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kc3-lang/angle/src/libANGLE/Compiler.h

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  • Author : Jamie Madill
    Date : 2018-12-30 12:12:04
    Hash : c3dc5d48
    Message : Merge gl::Context and gl::ContextState. This reduces the number of indrections when accessing the Extensions or Caps structures. It will provide a small speed-up to some methods. It also cleans up the code. Bug: angleproject:2966 Change-Id: Idddac70758c42c1c2b75c885d0cacc8a5c458685 Reviewed-on: https://chromium-review.googlesource.com/c/1392391 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Markus Tavenrath <matavenrath@nvidia.com>

  • src/libANGLE/Compiler.h
  • //
    // 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.
    //
    
    // Compiler.h: Defines the gl::Compiler class, abstracting the ESSL compiler
    // that a GL context holds.
    
    #ifndef LIBANGLE_COMPILER_H_
    #define LIBANGLE_COMPILER_H_
    
    #include <vector>
    
    #include "GLSLANG/ShaderLang.h"
    #include "common/PackedEnums.h"
    #include "libANGLE/Error.h"
    #include "libANGLE/RefCountObject.h"
    
    namespace rx
    {
    class CompilerImpl;
    class GLImplFactory;
    }  // namespace rx
    
    namespace gl
    {
    class ShCompilerInstance;
    class State;
    
    class Compiler final : public RefCountObjectNoID
    {
      public:
        Compiler(rx::GLImplFactory *implFactory, const State &data);
    
        ShCompilerInstance getInstance(ShaderType shaderType);
        void putInstance(ShCompilerInstance &&instance);
        ShShaderOutput getShaderOutputType() const { return mOutputType; }
    
      private:
        ~Compiler() override;
        std::unique_ptr<rx::CompilerImpl> mImplementation;
        ShShaderSpec mSpec;
        ShShaderOutput mOutputType;
        ShBuiltInResources mResources;
        ShaderMap<std::vector<ShCompilerInstance>> mPools;
    };
    
    class ShCompilerInstance final : public angle::NonCopyable
    {
      public:
        ShCompilerInstance();
        ShCompilerInstance(ShHandle handle, ShShaderOutput outputType, ShaderType shaderType);
        ~ShCompilerInstance();
        void destroy();
    
        ShCompilerInstance(ShCompilerInstance &&other);
        ShCompilerInstance &operator=(ShCompilerInstance &&other);
    
        ShHandle getHandle();
        ShaderType getShaderType() const;
        const std::string &getBuiltinResourcesString();
        ShShaderOutput getShaderOutputType() const;
    
      private:
        ShHandle mHandle;
        ShShaderOutput mOutputType;
        ShaderType mShaderType;
    };
    
    }  // namespace gl
    
    #endif  // LIBANGLE_COMPILER_H_