rsdShader.h revision 3522f40418fdf877f5a136475dbf75e57a3b7c77
1/* 2 * Copyright (C) 2011-2012 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 const char** textureNames, size_t textureNamesCount, 44 const size_t *textureNamesLength); 45 virtual ~RsdShader(); 46 47 bool createShader(); 48 49 uint32_t getShaderID() const {return mShaderID;} 50 51 uint32_t getAttribCount() const {return mAttribCount;} 52 uint32_t getUniformCount() const {return mUniformCount;} 53 const android::String8 & getAttribName(uint32_t i) const {return mAttribNames[i];} 54 const android::String8 & getUniformName(uint32_t i) const {return mUniformNames[i];} 55 uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];} 56 57 android::String8 getGLSLInputString() const; 58 59 bool isValid() const {return mIsValid;} 60 void forceDirty() const {mDirty = true;} 61 62 bool loadShader(const android::renderscript::Context *); 63 void setup(const android::renderscript::Context *, RsdShaderCache *sc); 64 65protected: 66 67 const android::renderscript::Program *mRSProgram; 68 bool mIsValid; 69 70 // Applies to vertex and fragment shaders only 71 void appendUserConstants(); 72 void setupUserConstants(const android::renderscript::Context *rsc, 73 RsdShaderCache *sc, bool isFragment); 74 void initAddUserElement(const android::renderscript::Element *e, 75 android::String8 *names, uint32_t *arrayLengths, 76 uint32_t *count, const char *prefix); 77 void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc); 78 void setupSampler(const android::renderscript::Context *rsc, 79 const android::renderscript::Sampler *s, 80 const android::renderscript::Allocation *tex); 81 82 void appendAttributes(); 83 void appendTextures(); 84 85 void initAttribAndUniformArray(); 86 87 mutable bool mDirty; 88 android::String8 mShader; 89 android::String8 mUserShader; 90 uint32_t mShaderID; 91 uint32_t mType; 92 93 uint32_t mTextureCount; 94 uint32_t *mTextureTargets; 95 uint32_t mAttribCount; 96 uint32_t mUniformCount; 97 android::String8 *mAttribNames; 98 android::String8 *mUniformNames; 99 uint32_t *mUniformArraySizes; 100 101 android::Vector<android::String8> mTextureNames; 102 103 int32_t mTextureUniformIndexStart; 104 105 void logUniform(const android::renderscript::Element *field, 106 const float *fd, uint32_t arraySize); 107 void setUniform(const android::renderscript::Context *rsc, 108 const android::renderscript::Element *field, 109 const float *fd, int32_t slot, uint32_t arraySize ); 110 void initMemberVars(); 111 void init(const char** textureNames, size_t textureNamesCount, 112 const size_t *textureNamesLength); 113}; 114 115#endif //ANDROID_RSD_SHADER_H 116 117 118 119 120