Shader changes to allow for more flexible constant binding.
Change-Id: Ic66e6e2a371c6e3d5dce1b00f63acab8c09bd110
diff --git a/libs/rs/rsProgram.h b/libs/rs/rsProgram.h
index ddc5e8a..e7329c2 100644
--- a/libs/rs/rsProgram.h
+++ b/libs/rs/rsProgram.h
@@ -23,10 +23,10 @@
// ---------------------------------------------------------------------------
namespace android {
namespace renderscript {
-
-
class ShaderCache;
+#define RS_SHADER_INTERNAL "//rs_shader_internal\n"
+
class Program : public ObjectBase
{
public:
@@ -42,7 +42,7 @@
void bindAllocation(Allocation *, uint32_t slot);
virtual void createShader();
- bool isUserProgram() const {return mUserShader.size() > 0;}
+ bool isUserProgram() const {return !mIsInternal;}
void bindTexture(uint32_t slot, Allocation *);
void bindSampler(uint32_t slot, Sampler *);
@@ -71,6 +71,7 @@
uint32_t mOutputCount;
uint32_t mConstantCount;
bool mIsValid;
+ bool mIsInternal;
// Applies to vertex and fragment shaders only
void appendUserConstants();