1/*
2 * Copyright (C) 2011-2012 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#ifndef ANDROID_RSD_SHADER_H
18#define ANDROID_RSD_SHADER_H
19
20#include <utils/String8.h>
21
22// ---------------------------------------------------------------------------
23namespace android {
24namespace renderscript {
25
26class Element;
27class Context;
28class Program;
29
30}
31}
32
33class RsdShaderCache;
34
35#define RS_SHADER_ATTR "ATTRIB_"
36#define RS_SHADER_UNI "UNI_"
37
38class RsdShader {
39public:
40
41    RsdShader(const android::renderscript::Program *p, uint32_t type,
42              const char * shaderText, size_t shaderLength,
43              const char** textureNames, size_t textureNamesCount,
44              const size_t *textureNamesLength);
45    virtual ~RsdShader();
46
47    uint32_t getStateBasedShaderID(const android::renderscript::Context *);
48
49    // Add ability to get all ID's to clean up the cached program objects
50    uint32_t getStateBasedIDCount() const { return mStateBasedShaders.size(); }
51    uint32_t getStateBasedID(uint32_t index) const {
52        return mStateBasedShaders.itemAt(index)->mShaderID;
53    }
54
55    uint32_t getAttribCount() const {return mAttribCount;}
56    uint32_t getUniformCount() const {return mUniformCount;}
57    const android::String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
58    const android::String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
59    uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
60
61    android::String8 getGLSLInputString() const;
62
63    bool isValid() const {return mIsValid;}
64    void forceDirty() const {mDirty = true;}
65
66    bool loadShader(const android::renderscript::Context *);
67    void setup(const android::renderscript::Context *, RsdShaderCache *sc);
68
69protected:
70
71    class StateBasedKey {
72    public:
73        StateBasedKey(uint32_t texCount) : mShaderID(0) {
74            mTextureTargets = new uint32_t[texCount];
75        }
76        ~StateBasedKey() {
77            delete[] mTextureTargets;
78        }
79        uint32_t mShaderID;
80        uint32_t *mTextureTargets;
81    };
82
83    bool createShader();
84    StateBasedKey *getExistingState();
85
86    const android::renderscript::Program *mRSProgram;
87    bool mIsValid;
88
89    // Applies to vertex and fragment shaders only
90    void appendUserConstants();
91    void setupUserConstants(const android::renderscript::Context *rsc,
92                            RsdShaderCache *sc, bool isFragment);
93    void initAddUserElement(const android::renderscript::Element *e,
94                            android::String8 *names, uint32_t *arrayLengths,
95                            uint32_t *count, const char *prefix);
96    void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc);
97    void setupSampler(const android::renderscript::Context *rsc,
98                      const android::renderscript::Sampler *s,
99                      const android::renderscript::Allocation *tex);
100
101    void appendAttributes();
102    void appendTextures();
103
104    void initAttribAndUniformArray();
105
106    mutable bool mDirty;
107    android::String8 mShader;
108    android::String8 mUserShader;
109    uint32_t mType;
110
111    uint32_t mTextureCount;
112    StateBasedKey *mCurrentState;
113    uint32_t mAttribCount;
114    uint32_t mUniformCount;
115    android::String8 *mAttribNames;
116    android::String8 *mUniformNames;
117    uint32_t *mUniformArraySizes;
118
119    android::Vector<android::String8> mTextureNames;
120
121    android::Vector<StateBasedKey*> mStateBasedShaders;
122
123    int32_t mTextureUniformIndexStart;
124
125    void logUniform(const android::renderscript::Element *field,
126                    const float *fd, uint32_t arraySize);
127    void setUniform(const android::renderscript::Context *rsc,
128                    const android::renderscript::Element *field,
129                    const float *fd, int32_t slot, uint32_t arraySize );
130    void initMemberVars();
131    void init(const char** textureNames, size_t textureNamesCount,
132              const size_t *textureNamesLength);
133};
134
135#endif //ANDROID_RSD_SHADER_H
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