/*
* 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_SHADER_CACHE_H
#define ANDROID_SHADER_CACHE_H
#include "rsObjectBase.h"
#include "rsVertexArray.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
// An element is a group of Components that occupies one cell in a structure.
class ShaderCache
{
public:
ShaderCache();
virtual ~ShaderCache();
bool lookup(Context *rsc, ProgramVertex *, ProgramFragment *);
void cleanupVertex(uint32_t id);
void cleanupFragment(uint32_t id);
void cleanupAll();
int32_t vtxAttribSlot(uint32_t a) const {return mCurrent->mVtxAttribSlots[a];}
int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->mVtxUniformSlots[a];}
int32_t fragAttribSlot(uint32_t a) const {return mCurrent->mFragAttribSlots[a];}
int32_t fragUniformSlot(uint32_t a) const {return mCurrent->mFragUniformSlots[a];}
bool isUserVertexProgram() const {return mCurrent->mUserVertexProgram;}
protected:
typedef struct {
uint32_t vtx;
uint32_t frag;
uint32_t program;
int32_t mVtxAttribSlots[Program::MAX_ATTRIBS];
int32_t mVtxUniformSlots[Program::MAX_UNIFORMS];
int32_t mFragAttribSlots[Program::MAX_ATTRIBS];
int32_t mFragUniformSlots[Program::MAX_UNIFORMS];
bool mUserVertexProgram;
bool mIsValid;
} entry_t;
entry_t *mEntries;
entry_t *mCurrent;
uint32_t mEntryCount;
uint32_t mEntryAllocationCount;
};
}
}
#endif //ANDROID_SHADER_CACHE_H