Hash :
c3dc5d48
Author :
Date :
2018-12-30T12:12:04
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>
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//
// 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_