/*
* Copyright (c) 2007, 2008, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
* or visit www.oracle.com if you need additional information or have any
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*/
#ifndef ShaderList_h_Included
#define ShaderList_h_Included
#ifdef __cplusplus
extern "C" {
#endif
#include "jni.h"
#include "jlong.h"
typedef void (ShaderDisposeFunc)(jlong programID);
/**
* The following structures are used to maintain a list of fragment program
* objects and their associated attributes. Each logical shader (e.g.
* RadialGradientPaint shader, ConvolveOp shader) can have a number of
* different variants depending on a number of factors, such as whether
* antialiasing is enabled or the current composite mode. Since the number
* of possible combinations of these factors is in the hundreds, we need
* some way to create fragment programs on an as-needed basis, and also
* keep them in a limited sized cache to avoid creating too many objects.
*
* The ShaderInfo structure keeps a reference to the fragment program's
* handle, as well as some other values that help differentiate one ShaderInfo
* from another. ShaderInfos can be chained together to form a linked list.
*
* The ShaderList structure acts as a cache for ShaderInfos, placing
* most-recently used items at the front, and removing items from the
* cache when its size exceeds the "maxItems" limit.
*/
typedef struct _ShaderInfo ShaderInfo;
typedef struct {
ShaderInfo *head;
ShaderDisposeFunc *dispose;
jint maxItems;
} ShaderList;
struct _ShaderInfo {
ShaderInfo *next;
jlong programID;
jint compType;
jint compMode;
jint flags;
};
void ShaderList_AddProgram(ShaderList *programList,
jlong programID,
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