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kc3-lang/angle/src/libGLESv2/Shader.h

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  • Author : Geoff Lang
    Date : 2014-05-27 16:10:46
    Hash : d7e7d735
    Message : Move the GL_APICALL and similar defines to the project level. BUG=angle:658 Change-Id: Ib4fa10bb89a6658efbc20d5a763d8ec9c3a5506f Reviewed-on: https://chromium-review.googlesource.com/201465 Tested-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/Shader.h
  • //
    // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Shader.h: Defines the abstract gl::Shader class and its concrete derived
    // classes VertexShader and FragmentShader. Implements GL shader objects and
    // related functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section
    // 3.8 page 84.
    
    #ifndef LIBGLESV2_SHADER_H_
    #define LIBGLESV2_SHADER_H_
    
    #include <GLES3/gl3.h>
    #include <GLES2/gl2.h>
    #include <string>
    #include <list>
    #include <vector>
    
    #include "common/shadervars.h"
    #include "common/angleutils.h"
    #include "libGLESv2/angletypes.h"
    #include "GLSLANG/ShaderLang.h"
    
    namespace rx
    {
    class Renderer;
    }
    
    namespace gl
    {
    class ResourceManager;
    
    struct PackedVarying : public Varying
    {
        unsigned int registerIndex; // Assigned during link
    
        PackedVarying(const Varying &varying)
          : Varying(varying),
            registerIndex(GL_INVALID_INDEX)
        {}
    
        bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
    
        void resetRegisterAssignment()
        {
            registerIndex = GL_INVALID_INDEX;
        }
    };
    
    class Shader
    {
        friend class DynamicHLSL;
    
      public:
        Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
    
        virtual ~Shader();
    
        virtual GLenum getType() = 0;
        GLuint getHandle() const;
    
        void deleteSource();
        void setSource(GLsizei count, const char *const *string, const GLint *length);
        int getInfoLogLength() const;
        void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const;
        int getSourceLength() const;
        void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        int getTranslatedSourceLength() const;
        void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        const std::vector<Uniform> &getUniforms() const;
        const std::vector<InterfaceBlock> &getInterfaceBlocks() const;
        std::vector<PackedVarying> &getVaryings();
    
        virtual void compile() = 0;
        virtual void uncompile();
        bool isCompiled() const;
        const std::string &getHLSL() const;
    
        void addRef();
        void release();
        unsigned int getRefCount() const;
        bool isFlaggedForDeletion() const;
        void flagForDeletion();
        int getShaderVersion() const;
        void resetVaryingsRegisterAssignment();
    
        static void releaseCompiler();
        static ShShaderOutput getCompilerOutputType(GLenum shader);
    
        bool usesDepthRange() const { return mUsesDepthRange; }
        bool usesPointSize() const { return mUsesPointSize; }
        rx::D3DWorkaroundType getD3DWorkarounds() const;
    
      protected:
        void parseVaryings(void *compiler);
    
        void compileToHLSL(void *compiler);
    
        void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
    
        static bool compareVarying(const PackedVarying &x, const PackedVarying &y);
    
        const rx::Renderer *const mRenderer;
    
        std::vector<PackedVarying> mVaryings;
    
        bool mUsesMultipleRenderTargets;
        bool mUsesFragColor;
        bool mUsesFragData;
        bool mUsesFragCoord;
        bool mUsesFrontFacing;
        bool mUsesPointSize;
        bool mUsesPointCoord;
        bool mUsesDepthRange;
        bool mUsesFragDepth;
        int mShaderVersion;
        bool mUsesDiscardRewriting;
        bool mUsesNestedBreak;
    
        static void *mFragmentCompiler;
        static void *mVertexCompiler;
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Shader);
    
        void initializeCompiler();
    
        const GLuint mHandle;
        unsigned int mRefCount;     // Number of program objects this shader is attached to
        bool mDeleteStatus;         // Flag to indicate that the shader can be deleted when no longer in use
    
        std::string mSource;
        std::string mHlsl;
        std::string mInfoLog;
        std::vector<Uniform> mActiveUniforms;
        std::vector<InterfaceBlock> mActiveInterfaceBlocks;
    
        ResourceManager *mResourceManager;
    };
    
    class VertexShader : public Shader
    {
        friend class DynamicHLSL;
    
      public:
        VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
    
        ~VertexShader();
    
        virtual GLenum getType();
        virtual void compile();
        virtual void uncompile();
        int getSemanticIndex(const std::string &attributeName);
    
        const std::vector<Attribute> &activeAttributes() const { return mActiveAttributes; }
    
      private:
        DISALLOW_COPY_AND_ASSIGN(VertexShader);
    
        void parseAttributes();
    
        std::vector<Attribute> mActiveAttributes;
    };
    
    class FragmentShader : public Shader
    {
      public:
        FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
    
        ~FragmentShader();
    
        virtual GLenum getType();
        virtual void compile();
        virtual void uncompile();
        const std::vector<Attribute> &getOutputVariables() const;
    
      private:
        DISALLOW_COPY_AND_ASSIGN(FragmentShader);
    
        std::vector<Attribute> mActiveOutputVariables;
    };
    }
    
    #endif   // LIBGLESV2_SHADER_H_