rsProgram.h revision a04e30dbb5ab11592b03666bb3d102070759c58e
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_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#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
28#define RS_SHADER_ATTR "ATTRIB_"
29#define RS_SHADER_UNI "UNI_"
30
31class Program : public ObjectBase {
32public:
33
34    Program(Context *);
35    Program(Context *, const char * shaderText, uint32_t shaderLength,
36                       const uint32_t * params, uint32_t paramLength);
37    virtual ~Program();
38
39    void bindAllocation(Context *, Allocation *, uint32_t slot);
40
41    bool isUserProgram() const {return !mIsInternal;}
42
43    void bindTexture(Context *, uint32_t slot, Allocation *);
44    void bindSampler(Context *, uint32_t slot, Sampler *);
45
46    void setShader(const char *, uint32_t len);
47
48    void forceDirty() const {mDirty = true;}
49
50    struct Hal {
51        mutable void *drv;
52
53        struct State {
54            // The difference between Textures and Constants is how they are accessed
55            // Texture lookups go though a sampler which in effect converts normalized
56            // coordinates into type specific.  Multiple samples may also be taken
57            // and filtered.
58            //
59            // Constants are strictly accessed by the shader code
60            ObjectBaseRef<Allocation> *textures;
61            RsTextureTarget *textureTargets;
62            uint32_t texturesCount;
63
64            ObjectBaseRef<Sampler> *samplers;
65            uint32_t samplersCount;
66
67            ObjectBaseRef<Allocation> *constants;
68            ObjectBaseRef<Type> *constantTypes;
69            uint32_t constantsCount;
70
71            ObjectBaseRef<Element> *inputElements;
72            uint32_t inputElementsCount;
73        };
74        State state;
75    };
76    Hal mHal;
77
78protected:
79    bool mIsInternal;
80
81    mutable bool mDirty;
82    String8 mUserShader;
83
84    void logUniform(const Element *field, const float *fd, uint32_t arraySize );
85    void setUniform(Context *rsc, const Element *field, const float *fd, int32_t slot, uint32_t arraySize );
86    void initMemberVars();
87};
88
89}
90}
91#endif
92
93
94
95