1 /* 2 * Copyright (C) 2011-2012 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_RSD_SHADER_H 18 #define ANDROID_RSD_SHADER_H 19 20 #include <string> 21 22 // --------------------------------------------------------------------------- 23 namespace android { 24 namespace renderscript { 25 26 class Element; 27 class Context; 28 class Program; 29 30 } 31 } 32 33 class RsdShaderCache; 34 35 #define RS_SHADER_ATTR "ATTRIB_" 36 #define RS_SHADER_UNI "UNI_" 37 38 class RsdShader { 39 public: 40 41 RsdShader(const android::renderscript::Program *p, uint32_t type, 42 const char * shaderText, size_t shaderLength, 43 const char** textureNames, size_t textureNamesCount, 44 const size_t *textureNamesLength); 45 virtual ~RsdShader(); 46 47 uint32_t getStateBasedShaderID(const android::renderscript::Context *); 48 49 // Add ability to get all ID's to clean up the cached program objects getStateBasedIDCount()50 uint32_t getStateBasedIDCount() const { return mStateBasedShaders.size(); } getStateBasedID(uint32_t index)51 uint32_t getStateBasedID(uint32_t index) const { 52 return mStateBasedShaders.itemAt(index)->mShaderID; 53 } 54 getAttribCount()55 uint32_t getAttribCount() const {return mAttribCount;} getUniformCount()56 uint32_t getUniformCount() const {return mUniformCount;} getAttribName(uint32_t i)57 const std::string & getAttribName(uint32_t i) const {return mAttribNames[i];} getUniformName(uint32_t i)58 const std::string & getUniformName(uint32_t i) const {return mUniformNames[i];} getUniformArraySize(uint32_t i)59 uint32_t getUniformArraySize(uint32_t i) const {return mUniformArraySizes[i];} 60 61 std::string getGLSLInputString() const; 62 isValid()63 bool isValid() const {return mIsValid;} forceDirty()64 void forceDirty() const {mDirty = true;} 65 66 bool loadShader(const android::renderscript::Context *); 67 void setup(const android::renderscript::Context *, RsdShaderCache *sc); 68 69 protected: 70 71 class StateBasedKey { 72 public: StateBasedKey(uint32_t texCount)73 StateBasedKey(uint32_t texCount) : mShaderID(0) { 74 mTextureTargets = new uint32_t[texCount]; 75 } ~StateBasedKey()76 ~StateBasedKey() { 77 delete[] mTextureTargets; 78 } 79 uint32_t mShaderID; 80 uint32_t *mTextureTargets; 81 }; 82 83 bool createShader(); 84 StateBasedKey *getExistingState(); 85 86 const android::renderscript::Program *mRSProgram; 87 bool mIsValid; 88 89 // Applies to vertex and fragment shaders only 90 void appendUserConstants(); 91 void setupUserConstants(const android::renderscript::Context *rsc, 92 RsdShaderCache *sc, bool isFragment); 93 void initAddUserElement(const android::renderscript::Element *e, 94 std::string *names, uint32_t *arrayLengths, 95 uint32_t *count, const char *prefix); 96 void setupTextures(const android::renderscript::Context *rsc, RsdShaderCache *sc); 97 void setupSampler(const android::renderscript::Context *rsc, 98 const android::renderscript::Sampler *s, 99 const android::renderscript::Allocation *tex); 100 101 void appendAttributes(); 102 void appendTextures(); 103 104 void initAttribAndUniformArray(); 105 106 mutable bool mDirty; 107 std::string mShader; 108 std::string mUserShader; 109 uint32_t mType; 110 111 uint32_t mTextureCount; 112 StateBasedKey *mCurrentState; 113 uint32_t mAttribCount; 114 uint32_t mUniformCount; 115 std::string *mAttribNames; 116 std::string *mUniformNames; 117 uint32_t *mUniformArraySizes; 118 119 android::Vector<android::String8> mTextureNames; 120 121 android::Vector<StateBasedKey*> mStateBasedShaders; 122 123 int32_t mTextureUniformIndexStart; 124 125 void logUniform(const android::renderscript::Element *field, 126 const float *fd, uint32_t arraySize); 127 void setUniform(const android::renderscript::Context *rsc, 128 const android::renderscript::Element *field, 129 const float *fd, int32_t slot, uint32_t arraySize ); 130 void initMemberVars(); 131 void init(const char** textureNames, size_t textureNamesCount, 132 const size_t *textureNamesLength); 133 }; 134 135 #endif //ANDROID_RSD_SHADER_H 136 137 138 139 140