rsProgram.h revision 54929cce0bf44090424b1f91b676529a2422378f
1/*
2 * Copyright (C) 2009 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_RS_PROGRAM_H
18#define ANDROID_RS_PROGRAM_H
19
20#include "rsObjectBase.h"
21#include "rsElement.h"
22
23// ---------------------------------------------------------------------------
24namespace android {
25namespace renderscript {
26class ShaderCache;
27
28#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
29#define RS_SHADER_ATTR "ATTRIB_"
30#define RS_SHADER_UNI "UNI_"
31
32class Program : public ObjectBase
33{
34public:
35
36    Program(Context *);
37    Program(Context *, const char * shaderText, uint32_t shaderLength,
38                       const uint32_t * params, uint32_t paramLength);
39    virtual ~Program();
40
41    void bindAllocation(Context *, Allocation *, uint32_t slot);
42    virtual void createShader();
43
44    bool isUserProgram() const {return !mIsInternal;}
45
46    void bindTexture(Context *, uint32_t slot, Allocation *);
47    void bindSampler(Context *, uint32_t slot, Sampler *);
48
49    uint32_t getShaderID() const {return mShaderID;}
50    void setShader(const char *, uint32_t len);
51
52    uint32_t getAttribCount() const {return mAttribCount;}
53    uint32_t getUniformCount() const {return mUniformCount;}
54    const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
55    const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
56    uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
57
58    String8 getGLSLInputString() const;
59    String8 getGLSLOutputString() const;
60    String8 getGLSLConstantString() const;
61
62    bool isValid() const {return mIsValid;}
63    void forceDirty() const {mDirty = true;}
64
65protected:
66    // Components not listed in "in" will be passed though
67    // unless overwritten by components in out.
68    ObjectBaseRef<Element> *mInputElements;
69    ObjectBaseRef<Element> *mOutputElements;
70    ObjectBaseRef<Type> *mConstantTypes;
71    ObjectBaseRef<Allocation> *mConstants;
72    uint32_t mInputCount;
73    uint32_t mOutputCount;
74    uint32_t mConstantCount;
75    bool mIsValid;
76    bool mIsInternal;
77
78    // Applies to vertex and fragment shaders only
79    void appendUserConstants();
80    void setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment);
81    void initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix);
82
83    void initAttribAndUniformArray();
84
85    mutable bool mDirty;
86    String8 mShader;
87    String8 mUserShader;
88    uint32_t mShaderID;
89
90    uint32_t mTextureCount;
91    uint32_t mAttribCount;
92    uint32_t mUniformCount;
93    String8 *mAttribNames;
94    String8 *mUniformNames;
95    uint32_t *mUniformArraySizes;
96
97    void logUniform(const Element *field, const float *fd, uint32_t arraySize );
98    void setUniform(Context *rsc, const Element *field, const float *fd, int32_t slot, uint32_t arraySize );
99    void initMemberVars();
100
101    // The difference between Textures and Constants is how they are accessed
102    // Texture lookups go though a sampler which in effect converts normalized
103    // coordinates into type specific.  Multiple samples may also be taken
104    // and filtered.
105    //
106    // Constants are strictly accessed by programetic loads.
107    ObjectBaseRef<Allocation> *mTextures;
108    ObjectBaseRef<Sampler> *mSamplers;
109
110    bool loadShader(Context *, uint32_t type);
111};
112
113
114
115}
116}
117#endif
118
119
120
121