rsProgram.h revision afb743aca56c18beb7ab924e75cb6e070ef3e55a
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 {
33public:
34
35    Program(Context *);
36    Program(Context *, const char * shaderText, uint32_t shaderLength,
37                       const uint32_t * params, uint32_t paramLength);
38    virtual ~Program();
39
40    void bindAllocation(Context *, Allocation *, uint32_t slot);
41    virtual void createShader();
42
43    bool isUserProgram() const {return !mIsInternal;}
44
45    void bindTexture(Context *, uint32_t slot, Allocation *);
46    void bindSampler(Context *, 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    uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
56
57    String8 getGLSLInputString() const;
58    String8 getGLSLOutputString() const;
59    String8 getGLSLConstantString() const;
60
61    bool isValid() const {return mIsValid;}
62    void forceDirty() const {mDirty = true;}
63
64protected:
65    // Components not listed in "in" will be passed though
66    // unless overwritten by components in out.
67    ObjectBaseRef<Element> *mInputElements;
68    ObjectBaseRef<Element> *mOutputElements;
69    ObjectBaseRef<Type> *mConstantTypes;
70    ObjectBaseRef<Allocation> *mConstants;
71    uint32_t mInputCount;
72    uint32_t mOutputCount;
73    uint32_t mConstantCount;
74    bool mIsValid;
75    bool mIsInternal;
76
77    // Applies to vertex and fragment shaders only
78    void appendUserConstants();
79    void setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment);
80    void initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix);
81
82    void initAttribAndUniformArray();
83
84    mutable bool mDirty;
85    String8 mShader;
86    String8 mUserShader;
87    uint32_t mShaderID;
88
89    uint32_t mTextureCount;
90    uint32_t mAttribCount;
91    uint32_t mUniformCount;
92    String8 *mAttribNames;
93    String8 *mUniformNames;
94    uint32_t *mUniformArraySizes;
95
96    void logUniform(const Element *field, const float *fd, uint32_t arraySize );
97    void setUniform(Context *rsc, const Element *field, const float *fd, int32_t slot, uint32_t arraySize );
98    void initMemberVars();
99
100    // The difference between Textures and Constants is how they are accessed
101    // Texture lookups go though a sampler which in effect converts normalized
102    // coordinates into type specific.  Multiple samples may also be taken
103    // and filtered.
104    //
105    // Constants are strictly accessed by programetic loads.
106    ObjectBaseRef<Allocation> *mTextures;
107    ObjectBaseRef<Sampler> *mSamplers;
108
109    bool loadShader(Context *, uint32_t type);
110};
111
112}
113}
114#endif
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