     mUniformCacheFloat4[ i ][ 2 ] = 0.0f;