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/*
* 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<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);
};
}
}
#endif
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