Move texture bindings to base program object. Change ProgramFragment creation to require a texture format in 1.0 mode.
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index 003498e..25a5434 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -32,6 +32,7 @@
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,
@@ -41,6 +42,9 @@
void bindAllocation(Allocation *);
virtual void createShader();
+ 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);
@@ -72,6 +76,15 @@
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: