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kc3-lang/angle/util/shader_utils.h

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  • Author : Stuart Morgan
    Date : 2019-08-14 12:25:12
    Hash : 9d737966
    Message : Standardize copyright notices to project style For all "ANGLE Project" copyrights, standardize to the format specified by the style guide. Changes: - "Copyright (c)" and "Copyright(c)" changed to just "Copyright". - Removed the second half of date ranges ("Y1Y1-Y2Y2"->"Y1Y1"). - Fixed a small number of files that had no copyright date using the initial commit year from the version control history. - Fixed one instance of copyright being "The ANGLE Project" rather than "The ANGLE Project Authors" These changes are applied both to the copyright of source file, and where applicable to copyright statements that are generated by templates. BUG=angleproject:3811 Change-Id: I973dd65e4ef9deeba232d5be74c768256a0eb2e5 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1754397 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • util/shader_utils.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.
    //
    
    #ifndef SAMPLE_UTIL_SHADER_UTILS_H
    #define SAMPLE_UTIL_SHADER_UTILS_H
    
    #include <functional>
    #include <string>
    #include <vector>
    
    #include "util/util_export.h"
    #include "util/util_gl.h"
    
    ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
    ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source);
    ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
    
    ANGLE_UTIL_EXPORT GLuint
    CompileProgramWithTransformFeedback(const char *vsSource,
                                        const char *fsSource,
                                        const std::vector<std::string> &transformFeedbackVaryings,
                                        GLenum bufferMode);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource,
                                            const char *fsSource,
                                            const std::function<void(GLuint)> &preLinkCallback);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource,
                                                  const char *gsSource,
                                                  const char *fsSource);
    ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath,
                                                     const std::string &fsPath);
    ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource,
                                                   bool outputErrorMessages = true);
    ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program);
    
    ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary,
                                                  GLenum binaryFormat);
    ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary,
                                                  GLenum binaryFormat);
    
    namespace angle
    {
    
    namespace essl1_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    ANGLE_UTIL_EXPORT const char *ColorUniform();
    ANGLE_UTIL_EXPORT const char *Texture2DUniform();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // texcoord.
    ANGLE_UTIL_EXPORT const char *Texture2D();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
    // different colors. Needs varying v_position.
    ANGLE_UTIL_EXPORT const char *Checkered();
    
    // A shader that fills with color taken from uniform named "color".
    ANGLE_UTIL_EXPORT const char *UniformColor();
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_UTIL_EXPORT const char *Green();
    
    // A shader that fills with 100% opaque blue.
    ANGLE_UTIL_EXPORT const char *Blue();
    
    // A shader that samples the texture
    ANGLE_UTIL_EXPORT const char *Texture2D();
    
    }  // namespace fs
    }  // namespace essl1_shaders
    
    namespace essl3_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_UTIL_EXPORT const char *Green();
    
    // A shader that fills with 100% opaque blue.
    ANGLE_UTIL_EXPORT const char *Blue();
    
    }  // namespace fs
    }  // namespace essl3_shaders
    
    namespace essl31_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    }  // namespace fs
    }  // namespace essl31_shaders
    }  // namespace angle
    
    #endif  // SAMPLE_UTIL_SHADER_UTILS_H