111 lines
3.2 KiB
C++
111 lines
3.2 KiB
C++
/*
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* Copyright (C) 2009 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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#ifndef ANDROID_RS_PROGRAM_H
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#define ANDROID_RS_PROGRAM_H
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#include "rsObjectBase.h"
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#include "rsElement.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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class ShaderCache;
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class Program : public ObjectBase
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{
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public:
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const static uint32_t MAX_ATTRIBS = 8;
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const static uint32_t MAX_UNIFORMS = 16;
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const static uint32_t MAX_TEXTURE = 2;
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Program(Context *);
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Program(Context *, const char * shaderText, uint32_t shaderLength,
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const uint32_t * params, uint32_t paramLength);
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virtual ~Program();
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void bindAllocation(Allocation *, uint32_t slot);
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virtual void createShader();
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bool isUserProgram() const {return mUserShader.size() > 0;}
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void bindTexture(uint32_t slot, Allocation *);
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void bindSampler(uint32_t slot, Sampler *);
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uint32_t getShaderID() const {return mShaderID;}
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void setShader(const char *, uint32_t len);
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uint32_t getAttribCount() const {return mAttribCount;}
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uint32_t getUniformCount() const {return mUniformCount;}
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const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
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const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
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String8 getGLSLInputString() const;
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String8 getGLSLOutputString() const;
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String8 getGLSLConstantString() const;
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bool isValid() const {return mIsValid;}
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protected:
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// Components not listed in "in" will be passed though
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// unless overwritten by components in out.
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ObjectBaseRef<Element> *mInputElements;
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ObjectBaseRef<Element> *mOutputElements;
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ObjectBaseRef<Type> *mConstantTypes;
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uint32_t mInputCount;
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uint32_t mOutputCount;
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uint32_t mConstantCount;
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bool mIsValid;
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ObjectBaseRef<Allocation> mConstants[MAX_UNIFORMS];
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mutable bool mDirty;
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String8 mShader;
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String8 mUserShader;
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uint32_t mShaderID;
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uint32_t mTextureCount;
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uint32_t mAttribCount;
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uint32_t mUniformCount;
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String8 mAttribNames[MAX_ATTRIBS];
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String8 mUniformNames[MAX_UNIFORMS];
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// The difference between Textures and Constants is how they are accessed
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// Texture lookups go though a sampler which in effect converts normalized
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// coordinates into type specific. Multiple samples may also be taken
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// and filtered.
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//
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// Constants are strictly accessed by programetic loads.
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ObjectBaseRef<Allocation> mTextures[MAX_TEXTURE];
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ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE];
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bool loadShader(Context *, uint32_t type);
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public:
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void forceDirty() const {mDirty = true;}
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};
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}
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}
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#endif
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