rsdShader.h revision 7f126c78a107257090c6675ea40ffac41516a9dc
1/*
2 * Copyright (C) 2011 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, uint32_t shaderLength);
43    virtual ~RsdShader();
44
45    bool createShader();
46
47    uint32_t getShaderID() const {return mShaderID;}
48
49    uint32_t getAttribCount() const {return mAttribCount;}
50    uint32_t getUniformCount() const {return mUniformCount;}
51    const android::String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
52    const android::String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
53    uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
54
55    android::String8 getGLSLInputString() const;
56
57    bool isValid() const {return mIsValid;}
58    void forceDirty() const {mDirty = true;}
59
60    bool loadShader(const android::renderscript::Context *);
61    void setup(const android::renderscript::Context *, RsdShaderCache *sc);
62
63protected:
64
65    const android::renderscript::Program *mRSProgram;
66    bool mIsValid;
67
68    // Applies to vertex and fragment shaders only
69    void appendUserConstants();
70    void setupUserConstants(const android::renderscript::Context *rsc, RsdShaderCache *sc, bool isFragment);
71    void initAddUserElement(const android::renderscript::Element *e, android::String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix);
72    void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc);
73    void setupSampler(const android::renderscript::Context *rsc, const android::renderscript::Sampler *s, const android::renderscript::Allocation *tex);
74
75    void appendAttributes();
76    void appendTextures();
77
78    void initAttribAndUniformArray();
79
80    mutable bool mDirty;
81    android::String8 mShader;
82    android::String8 mUserShader;
83    uint32_t mShaderID;
84    uint32_t mType;
85
86    uint32_t mTextureCount;
87    uint32_t mAttribCount;
88    uint32_t mUniformCount;
89    android::String8 *mAttribNames;
90    android::String8 *mUniformNames;
91    uint32_t *mUniformArraySizes;
92
93    int32_t mTextureUniformIndexStart;
94
95    void logUniform(const android::renderscript::Element *field, const float *fd, uint32_t arraySize );
96    void setUniform(const android::renderscript::Context *rsc, const android::renderscript::Element *field, const float *fd, int32_t slot, uint32_t arraySize );
97    void initMemberVars();
98    void init();
99};
100
101#endif //ANDROID_RSD_SHADER_H
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