File: shader.h

package info (click to toggle)
android-platform-development 7.0.0%2Br33-1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 30,092 kB
  • sloc: ansic: 161,291; java: 15,681; cpp: 7,721; xml: 6,419; python: 5,456; sh: 1,748; lisp: 261; ruby: 183; asm: 132; perl: 88; makefile: 22
file content (124 lines) | stat: -rw-r--r-- 3,492 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
/*
 * Copyright 2013 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 SHADER_H_
#define SHADER_H_

#include <jni.h>

#include <vector>
#include <map>
#include <string>

#include <EGL/egl.h>
#include <GLES/gl.h>

#include <android/log.h>

#include "JNIHelper.h"

namespace ndk_helper
{

namespace shader
{

/******************************************************************
 * Shader compiler helper
 * namespace: ndkHelper::shader
 *
 */

/******************************************************************
 * CompileShader() with vector
 *
 * arguments:
 *  out: shader, shader variable
 *  in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
 *  in: data, source vector
 * return: true if a shader compilation succeeded, false if it failed
 *
 */
bool CompileShader( GLuint *shader, const GLenum type, std::vector<uint8_t>& data );

/******************************************************************
 * CompileShader() with buffer
 *
 * arguments:
 *  out: shader, shader variable
 *  in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
 *  in: source, source buffer
 *  in: iSize, buffer size
 * return: true if a shader compilation succeeded, false if it failed
 *
 */
bool CompileShader( GLuint *shader,
        const GLenum type,
        const GLchar *source,
        const int32_t iSize );

/******************************************************************
 * CompileShader() with filename
 *
 * arguments:
 *  out: shader, shader variable
 *  in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
 *  in: strFilename, filename
 * return: true if a shader compilation succeeded, false if it failed
 *
 */
bool CompileShader( GLuint *shader, const GLenum type, const char *strFileName );

/******************************************************************
 * CompileShader() with std::map helps patching on a shader on the fly.
 *
 * arguments:
 *  out: shader, shader variable
 *  in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
 *  in: mapParameters
 *      For a example,
 *      map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader code to %VALUE"
 * return: true if a shader compilation succeeded, false if it failed
 *
 */
bool CompileShader( GLuint *shader,
        const GLenum type,
        const char *str_file_name,
        const std::map<std::string, std::string>& map_parameters );

/******************************************************************
 * LinkProgram()
 *
 * arguments:
 *  in: program, program
 * return: true if a shader linkage succeeded, false if it failed
 *
 */
bool LinkProgram( const GLuint prog );

/******************************************************************
 * validateProgram()
 *
 * arguments:
 *  in: program, program
 * return: true if a shader validation succeeded, false if it failed
 *
 */
bool ValidateProgram( const GLuint prog );
} //namespace shader

} //namespace ndkHelper
#endif /* SHADER_H_ */