/* * 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_SHADER_CACHE_H #define ANDROID_SHADER_CACHE_H #include "rsObjectBase.h" #include "rsVertexArray.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { // An element is a group of Components that occupies one cell in a structure. class ShaderCache { public: ShaderCache(); virtual ~ShaderCache(); bool lookup(ProgramVertex *, ProgramFragment *); void cleanupVertex(uint32_t id); void cleanupFragment(uint32_t id); void cleanupAll(); int32_t vtxAttribSlot(uint32_t a) const {return mCurrent->mVtxAttribSlots[a];} int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->mVtxUniformSlots[a];} int32_t fragAttribSlot(uint32_t a) const {return mCurrent->mFragAttribSlots[a];} int32_t fragUniformSlot(uint32_t a) const {return mCurrent->mFragUniformSlots[a];} protected: typedef struct { uint32_t vtx; uint32_t frag; uint32_t program; int32_t mVtxAttribSlots[Program::MAX_ATTRIBS]; int32_t mVtxUniformSlots[Program::MAX_UNIFORMS]; int32_t mFragAttribSlots[Program::MAX_ATTRIBS]; int32_t mFragUniformSlots[Program::MAX_UNIFORMS]; } entry_t; entry_t *mEntries; entry_t *mCurrent; uint32_t mEntryCount; uint32_t mEntryAllocationCount; }; } } #endif //ANDROID_SHADER_CACHE_H