Edit

kc3-lang/angle/src/libANGLE/renderer/ProgramImpl.h

Branch :

  • Show log

    Commit

  • Author : Sami Väisänen
    Date : 2016-06-29 10:26:37
    Hash : 46eaa946
    Message : Support CHROMIUM_path_rendering fragment operations This brings two new APIs, BindFragmentInputLocation and ProgramPathFragmentInputGen that together dictate how the fragment shader varyings are used. BUG=angleproject:1382 Change-Id: I4b52fd8a3555235a73aecd4f3dba2d500789cbb0 Reviewed-on: https://chromium-review.googlesource.com/357071 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Sami Väisänen <svaisanen@nvidia.com> Commit-Queue: Sami Väisänen <svaisanen@nvidia.com>

  • src/libANGLE/renderer/ProgramImpl.h
  • //
    // 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 sh
    {
    struct BlockMemberInfo;
    }
    
    namespace rx
    {
    
    struct LinkResult
    {
        LinkResult(bool linkSuccess, const gl::Error &error) : linkSuccess(linkSuccess), error(error) {}
    
        bool linkSuccess;
        gl::Error error;
    };
    
    class ProgramImpl : angle::NonCopyable
    {
      public:
        ProgramImpl(const gl::ProgramState &state) : mState(state) {}
        virtual ~ProgramImpl() {}
    
        virtual LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
        virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
        virtual void setBinaryRetrievableHint(bool retrievable) = 0;
    
        virtual LinkResult link(const gl::ContextState &data, 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;
    
        // TODO: synchronize in syncState when dirty bits exist.
        virtual void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0;
    
        // May only be called after a successful link operation.
        // Return false for inactive blocks.
        virtual bool getUniformBlockSize(const std::string &blockName, size_t *sizeOut) const = 0;
    
        // May only be called after a successful link operation.
        // Returns false for inactive members.
        virtual bool getUniformBlockMemberInfo(const std::string &memberUniformName,
                                               sh::BlockMemberInfo *memberInfoOut) const = 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;
    
      protected:
        const gl::ProgramState &mState;
    };
    
    }
    
    #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_