Hash :
006cbc5b
Author :
Date :
2015-09-23T16:47:54
Remove rx::ShaderSh and move the shared code to the GL. The GL layer can interact with the translator directly, to query all the active shader variables and call ShCompile. BUG=angleproject:1159 Change-Id: I334a9bef28f93cf85dd8cac0fb8542ac567cc3ec Reviewed-on: https://chromium-review.googlesource.com/299877 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Tested-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.
//
// ShaderImpl.h: Defines the abstract rx::ShaderImpl class.
#ifndef LIBANGLE_RENDERER_SHADERIMPL_H_
#define LIBANGLE_RENDERER_SHADERIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/Shader.h"
namespace rx
{
class ShaderImpl : angle::NonCopyable
{
public:
ShaderImpl(const gl::Shader::Data &data) : mData(data) {}
virtual ~ShaderImpl() { }
// Returns additional ShCompile options.
virtual int prepareSourceAndReturnOptions(std::stringstream *sourceStream) = 0;
// Returns success for compiling on the driver. Returns success.
virtual bool postTranslateCompile(gl::Compiler *compiler, std::string *infoLog) = 0;
virtual std::string getDebugInfo() const = 0;
protected:
const gl::Shader::Data &mData;
};
}
#endif // LIBANGLE_RENDERER_SHADERIMPL_H_