rsProgram.h revision 7dad9c30a59c99b57269e1b498807b6f034d56e9
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 { 26 27 28class ShaderCache; 29 30class Program : public ObjectBase 31{ 32public: 33 const static uint32_t MAX_ATTRIBS = 8; 34 const static uint32_t MAX_UNIFORMS = 16; 35 const static uint32_t MAX_TEXTURE = 2; 36 37 Program(Context *); 38 Program(Context *, const char * shaderText, uint32_t shaderLength, 39 const uint32_t * params, uint32_t paramLength); 40 virtual ~Program(); 41 42 void bindAllocation(Allocation *); 43 virtual void createShader(); 44 45 void bindTexture(uint32_t slot, Allocation *); 46 void bindSampler(uint32_t slot, Sampler *); 47 48 uint32_t getShaderID() const {return mShaderID;} 49 void setShader(const char *, uint32_t len); 50 51 uint32_t getAttribCount() const {return mAttribCount;} 52 uint32_t getUniformCount() const {return mUniformCount;} 53 const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];} 54 const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];} 55 56protected: 57 // Components not listed in "in" will be passed though 58 // unless overwritten by components in out. 59 ObjectBaseRef<Element> *mInputElements; 60 ObjectBaseRef<Element> *mOutputElements; 61 ObjectBaseRef<Type> *mConstantTypes; 62 uint32_t mInputCount; 63 uint32_t mOutputCount; 64 uint32_t mConstantCount; 65 66 ObjectBaseRef<Allocation> mConstants; 67 68 mutable bool mDirty; 69 String8 mShader; 70 String8 mUserShader; 71 uint32_t mShaderID; 72 73 uint32_t mTextureCount; 74 uint32_t mAttribCount; 75 uint32_t mUniformCount; 76 String8 mAttribNames[MAX_ATTRIBS]; 77 String8 mUniformNames[MAX_UNIFORMS]; 78 79 // The difference between Textures and Constants is how they are accessed 80 // Texture lookups go though a sampler which in effect converts normalized 81 // coordinates into type specific. Multiple samples may also be taken 82 // and filtered. 83 // 84 // Constants are strictly accessed by programetic loads. 85 ObjectBaseRef<Allocation> mTextures[MAX_TEXTURE]; 86 ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE]; 87 88 bool loadShader(Context *, uint32_t type); 89 90public: 91 void forceDirty() const {mDirty = true;} 92}; 93 94 95 96} 97} 98#endif 99 100 101 102