/* * Copyright (C) 2009 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_RS_PROGRAM_H #define ANDROID_RS_PROGRAM_H #include "rsObjectBase.h" #include "rsElement.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { class ShaderCache; class Program : public ObjectBase { public: const static uint32_t MAX_ATTRIBS = 8; const static uint32_t MAX_UNIFORMS = 16; const static uint32_t MAX_TEXTURE = 2; Program(Context *); Program(Context *, const char * shaderText, uint32_t shaderLength, const uint32_t * params, uint32_t paramLength); virtual ~Program(); void bindAllocation(Allocation *, uint32_t slot); virtual void createShader(); bool isUserProgram() const {return mUserShader.size() > 0;} void bindTexture(uint32_t slot, Allocation *); void bindSampler(uint32_t slot, Sampler *); uint32_t getShaderID() const {return mShaderID;} void setShader(const char *, uint32_t len); uint32_t getAttribCount() const {return mAttribCount;} uint32_t getUniformCount() const {return mUniformCount;} const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];} const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];} String8 getGLSLInputString() const; String8 getGLSLOutputString() const; String8 getGLSLConstantString() const; bool isValid() const {return mIsValid;} protected: // Components not listed in "in" will be passed though // unless overwritten by components in out. ObjectBaseRef<Element> *mInputElements; ObjectBaseRef<Element> *mOutputElements; ObjectBaseRef<Type> *mConstantTypes; uint32_t mInputCount; uint32_t mOutputCount; uint32_t mConstantCount; bool mIsValid; ObjectBaseRef<Allocation> mConstants[MAX_UNIFORMS]; mutable bool mDirty; String8 mShader; String8 mUserShader; uint32_t mShaderID; uint32_t mTextureCount; uint32_t mAttribCount; uint32_t mUniformCount; String8 mAttribNames[MAX_ATTRIBS]; String8 mUniformNames[MAX_UNIFORMS]; // The difference between Textures and Constants is how they are accessed // Texture lookups go though a sampler which in effect converts normalized // coordinates into type specific. Multiple samples may also be taken // and filtered. // // Constants are strictly accessed by programetic loads. ObjectBaseRef<Allocation> mTextures[MAX_TEXTURE]; ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE]; bool loadShader(Context *, uint32_t type); public: void forceDirty() const {mDirty = true;} }; } } #endif