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