rsdShader.h revision ba157304ce99d212403898b055998e6da7a20e9b
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 *mTextureTargets; 88 uint32_t mAttribCount; 89 uint32_t mUniformCount; 90 android::String8 *mAttribNames; 91 android::String8 *mUniformNames; 92 uint32_t *mUniformArraySizes; 93 94 int32_t mTextureUniformIndexStart; 95 96 void logUniform(const android::renderscript::Element *field, const float *fd, uint32_t arraySize ); 97 void setUniform(const android::renderscript::Context *rsc, const android::renderscript::Element *field, const float *fd, int32_t slot, uint32_t arraySize ); 98 void initMemberVars(); 99 void init(); 100}; 101 102#endif //ANDROID_RSD_SHADER_H 103 104 105 106 107