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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_FRAGMENT_H
#define ANDROID_RS_PROGRAM_FRAGMENT_H
#include "rsProgram.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class ProgramFragmentState;
class ProgramFragment : public Program {
public:
ProgramFragment(Context *rsc, const char * shaderText,
uint32_t shaderLength, const uint32_t * params,
uint32_t paramLength);
virtual ~ProgramFragment();
virtual void setupGL2(Context *, ProgramFragmentState *, ShaderCache *sc);
virtual void createShader();
virtual void loadShader(Context *rsc);
virtual void init(Context *rsc);
virtual void serialize(OStream *stream) const;
virtual RsA3DClassID getClassId() const { return RS_A3D_CLASS_ID_PROGRAM_FRAGMENT; }
static ProgramFragment *createFromStream(Context *rsc, IStream *stream);
void setConstantColor(Context *, float, float, float, float);
protected:
float mConstantColor[4];
int32_t mTextureUniformIndexStart;
};
class ProgramFragmentState {
public:
ProgramFragmentState();
~ProgramFragmentState();
ProgramFragment *mPF;
void init(Context *rsc);
void deinit(Context *rsc);
ObjectBaseRef<ProgramFragment> mDefault;
Vector<ProgramFragment *> mPrograms;
ObjectBaseRef<ProgramFragment> mLast;
};
}
}
#endif
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