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/*
* Copyright (C) 2011-2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_RSD_SHADER_H
#define ANDROID_RSD_SHADER_H
#include <utils/String8.h>
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class Element;
class Context;
class Program;
}
}
class RsdShaderCache;
#define RS_SHADER_ATTR "ATTRIB_"
#define RS_SHADER_UNI "UNI_"
class RsdShader {
public:
RsdShader(const android::renderscript::Program *p, uint32_t type,
const char * shaderText, uint32_t shaderLength,
const char** textureNames, size_t textureNamesCount,
const size_t *textureNamesLength);
virtual ~RsdShader();
uint32_t getStateBasedShaderID(const android::renderscript::Context *);
// Add ability to get all ID's to clean up the cached program objects
uint32_t getStateBasedIDCount() const { return mStateBasedShaders.size(); }
uint32_t getStateBasedID(uint32_t index) const {
return mStateBasedShaders.itemAt(index)->mShaderID;
}
uint32_t getAttribCount() const {return mAttribCount;}
uint32_t getUniformCount() const {return mUniformCount;}
const android::String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
const android::String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];}
android::String8 getGLSLInputString() const;
bool isValid() const {return mIsValid;}
void forceDirty() const {mDirty = true;}
bool loadShader(const android::renderscript::Context *);
void setup(const android::renderscript::Context *, RsdShaderCache *sc);
protected:
class StateBasedKey {
public:
StateBasedKey(uint32_t texCount) : mShaderID(0) {
mTextureTargets = new uint32_t[texCount];
}
~StateBasedKey() {
delete[] mTextureTargets;
}
uint32_t mShaderID;
uint32_t *mTextureTargets;
};
bool createShader();
StateBasedKey *getExistingState();
const android::renderscript::Program *mRSProgram;
bool mIsValid;
// Applies to vertex and fragment shaders only
void appendUserConstants();
void setupUserConstants(const android::renderscript::Context *rsc,
RsdShaderCache *sc, bool isFragment);
void initAddUserElement(const android::renderscript::Element *e,
android::String8 *names, uint32_t *arrayLengths,
uint32_t *count, const char *prefix);
void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc);
void setupSampler(const android::renderscript::Context *rsc,
const android::renderscript::Sampler *s,
const android::renderscript::Allocation *tex);
void appendAttributes();
void appendTextures();
void initAttribAndUniformArray();
mutable bool mDirty;
android::String8 mShader;
android::String8 mUserShader;
uint32_t mType;
uint32_t mTextureCount;
StateBasedKey *mCurrentState;
uint32_t mAttribCount;
uint32_t mUniformCount;
android::String8 *mAttribNames;
android::String8 *mUniformNames;
uint32_t *mUniformArraySizes;
android::Vector<android::String8> mTextureNames;
android::Vector<StateBasedKey*> mStateBasedShaders;
int32_t mTextureUniformIndexStart;
void logUniform(const android::renderscript::Element *field,
const float *fd, uint32_t arraySize);
void setUniform(const android::renderscript::Context *rsc,
const android::renderscript::Element *field,
const float *fd, int32_t slot, uint32_t arraySize );
void initMemberVars();
void init(const char** textureNames, size_t textureNamesCount,
const size_t *textureNamesLength);
};
#endif //ANDROID_RSD_SHADER_H