/* * Copyright (C) 2011-2012 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_RSD_SHADER_CACHE_H #define ANDROID_RSD_SHADER_CACHE_H namespace android { namespace renderscript { class Context; } } #if !defined(RS_SERVER) && !defined(RS_COMPATIBILITY_LIB) #include <utils/String8.h> #include <utils/Vector.h> #else #include "rsUtils.h" #endif class RsdShader; // --------------------------------------------------------------------------- // An element is a group of Components that occupies one cell in a structure. class RsdShaderCache { public: RsdShaderCache(); virtual ~RsdShaderCache(); void setActiveVertex(RsdShader *pv) { mVertexDirty = true; mVertex = pv; } void setActiveFragment(RsdShader *pf) { mFragmentDirty = true; mFragment = pf; } bool setup(const android::renderscript::Context *rsc); void cleanupVertex(RsdShader *s); void cleanupFragment(RsdShader *s); void cleanupAll(); int32_t vtxAttribSlot(const android::String8 &attrName) const; int32_t vtxUniformSlot(uint32_t a) const {return mCurrent->vtxUniforms[a].slot;} uint32_t vtxUniformSize(uint32_t a) const {return mCurrent->vtxUniforms[a].arraySize;} int32_t fragUniformSlot(uint32_t a) const {return mCurrent->fragUniforms[a].slot;} uint32_t fragUniformSize(uint32_t a) const {return mCurrent->fragUniforms[a].arraySize;} protected: bool link(const android::renderscript::Context *rsc); bool mFragmentDirty; bool mVertexDirty; RsdShader *mVertex; RsdShader *mFragment; struct UniformQueryData { char *name; uint32_t nameLength; int32_t writtenLength; int32_t arraySize; uint32_t type; UniformQueryData(uint32_t maxName) { name = nullptr; nameLength = maxName; if (nameLength > 0 ) { name = new char[nameLength]; } } ~UniformQueryData() { if (name != nullptr) { delete[] name; name = nullptr; } } }; struct UniformData { int32_t slot; uint32_t arraySize; }; struct AttrData { int32_t slot; const char* name; }; struct ProgramEntry { ProgramEntry(uint32_t numVtxAttr, uint32_t numVtxUnis, uint32_t numFragUnis) : vtx(0), frag(0), program(0), vtxAttrCount(0), vtxAttrs(0), vtxUniforms(0), fragUniforms(0), fragUniformIsSTO(0) { vtxAttrCount = numVtxAttr; if (numVtxAttr) { vtxAttrs = new AttrData[numVtxAttr]; } if (numVtxUnis) { vtxUniforms = new UniformData[numVtxUnis]; } if (numFragUnis) { fragUniforms = new UniformData[numFragUnis]; fragUniformIsSTO = new bool[numFragUnis]; } } ~ProgramEntry() { if (vtxAttrs) { delete[] vtxAttrs; vtxAttrs = nullptr; } if (vtxUniforms) { delete[] vtxUniforms; vtxUniforms = nullptr; } if (fragUniforms) { delete[] fragUniforms; fragUniforms = nullptr; } if (fragUniformIsSTO) { delete[] fragUniformIsSTO; fragUniformIsSTO = nullptr; } } uint32_t vtx; uint32_t frag; uint32_t program; uint32_t vtxAttrCount; AttrData *vtxAttrs; UniformData *vtxUniforms; UniformData *fragUniforms; bool *fragUniformIsSTO; }; android::Vector<ProgramEntry*> mEntries; ProgramEntry *mCurrent; bool hasArrayUniforms(RsdShader *vtx, RsdShader *frag); void populateUniformData(RsdShader *prog, uint32_t linkedID, UniformData *data); void updateUniformArrayData(const android::renderscript::Context *rsc, RsdShader *prog, uint32_t linkedID, UniformData *data, const char* logTag, UniformQueryData **uniformList, uint32_t uniListSize); }; #endif //ANDROID_RSD_SHADER_CACHE_H