This library can be used to create animated 3D User Interfaces. This library is currently under heavy development, so it's not part of the build by default. In order to build this library, you must define BUILD_RENDERSCRIPT=true in your build environment. You will also have to manually edit build/core/prelink-linux-arm.map And add libRS and libRS_jni at the end like this (exact address may change.) libRS.so 0x9A100000 libRS_jni.so 0x9A000000
99 lines
2.3 KiB
C++
99 lines
2.3 KiB
C++
/*
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* Copyright (C) 2009 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_RS_PROGRAM_FRAGMENT_H
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#define ANDROID_RS_PROGRAM_FRAGMENT_H
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#include "rsProgram.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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class ProgramFragment : public Program
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{
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public:
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const static uint32_t MAX_TEXTURE = 2;
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const static uint32_t MAX_CONSTANTS = 2;
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ProgramFragment(Element *in, Element *out);
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virtual ~ProgramFragment();
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virtual void setupGL();
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void bindTexture(uint32_t slot, Allocation *);
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void bindSampler(uint32_t slot, Sampler *);
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void setType(uint32_t slot, const Element *, uint32_t dim);
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void setEnvMode(uint32_t slot, RsTexEnvMode);
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void setTexEnable(uint32_t slot, bool);
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protected:
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// The difference between Textures and Constants is how they are accessed
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// Texture lookups go though a sampler which in effect converts normalized
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// coordinates into type specific. Multiple samples may also be taken
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// and filtered.
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//
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// Constants are strictly accessed by programetic loads.
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ObjectBaseRef<Allocation> mTextures[MAX_TEXTURE];
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ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE];
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ObjectBaseRef<const Element> mTextureFormats[MAX_TEXTURE];
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uint32_t mTextureDimensions[MAX_TEXTURE];
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ObjectBaseRef<Allocation> mConstants[MAX_CONSTANTS];
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ObjectBaseRef<Type> mConstantTypes[MAX_CONSTANTS];
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// Hacks to create a program for now
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RsTexEnvMode mEnvModes[MAX_TEXTURE];
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uint32_t mTextureEnableMask;
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};
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class ProgramFragmentState
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{
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public:
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ProgramFragmentState();
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~ProgramFragmentState();
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ProgramFragment *mPF;
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ObjectBaseRef<Type> mTextureTypes[ProgramFragment::MAX_TEXTURE];
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};
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}
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}
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#endif
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