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/*
* 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.
* 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 "rsProgramBase.h"
#include "rsElement.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
#define RS_SHADER_ATTR "ATTRIB_"
#define RS_SHADER_UNI "UNI_"
class Program : public ProgramBase {
public:
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
Allocation **textures;
RsTextureTarget *textureTargets;
uint32_t texturesCount;
Sampler **samplers;
uint32_t samplersCount;
Allocation **constants;
Type **constantTypes;
uint32_t constantsCount;
Element **inputElements;
uint32_t inputElementsCount;
};
State state;
};
Hal mHal;
Program(Context *, const char * shaderText, size_t shaderLength,
const uintptr_t * params, size_t paramLength);
virtual ~Program();
virtual bool freeChildren();
void bindAllocation(Context *, Allocation *, uint32_t slot);
bool isUserProgram() const {return !mIsInternal;}
void bindTexture(Context *, uint32_t slot, Allocation *);
void bindSampler(Context *, uint32_t slot, Sampler *);
protected:
ObjectBaseRef<Allocation> *mTextures;
ObjectBaseRef<Sampler> *mSamplers;
ObjectBaseRef<Allocation> *mConstants;
ObjectBaseRef<Type> *mConstantTypes;
ObjectBaseRef<Element> *mInputElements;
bool mIsInternal;
const char *mUserShader;
size_t mUserShaderLen;
void initMemberVars();
};
} // namespace renderscript
} // namespace android
#endif // ANDROID_RS_PROGRAM_H