Hash :
2aeb26a4
Author :
Date :
2013-07-08T14:02:55
Added support for EXT_frag_depth This change also required that support be added for associating built-in variables with an extension, similar to how functions could be associated with extensions previously. R=alokp@chromium.org Review URL: https://codereview.appspot.com/9827044 git-svn-id: https://angleproject.googlecode.com/svn/trunk@2248 736b8ea6-26fd-11df-bfd4-992fa37f6226 TRAC #23333 Authored-by: bajones@chromium.org Signed-off-by: Shannon Woods Signed-off-by Nicolas Capens Merged-by: Jamie Madill
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//
// Copyright (c) 2002-2013 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.
//
// Shader.h: Defines the abstract gl::Shader class and its concrete derived
// classes VertexShader and FragmentShader. Implements GL shader objects and
// related functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section
// 3.8 page 84.
#ifndef LIBGLESV2_SHADER_H_
#define LIBGLESV2_SHADER_H_
#define GL_APICALL
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include <string>
#include <list>
#include <vector>
#include "compiler/Uniform.h"
#include "common/angleutils.h"
namespace rx
{
class Renderer;
}
namespace gl
{
class ResourceManager;
enum Interpolation
{
Smooth,
Centroid,
Flat
};
struct Varying
{
Varying(Interpolation interpolation, GLenum type, const std::string &name, int size, bool array)
: interpolation(interpolation), type(type), name(name), size(size), array(array), reg(-1), col(-1)
{
}
Interpolation interpolation;
GLenum type;
std::string name;
int size; // Number of 'type' elements
bool array;
int reg; // First varying register, assigned during link
int col; // First register element, assigned during link
};
typedef std::list<Varying> VaryingList;
class Shader
{
friend class ProgramBinary;
public:
Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
virtual ~Shader();
virtual GLenum getType() = 0;
GLuint getHandle() const;
void deleteSource();
void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
int getSourceLength() const;
void getSource(GLsizei bufSize, GLsizei *length, char *buffer);
int getTranslatedSourceLength() const;
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer);
const sh::ActiveUniforms &getUniforms();
const sh::ActiveInterfaceBlocks &getInterfaceBlocks();
virtual void compile() = 0;
virtual void uncompile();
bool isCompiled();
const char *getHLSL();
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
int getShaderVersion() const;
static void releaseCompiler();
protected:
void parseVaryings();
void resetVaryingsRegisterAssignment();
void compileToHLSL(void *compiler);
void getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer);
static Interpolation parseInterpolation(const std::string &type);
static GLenum parseType(const std::string &type);
static bool compareVarying(const Varying &x, const Varying &y);
const rx::Renderer *const mRenderer;
VaryingList mVaryings;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
int mShaderVersion;
static void *mFragmentCompiler;
static void *mVertexCompiler;
private:
DISALLOW_COPY_AND_ASSIGN(Shader);
void initializeCompiler();
const GLuint mHandle;
unsigned int mRefCount; // Number of program objects this shader is attached to
bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
char *mSource;
char *mHlsl;
char *mInfoLog;
sh::ActiveUniforms mActiveUniforms;
sh::ActiveInterfaceBlocks mActiveInterfaceBlocks;
ResourceManager *mResourceManager;
};
class VertexShader : public Shader
{
friend class ProgramBinary;
public:
VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
~VertexShader();
virtual GLenum getType();
virtual void compile();
virtual void uncompile();
int getSemanticIndex(const std::string &attributeName);
private:
DISALLOW_COPY_AND_ASSIGN(VertexShader);
void parseAttributes();
sh::ActiveShaderVariables mActiveAttributes;
};
class FragmentShader : public Shader
{
public:
FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
~FragmentShader();
virtual GLenum getType();
virtual void compile();
virtual void uncompile();
const sh::ActiveShaderVariables &getOutputVariables() const;
private:
DISALLOW_COPY_AND_ASSIGN(FragmentShader);
sh::ActiveShaderVariables mActiveOutputVariables;
};
}
#endif // LIBGLESV2_SHADER_H_