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authorAlex Sakhartchouk <alexst@google.com>2011-04-29 16:49:08 -0700
committerAlex Sakhartchouk <alexst@google.com>2011-04-29 16:49:08 -0700
commita04e30dbb5ab11592b03666bb3d102070759c58e (patch)
tree7db6cf06de3d034d8bc8b8f7f7e4a2ed212556e4 /driver/rsdShaderCache.h
parent609201dadcf408cf6246f48a752b8ffbb49d41c3 (diff)
downloadrs-a04e30dbb5ab11592b03666bb3d102070759c58e.tar.gz
Moving renderscript GL code into the HAL
This change affects - shaders - meshes - fonts - quad rendering Change-Id: I2a53acb4cd1fa8f4c6e67668f6ee969f3d7f7aa1
Diffstat (limited to 'driver/rsdShaderCache.h')
-rw-r--r--driver/rsdShaderCache.h151
1 files changed, 151 insertions, 0 deletions
diff --git a/driver/rsdShaderCache.h b/driver/rsdShaderCache.h
new file mode 100644
index 00000000..17ee3e83
--- /dev/null
+++ b/driver/rsdShaderCache.h
@@ -0,0 +1,151 @@
+/*
+ * Copyright (C) 2011 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;
+
+}
+}
+
+#include <utils/String8.h>
+#include <utils/Vector.h>
+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(uint32_t id);
+ void cleanupFragment(uint32_t id);
+
+ 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 = NULL;
+ nameLength = maxName;
+ if (nameLength > 0 ) {
+ name = new char[nameLength];
+ }
+ }
+ ~UniformQueryData() {
+ if (name != NULL) {
+ delete[] name;
+ name = NULL;
+ }
+ }
+ };
+ 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) {
+ vtxAttrCount = numVtxAttr;
+ if (numVtxAttr) {
+ vtxAttrs = new AttrData[numVtxAttr];
+ }
+ if (numVtxUnis) {
+ vtxUniforms = new UniformData[numVtxUnis];
+ }
+ if (numFragUnis) {
+ fragUniforms = new UniformData[numFragUnis];
+ }
+ }
+ ~ProgramEntry() {
+ if (vtxAttrs) {
+ delete[] vtxAttrs;
+ vtxAttrs = NULL;
+ }
+ if (vtxUniforms) {
+ delete[] vtxUniforms;
+ vtxUniforms = NULL;
+ }
+ if (fragUniforms) {
+ delete[] fragUniforms;
+ fragUniforms = NULL;
+ }
+ }
+ uint32_t vtx;
+ uint32_t frag;
+ uint32_t program;
+ uint32_t vtxAttrCount;
+ AttrData *vtxAttrs;
+ UniformData *vtxUniforms;
+ UniformData *fragUniforms;
+ };
+ 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
+
+
+
+