/* * 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; #define RS_SHADER_INTERNAL "//rs_shader_internal\n" #define RS_SHADER_ATTR "ATTRIB_" #define RS_SHADER_UNI "UNI_" class Program : public ObjectBase { public: Program(Context *); Program(Context *, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength); 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;} protected: // Components not listed in "in" will be passed though // unless overwritten by components in out. ObjectBaseRef *mInputElements; ObjectBaseRef *mOutputElements; ObjectBaseRef *mConstantTypes; ObjectBaseRef *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 *mTextures; ObjectBaseRef *mSamplers; RsTextureTarget *mTextureTargets; bool loadShader(Context *, uint32_t type); }; } } #endif