- Now they are in ndkHelper:: name space - Changed module name to ndk_helper - Changed some static members to class var or stand alone function - Added syncronization for JNIHelper.cpp - For a documentation, I will work with doc writer for future improvement Change-Id: I0055061a4f53b1904cde2e0339550ee277b35fc5 Addressed most of feedbacks, - Switched coding standard to Chrome style - Update JNI helper, and documented - Fixed other issues that is pointed out Change-Id: Icc729a55ed8dd613759f34a3fc35cb4949d2d205
125 lines
3.4 KiB
C++
125 lines
3.4 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef SHADER_H_
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#define SHADER_H_
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#include <jni.h>
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#include <vector>
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#include <map>
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#include <string>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/log.h>
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#include "JNIHelper.h"
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namespace ndk_helper
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{
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namespace shader
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{
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/******************************************************************
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* Shader compiler helper
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* namespace: ndkHelper::shader
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*
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*/
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/******************************************************************
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* CompileShader() with vector
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*
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* arguments:
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* out: shader, shader variable
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* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
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* in: data, source vector
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* return: true if a shader compilation succeeded, false if it failed
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*
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*/
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bool CompileShader( GLuint *shader, const GLenum type, std::vector<uint8_t>& data );
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/******************************************************************
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* CompileShader() with buffer
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*
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* arguments:
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* out: shader, shader variable
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* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
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* in: source, source buffer
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* in: iSize, buffer size
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* return: true if a shader compilation succeeded, false if it failed
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*
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*/
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bool CompileShader( GLuint *shader,
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const GLenum type,
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const GLchar *source,
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const int32_t iSize );
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/******************************************************************
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* CompileShader() with filename
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*
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* arguments:
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* out: shader, shader variable
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* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
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* in: strFilename, filename
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* return: true if a shader compilation succeeded, false if it failed
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*
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*/
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bool CompileShader( GLuint *shader, const GLenum type, const char *strFileName );
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/******************************************************************
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* CompileShader() with std::map helps patching on a shader on the fly.
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*
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* arguments:
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* out: shader, shader variable
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* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
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* in: mapParameters
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* For a example,
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* map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader code to %VALUE"
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* return: true if a shader compilation succeeded, false if it failed
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*
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*/
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bool CompileShader( GLuint *shader,
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const GLenum type,
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const char *str_file_name,
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const std::map<std::string, std::string>& map_parameters );
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/******************************************************************
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* LinkProgram()
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*
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* arguments:
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* in: program, program
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* return: true if a shader linkage succeeded, false if it failed
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*
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*/
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bool LinkProgram( const GLuint prog );
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/******************************************************************
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* validateProgram()
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*
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* arguments:
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* in: program, program
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* return: true if a shader validation succeeded, false if it failed
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*
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*/
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bool ValidateProgram( const GLuint prog );
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} //namespace shader
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} //namespace ndkHelper
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#endif /* SHADER_H_ */
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