Hash :
6db1c2e8
Author :
Date :
2017-11-08T09:17:40
Link interface blocks in ProgramImpl::link. This allows the back-end to have access to the interface block info in the link operation, and also allows the interface block info to have direct access to the post-link Impl information. BUG=angleproject:2208 Change-Id: Ib2bfb3c9155eee715bd3d29de1c3fdd67b16eed4 Reviewed-on: https://chromium-review.googlesource.com/753521 Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright 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.
//
// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/BinaryStream.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include <map>
namespace gl
{
class Context;
struct ProgramLinkedResources;
}
namespace sh
{
struct BlockMemberInfo;
}
namespace rx
{
class ProgramImpl : angle::NonCopyable
{
public:
ProgramImpl(const gl::ProgramState &state) : mState(state) {}
virtual ~ProgramImpl() {}
virtual void destroy(const gl::Context *context) {}
virtual gl::LinkResult load(const gl::Context *context,
gl::InfoLog &infoLog,
gl::BinaryInputStream *stream) = 0;
virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
virtual void setBinaryRetrievableHint(bool retrievable) = 0;
virtual void setSeparable(bool separable) = 0;
virtual gl::LinkResult link(const gl::Context *context,
const gl::ProgramLinkedResources &resources,
gl::InfoLog &infoLog) = 0;
virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0;
virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
// Done in the back-end to avoid having to keep a system copy of uniform data.
virtual void getUniformfv(const gl::Context *context,
GLint location,
GLfloat *params) const = 0;
virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
virtual void getUniformuiv(const gl::Context *context,
GLint location,
GLuint *params) const = 0;
// TODO: synchronize in syncState when dirty bits exist.
virtual void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0;
// CHROMIUM_path_rendering
// Set parameters to control fragment shader input variable interpolation
virtual void setPathFragmentInputGen(const std::string &inputName,
GLenum genMode,
GLint components,
const GLfloat *coeffs) = 0;
// Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
// perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
// unreferenced. This method is not required to be overriden by a back-end.
virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
std::vector<gl::SamplerBinding> *samplerBindings)
{
}
protected:
const gl::ProgramState &mState;
};
} // namespace rx
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_