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