Files
frameworks_base/libs/rs/rsProgram.h
Jason Sams 0b9bbb6dc5 DO NOT MERGE. Merge Froyo renderscript to Eclair to support live wallpapers on droid. This gives the necessary CPU reduction to allow the wallpapers to work on the slower CPU.
Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.cpp
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgram.cpp
	modified:   libs/rs/rsProgram.h

Delete the old rollo sample which is obsolete.

Fix film init

Begin gl2 support.  Renderscript still uses GL1.1 by default.  However, 2.0 can be enabled and will render most tests correctly.

Fix film

Beging GL2 user shaders.  Switch master to using GL2 by default.

Implement RS tracked defered texture and buffer object uploads.

 Committer: Jason Sams <rjsams@android.com>

 On branch droid
 Changes to be committed:
   (use "git reset HEAD <file>..." to unstage)

	modified:   libs/rs/rsAllocation.cpp
	modified:   libs/rs/rsAllocation.h
	modified:   libs/rs/rsContext.h
	modified:   libs/rs/rsProgramFragment.cpp
	modified:   libs/rs/rsSimpleMesh.cpp

Remove check for surface valid that is no longer valid.

Continue development of es2.0 user shader support for renderscript.  This change cleans up ProgramVertex creation and adds support for passing input, output, and constant type info.

Continue es2 shader dev

Conflicts:

	graphics/java/android/renderscript/Program.java
	graphics/java/android/renderscript/ProgramVertex.java

Place shader logging behind prop to declutter logs.

Fix emulated glColor in es2 mode.

Fix live wallpaper many.  Z coordinate was being ignored for draw quad call.

Add argument checking to sampler builder to disallow illegal modes.

Move texture bindings to base program object.  Change ProgramFragment creation to require a texture format in 1.0 mode.

Element restructuring.  Add support for new basic Element types including the RS objects and vectors(2-4).  In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.

This will break some apps, checkings for other projects will follow to unbreak them.

Disable excessive RS logging.

Add RS support for generic attribs as input to vertex programs.

More complete support for named attribs.  Adds user typed attribs as available to programVertex.  Non user attribs are not treated like user for GL2 for simplicity.

Support npot on es 2.0 HW.

Change user attribs to look for empty slot rather than using them in order.  Prevents conflict with numbered legacy slots.

Fix npot but where mipmap level sizes were rounding in the wrong direction.  Should always be floor.

Implement type generation for user uniforms in vertex shader.

Remove excessive logging, fix error in GLSL uniform generation.

Fix RS mipmap generation for 8 bit alpha textures.

Cleanup seperation of Legacy and user attribs.  All user programs now use the new names.  Legacy vertex attribs are given default names.

Fix some minor bugs with GL state setup that were exposed by Droids driver.

Implement drawSpriteCropped on es2.0
2010-02-11 18:16:21 -08:00

110 lines
3.2 KiB
C++

/*
* Copyright (C) 2009 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_RS_PROGRAM_H
#define ANDROID_RS_PROGRAM_H
#include "rsObjectBase.h"
#include "rsElement.h"
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
class ShaderCache;
class Program : public ObjectBase
{
public:
const static uint32_t MAX_ATTRIBS = 8;
const static uint32_t MAX_UNIFORMS = 16;
const static uint32_t MAX_TEXTURE = 2;
Program(Context *);
Program(Context *, const char * shaderText, uint32_t shaderLength,
const uint32_t * params, uint32_t paramLength);
virtual ~Program();
void bindAllocation(Allocation *, uint32_t slot);
virtual void createShader();
bool isUserProgram() const {return mUserShader.size() > 0;}
void bindTexture(uint32_t slot, Allocation *);
void bindSampler(uint32_t slot, Sampler *);
uint32_t getShaderID() const {return mShaderID;}
void setShader(const char *, uint32_t len);
uint32_t getAttribCount() const {return mAttribCount;}
uint32_t getUniformCount() const {return mUniformCount;}
const String8 & getAttribName(uint32_t i) const {return mAttribNames[i];}
const String8 & getUniformName(uint32_t i) const {return mUniformNames[i];}
String8 getGLSLInputString() const;
String8 getGLSLOutputString() const;
String8 getGLSLConstantString() const;
const Allocation * getTexture(uint32_t i) const {return mTextures[i].get();}
protected:
// Components not listed in "in" will be passed though
// unless overwritten by components in out.
ObjectBaseRef<Element> *mInputElements;
ObjectBaseRef<Element> *mOutputElements;
ObjectBaseRef<Type> *mConstantTypes;
uint32_t mInputCount;
uint32_t mOutputCount;
uint32_t mConstantCount;
ObjectBaseRef<Allocation> mConstants[MAX_UNIFORMS];
mutable bool mDirty;
String8 mShader;
String8 mUserShader;
uint32_t mShaderID;
uint32_t mTextureCount;
uint32_t mAttribCount;
uint32_t mUniformCount;
String8 mAttribNames[MAX_ATTRIBS];
String8 mUniformNames[MAX_UNIFORMS];
// The difference between Textures and Constants is how they are accessed
// Texture lookups go though a sampler which in effect converts normalized
// coordinates into type specific. Multiple samples may also be taken
// and filtered.
//
// Constants are strictly accessed by programetic loads.
ObjectBaseRef<Allocation> mTextures[MAX_TEXTURE];
ObjectBaseRef<Sampler> mSamplers[MAX_TEXTURE];
bool loadShader(Context *, uint32_t type);
public:
void forceDirty() const {mDirty = true;}
};
}
}
#endif