| /* |
| * 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. |
| */ |
| |
| #ifndef ANDROID_RS_PROGRAM_H |
| #define ANDROID_RS_PROGRAM_H |
| |
| #include "rsObjectBase.h" |
| #include "rsElement.h" |
| |
| // --------------------------------------------------------------------------- |
| namespace android { |
| namespace renderscript { |
| |
| |
| class ShaderCache; |
| |
| class Program : public ObjectBase |
| { |
| public: |
| const static uint32_t MAX_ATTRIBS = 8; |
| const static uint32_t MAX_UNIFORMS = 16; |
| const static uint32_t MAX_TEXTURE = 2; |
| |
| Program(Context *); |
| Program(Context *, const char * shaderText, uint32_t shaderLength, |
| const uint32_t * params, uint32_t paramLength); |
| virtual ~Program(); |
| |
| void bindAllocation(Allocation *, uint32_t slot); |
| virtual void createShader(); |
| |
| bool isUserProgram() const {return mUserShader.size() > 0;} |
| |
| void bindTexture(uint32_t slot, Allocation *); |
| void bindSampler(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];} |
| |
| String8 getGLSLInputString() const; |
| String8 getGLSLOutputString() const; |
| String8 getGLSLConstantString() const; |
| |
| bool isValid() const {return mIsValid;} |
| |
| 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; |
| uint32_t mInputCount; |
| uint32_t mOutputCount; |
| uint32_t mConstantCount; |
| bool mIsValid; |
| |
| ObjectBaseRef<Allocation> mConstants[MAX_UNIFORMS]; |
| |
| mutable bool mDirty; |
| String8 mShader; |
| String8 mUserShader; |
| uint32_t mShaderID; |
| |
| uint32_t mTextureCount; |
| uint32_t mAttribCount; |
| uint32_t mUniformCount; |
| String8 mAttribNames[MAX_ATTRIBS]; |
| String8 mUniformNames[MAX_UNIFORMS]; |
| |
| // 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[MAX_TEXTURE]; |
| ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE]; |
| |
| bool loadShader(Context *, uint32_t type); |
| |
| public: |
| void forceDirty() const {mDirty = true;} |
| }; |
| |
| |
| |
| } |
| } |
| #endif |
| |
| |
| |