rsProgram.h revision 84e4027f83b20af59f5b1fc52be6e45f159d3970
1/* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#ifndef ANDROID_RS_PROGRAM_H 18#define ANDROID_RS_PROGRAM_H 19 20#include "rsObjectBase.h" 21#include "rsElement.h" 22 23// --------------------------------------------------------------------------- 24namespace android { 25namespace renderscript { 26class ShaderCache; 27 28#define RS_SHADER_INTERNAL "//rs_shader_internal\n" 29#define RS_SHADER_ATTR "ATTRIB_" 30#define RS_SHADER_UNI "UNI_" 31 32class Program : public ObjectBase { 33public: 34 35 Program(Context *); 36 Program(Context *, const char * shaderText, uint32_t shaderLength, 37 const uint32_t * params, uint32_t paramLength); 38 virtual ~Program(); 39 40 void bindAllocation(Context *, Allocation *, uint32_t slot); 41 virtual void createShader(); 42 43 bool isUserProgram() const {return !mIsInternal;} 44 45 void bindTexture(Context *, uint32_t slot, Allocation *); 46 void bindSampler(Context *, uint32_t slot, Sampler *); 47 48 uint32_t getShaderID() const {return mShaderID;} 49 void setShader(const char *, uint32_t len); 50 51 uint32_t getAttribCount() const {return mAttribCount;} 52 uint32_t getUniformCount() const {return mUniformCount;} 53 const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];} 54 const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];} 55 uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];} 56 57 String8 getGLSLInputString() const; 58 String8 getGLSLOutputString() const; 59 String8 getGLSLConstantString() const; 60 61 bool isValid() const {return mIsValid;} 62 void forceDirty() const {mDirty = true;} 63 64protected: 65 // Components not listed in "in" will be passed though 66 // unless overwritten by components in out. 67 ObjectBaseRef<Element> *mInputElements; 68 ObjectBaseRef<Element> *mOutputElements; 69 ObjectBaseRef<Type> *mConstantTypes; 70 ObjectBaseRef<Allocation> *mConstants; 71 uint32_t mInputCount; 72 uint32_t mOutputCount; 73 uint32_t mConstantCount; 74 bool mIsValid; 75 bool mIsInternal; 76 77 // Applies to vertex and fragment shaders only 78 void appendUserConstants(); 79 void setupUserConstants(Context *rsc, ShaderCache *sc, bool isFragment); 80 void initAddUserElement(const Element *e, String8 *names, uint32_t *arrayLengths, uint32_t *count, const char *prefix); 81 82 void initAttribAndUniformArray(); 83 84 mutable bool mDirty; 85 String8 mShader; 86 String8 mUserShader; 87 uint32_t mShaderID; 88 89 uint32_t mTextureCount; 90 uint32_t mAttribCount; 91 uint32_t mUniformCount; 92 String8 *mAttribNames; 93 String8 *mUniformNames; 94 uint32_t *mUniformArraySizes; 95 96 void logUniform(const Element *field, const float *fd, uint32_t arraySize ); 97 void setUniform(Context *rsc, const Element *field, const float *fd, int32_t slot, uint32_t arraySize ); 98 void initMemberVars(); 99 100 // The difference between Textures and Constants is how they are accessed 101 // Texture lookups go though a sampler which in effect converts normalized 102 // coordinates into type specific. Multiple samples may also be taken 103 // and filtered. 104 // 105 // Constants are strictly accessed by programetic loads. 106 ObjectBaseRef<Allocation> *mTextures; 107 ObjectBaseRef<Sampler> *mSamplers; 108 RsTextureTarget *mTextureTargets; 109 bool loadShader(Context *, uint32_t type); 110}; 111 112} 113} 114#endif 115 116 117 118