Hash :
4c4c8e72
Author :
Date :
2016-08-04T12:25:34
Add compute program compilation and linking support Compute shaders can be now compiled and linked to create programs. Some tests are added to verify successful and unsuccessful compute shader linking. The patch also replaces std::array<int, 3> with a custom struct WorkGroupSize. BUG=angleproject:1442 TEST=angle_end2end_tests TEST=angle_unittests Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84 Reviewed-on: https://chromium-review.googlesource.com/366740 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Commit-Queue: Olli Etuaho <oetuaho@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 "libANGLE/Error.h"
#include "GLSLANG/ShaderLang.h"
namespace rx
{
class CompilerImpl;
class GLImplFactory;
}
namespace gl
{
class ContextState;
class Compiler final : angle::NonCopyable
{
public:
Compiler(rx::GLImplFactory *implFactory, const ContextState &data);
~Compiler();
Error release();
ShHandle getCompilerHandle(GLenum type);
ShShaderOutput getShaderOutputType() const { return mOutputType; }
private:
rx::CompilerImpl *mImplementation;
ShShaderSpec mSpec;
ShShaderOutput mOutputType;
ShBuiltInResources mResources;
ShHandle mFragmentCompiler;
ShHandle mVertexCompiler;
ShHandle mComputeCompiler;
};
} // namespace gl
#endif // LIBANGLE_COMPILER_H_