Hash :
ba319ba3
Author :
Date :
2018-12-29T10:29:33
Re-land "Load entry points dynamically in tests and samples." Fixes the Android/ChromeOS/Fuchsia builds by using consistent EGL headers. This CL adds a dynamic loader generator based on XML files. It also refactors the entry point generation script to move the XML parsing into a helper class. Additionally this includes a new GLES 1.0 base header. The new header allows for function pointer types and hiding prototypes. All tests and samples now load ANGLE dynamically. In the future this will be extended to load entry points from the driver directly when possible. This will allow us to perform more accurate A/B testing. The new build configuration leads to some tests having more warnings applied. The CL includes fixes for the new warnings. Bug: angleproject:2995 Change-Id: I5a8772f41a0f89570b3736b785f44b7de1539b57 Reviewed-on: https://chromium-review.googlesource.com/c/1392382 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2014 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.
//
#ifndef SAMPLE_UTIL_SHADER_UTILS_H
#define SAMPLE_UTIL_SHADER_UTILS_H
#include <functional>
#include <string>
#include <vector>
#include "util/util_export.h"
#include "util/util_gl.h"
ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source);
ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
ANGLE_UTIL_EXPORT GLuint
CompileProgramWithTransformFeedback(const char *vsSource,
const char *fsSource,
const std::vector<std::string> &transformFeedbackVaryings,
GLenum bufferMode);
ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource);
ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource,
const char *fsSource,
const std::function<void(GLuint)> &preLinkCallback);
ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource,
const char *gsSource,
const char *fsSource);
ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath,
const std::string &fsPath);
ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource,
bool outputErrorMessages = true);
ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program);
ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary,
GLenum binaryFormat);
ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary,
GLenum binaryFormat);
namespace angle
{
namespace essl1_shaders
{
ANGLE_UTIL_EXPORT const char *PositionAttrib();
ANGLE_UTIL_EXPORT const char *ColorUniform();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_UTIL_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_UTIL_EXPORT const char *Simple();
// A shader that passes through attribute a_position, setting it to gl_Position and varying
// v_position.
ANGLE_UTIL_EXPORT const char *Passthrough();
} // namespace vs
namespace fs
{
// A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
// different colors. Needs varying v_position.
ANGLE_UTIL_EXPORT const char *Checkered();
// A shader that fills with color taken from uniform named "color".
ANGLE_UTIL_EXPORT const char *UniformColor();
// A shader that fills with 100% opaque red.
ANGLE_UTIL_EXPORT const char *Red();
// A shader that fills with 100% opaque green.
ANGLE_UTIL_EXPORT const char *Green();
// A shader that fills with 100% opaque blue.
ANGLE_UTIL_EXPORT const char *Blue();
} // namespace fs
} // namespace essl1_shaders
namespace essl3_shaders
{
ANGLE_UTIL_EXPORT const char *PositionAttrib();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_UTIL_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_UTIL_EXPORT const char *Simple();
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// v_position.
ANGLE_UTIL_EXPORT const char *Passthrough();
} // namespace vs
namespace fs
{
// A shader that fills with 100% opaque red.
ANGLE_UTIL_EXPORT const char *Red();
} // namespace fs
} // namespace essl3_shaders
namespace essl31_shaders
{
ANGLE_UTIL_EXPORT const char *PositionAttrib();
namespace vs
{
// A shader that sets gl_Position to zero.
ANGLE_UTIL_EXPORT const char *Zero();
// A shader that sets gl_Position to attribute a_position.
ANGLE_UTIL_EXPORT const char *Simple();
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// v_position.
ANGLE_UTIL_EXPORT const char *Passthrough();
} // namespace vs
namespace fs
{
// A shader that fills with 100% opaque red.
ANGLE_UTIL_EXPORT const char *Red();
} // namespace fs
} // namespace essl31_shaders
} // namespace angle
#endif // SAMPLE_UTIL_SHADER_UTILS_H