| /* |
| * 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_ */ |