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92 lines
2.7 KiB
92 lines
2.7 KiB
/*
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* Copyright (C) 2011 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_RS_PROGRAM_H
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#define ANDROID_RS_PROGRAM_H
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#include "rsProgramBase.h"
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#include "rsElement.h"
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// ---------------------------------------------------------------------------
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namespace android {
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namespace renderscript {
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#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
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#define RS_SHADER_ATTR "ATTRIB_"
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#define RS_SHADER_UNI "UNI_"
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class Program : public ProgramBase {
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public:
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struct Hal {
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mutable void *drv;
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struct State {
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// The difference between Textures and Constants is how they are accessed
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// Texture lookups go though a sampler which in effect converts normalized
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// coordinates into type specific. Multiple samples may also be taken
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// and filtered.
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//
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// Constants are strictly accessed by the shader code
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Allocation **textures;
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RsTextureTarget *textureTargets;
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uint32_t texturesCount;
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Sampler **samplers;
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uint32_t samplersCount;
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Allocation **constants;
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Type **constantTypes;
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uint32_t constantsCount;
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Element **inputElements;
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uint32_t inputElementsCount;
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};
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State state;
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};
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Hal mHal;
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Program(Context *, const char * shaderText, size_t shaderLength,
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const uintptr_t * params, size_t paramLength);
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virtual ~Program();
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virtual bool freeChildren();
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void bindAllocation(Context *, Allocation *, uint32_t slot);
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bool isUserProgram() const {return !mIsInternal;}
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void bindTexture(Context *, uint32_t slot, Allocation *);
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void bindSampler(Context *, uint32_t slot, Sampler *);
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protected:
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ObjectBaseRef<Allocation> *mTextures;
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ObjectBaseRef<Sampler> *mSamplers;
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ObjectBaseRef<Allocation> *mConstants;
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ObjectBaseRef<Type> *mConstantTypes;
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ObjectBaseRef<Element> *mInputElements;
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bool mIsInternal;
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const char *mUserShader;
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size_t mUserShaderLen;
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void initMemberVars();
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};
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} // namespace renderscript
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} // namespace android
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#endif // ANDROID_RS_PROGRAM_H
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