/*
* 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_CACHE_H
#define ANDROID_RSD_SHADER_CACHE_H
namespace android {
namespace renderscript {
class Context;
}
}
#if !defined(RS_SERVER) && !defined(RS_COMPATIBILITY_LIB)
#include <utils/String8.h>
#include <utils/Vector.h>
#else
#include "rsUtils.h"
#endif
class RsdShader;
// ---------------------------------------------------------------------------
// An element is a group of Components that occupies one cell in a structure.
class RsdShaderCache {
public:
RsdShaderCache();
virtual ~RsdShaderCache();
void setActiveVertex(RsdShader *pv) {
mVertexDirty = true;
mVertex = pv;
}
void setActiveFragment(RsdShader *pf) {
mFragmentDirty = true;
mFragment = pf;
}
bool setup(const android::renderscript::Context *rsc);
void cleanupVertex(RsdShader *s);
void cleanupFragment(RsdShader *s);
void cleanupAll();
int32_t vtxAttribSlot(const android::String8 &attrName) const;
int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->vtxUniforms[a].slot;}
uint32_t vtxUniformSize(uint32_t a) const {return mCurrent->vtxUniforms[a].arraySize;}
int32_t fragUniformSlot(uint32_t a) const {return mCurrent->fragUniforms[a].slot;}
uint32_t fragUniformSize(uint32_t a) const {return mCurrent->fragUniforms[a].arraySize;}
protected:
bool link(const android::renderscript::Context *rsc);
bool mFragmentDirty;
bool mVertexDirty;
RsdShader *mVertex;
RsdShader *mFragment;
struct UniformQueryData {
char *name;
uint32_t nameLength;
int32_t writtenLength;
int32_t arraySize;
uint32_t type;
UniformQueryData(uint32_t maxName) {
name = nullptr;
nameLength = maxName;
if (nameLength > 0 ) {
name = new char[nameLength];
}
}
~UniformQueryData() {
if (name != nullptr) {
delete[] name;
name = nullptr;
}
}
};
struct UniformData {
int32_t slot;
uint32_t arraySize;
};
struct AttrData {
int32_t slot;
const char* name;
};
struct ProgramEntry {
ProgramEntry(uint32_t numVtxAttr, uint32_t numVtxUnis,
uint32_t numFragUnis) : vtx(0), frag(0), program(0), vtxAttrCount(0),
vtxAttrs(0), vtxUniforms(0), fragUniforms(0),
fragUniformIsSTO(0) {
vtxAttrCount = numVtxAttr;
if (numVtxAttr) {
vtxAttrs = new AttrData[numVtxAttr];
}
if (numVtxUnis) {
vtxUniforms = new UniformData[numVtxUnis];
}
if (numFragUnis) {
fragUniforms = new UniformData[numFragUnis];
fragUniformIsSTO = new bool[numFragUnis];
}
}
~ProgramEntry() {
if (vtxAttrs) {
delete[] vtxAttrs;
vtxAttrs = nullptr;
}
if (vtxUniforms) {
delete[] vtxUniforms;
vtxUniforms = nullptr;
}
if (fragUniforms) {
delete[] fragUniforms;
fragUniforms = nullptr;
}
if (fragUniformIsSTO) {
delete[] fragUniformIsSTO;
fragUniformIsSTO = nullptr;
}
}
uint32_t vtx;
uint32_t frag;
uint32_t program;
uint32_t vtxAttrCount;
AttrData *vtxAttrs;
UniformData *vtxUniforms;
UniformData *fragUniforms;
bool *fragUniformIsSTO;
};
android::Vector<ProgramEntry*> mEntries;
ProgramEntry *mCurrent;
bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag);
void populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data);
void updateUniformArrayData(const android::renderscript::Context *rsc,
RsdShader *prog, uint32_t linkedID,
UniformData *data, const char* logTag,
UniformQueryData **uniformList, uint32_t uniListSize);
};
#endif //ANDROID_RSD_SHADER_CACHE_H