/* * Copyright (C) 2011 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 "rsProgramBase.h" #include "rsElement.h" // --------------------------------------------------------------------------- namespace android { namespace renderscript { #define RS_SHADER_INTERNAL "//rs_shader_internal\n" #define RS_SHADER_ATTR "ATTRIB_" #define RS_SHADER_UNI "UNI_" class Program : public ProgramBase { public: struct Hal { mutable void *drv; struct State { // 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 the shader code Allocation **textures; RsTextureTarget *textureTargets; uint32_t texturesCount; Sampler **samplers; uint32_t samplersCount; Allocation **constants; Type **constantTypes; uint32_t constantsCount; Element **inputElements; uint32_t inputElementsCount; }; State state; }; Hal mHal; Program(Context *, const char * shaderText, size_t shaderLength, const uintptr_t * params, size_t paramLength); virtual ~Program(); virtual bool freeChildren(); void bindAllocation(Context *, Allocation *, uint32_t slot); bool isUserProgram() const {return !mIsInternal;} void bindTexture(Context *, uint32_t slot, Allocation *); void bindSampler(Context *, uint32_t slot, Sampler *); protected: ObjectBaseRef<Allocation> *mTextures; ObjectBaseRef<Sampler> *mSamplers; ObjectBaseRef<Allocation> *mConstants; ObjectBaseRef<Type> *mConstantTypes; ObjectBaseRef<Element> *mInputElements; bool mIsInternal; const char *mUserShader; size_t mUserShaderLen; void initMemberVars(); }; } // namespace renderscript } // namespace android #endif // ANDROID_RS_PROGRAM_H