Moving renderscript GL code into the HAL
This change affects
- shaders
- meshes
- fonts
- quad rendering
Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index c48464d..bcf5519 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -1,5 +1,5 @@
/*
- * Copyright (C) 2009 The Android Open Source Project
+ * Copyright (C) 2011 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.
@@ -23,7 +23,6 @@
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
-class ShaderCache;
#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
#define RS_SHADER_ATTR "ATTRIB_"
@@ -38,75 +37,53 @@
virtual ~Program();
void bindAllocation(Context *, Allocation *, uint32_t slot);
- virtual void createShader();
bool isUserProgram() const {return !mIsInternal;}
void bindTexture(Context *, uint32_t slot, Allocation *);
void bindSampler(Context *, uint32_t slot, Sampler *);
- uint32_t getShaderID() const {return mShaderID;}
void setShader(const char *, uint32_t len);
- uint32_t getAttribCount() const {return mAttribCount;}
- uint32_t getUniformCount() const {return mUniformCount;}
- const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
- const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
- uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
-
- String8 getGLSLInputString() const;
- String8 getGLSLOutputString() const;
- String8 getGLSLConstantString() const;
-
- bool isValid() const {return mIsValid;}
void forceDirty() const {mDirty = true;}
+ struct Hal {
+ mutable void *drv;
+
+ struct State {
+ // The difference between Textures and Constants is how they are accessed
+ // Texture lookups go though a sampler which in effect converts normalized
+ // coordinates into type specific. Multiple samples may also be taken
+ // and filtered.
+ //
+ // Constants are strictly accessed by the shader code
+ ObjectBaseRef<Allocation> *textures;
+ RsTextureTarget *textureTargets;
+ uint32_t texturesCount;
+
+ ObjectBaseRef<Sampler> *samplers;
+ uint32_t samplersCount;
+
+ ObjectBaseRef<Allocation> *constants;
+ ObjectBaseRef<Type> *constantTypes;
+ uint32_t constantsCount;
+
+ ObjectBaseRef<Element> *inputElements;
+ uint32_t inputElementsCount;
+ };
+ State state;
+ };
+ Hal mHal;
+
protected:
- // Components not listed in "in" will be passed though
- // unless overwritten by components in out.
- ObjectBaseRef<Element> *mInputElements;
- ObjectBaseRef<Element> *mOutputElements;
- ObjectBaseRef<Type> *mConstantTypes;
- ObjectBaseRef<Allocation> *mConstants;
- uint32_t mInputCount;
- uint32_t mOutputCount;
- uint32_t mConstantCount;
- bool mIsValid;
bool mIsInternal;
- // Applies to vertex and fragment shaders only
- void appendUserConstants();
- void setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment);
- void initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix);
-
- void initAttribAndUniformArray();
-
mutable bool mDirty;
- String8 mShader;
String8 mUserShader;
- uint32_t mShaderID;
-
- uint32_t mTextureCount;
- uint32_t mAttribCount;
- uint32_t mUniformCount;
- String8 *mAttribNames;
- String8 *mUniformNames;
- uint32_t *mUniformArraySizes;
void logUniform(const Element *field, const float *fd, uint32_t arraySize );
void setUniform(Context *rsc, const Element *field, const float *fd, int32_t slot, uint32_t arraySize );
void initMemberVars();
-
- // The difference between Textures and Constants is how they are accessed
- // Texture lookups go though a sampler which in effect converts normalized
- // coordinates into type specific. Multiple samples may also be taken
- // and filtered.
- //
- // Constants are strictly accessed by programetic loads.
- ObjectBaseRef<Allocation> *mTextures;
- ObjectBaseRef<Sampler> *mSamplers;
- RsTextureTarget *mTextureTargets;
- bool loadShader(Context *, uint32_t type);
};
}