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kc3-lang/angle/src/libGLESv2/Shader.h

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  • Author : Jamie Madill
    Date : 2014-02-14 16:41:24
    Hash : 5f562735
    Message : Moved all HLSL-related code from ProgramBinary to DynamicHLSL. DynamicHLSL encapsulates all HLSL generation we need outside the the shader translator, such as for linking between input and output stages and point sprite geometry shaders. BUG=angle:560 Change-Id: Ib5079aa102000a7c37b166bcbe26b09cc82f8932 Reviewed-on: https://chromium-review.googlesource.com/185191 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/Shader.h
  • //
    // 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/translator/ShaderVariable.h"
    #include "common/angleutils.h"
    #include "libGLESv2/angletypes.h"
    
    namespace rx
    {
    class Renderer;
    }
    
    namespace gl
    {
    class ResourceManager;
    
    class Shader
    {
        friend class DynamicHLSL;
    
      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) const;
        int getSourceLength() const;
        void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        int getTranslatedSourceLength() const;
        void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        const std::vector<sh::Uniform> &getUniforms() const;
        const sh::ActiveInterfaceBlocks &getInterfaceBlocks() const;
        std::vector<sh::Varying> &getVaryings();
    
        virtual void compile() = 0;
        virtual void uncompile();
        bool isCompiled() const;
        const std::string &getHLSL() const;
    
        void addRef();
        void release();
        unsigned int getRefCount() const;
        bool isFlaggedForDeletion() const;
        void flagForDeletion();
        int getShaderVersion() const;
        void resetVaryingsRegisterAssignment();
    
        static void releaseCompiler();
    
        bool usesDepthRange() const { return mUsesDepthRange; }
        bool usesPointSize() const { return mUsesPointSize; }
        rx::D3DWorkaroundType getD3DWorkarounds() const;
    
      protected:
        void parseVaryings(void *compiler);
    
        void compileToHLSL(void *compiler);
    
        void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const;
    
        static bool compareVarying(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
    
        const rx::Renderer *const mRenderer;
    
        std::vector<sh::Varying> mVaryings;
    
        bool mUsesMultipleRenderTargets;
        bool mUsesFragColor;
        bool mUsesFragData;
        bool mUsesFragCoord;
        bool mUsesFrontFacing;
        bool mUsesPointSize;
        bool mUsesPointCoord;
        bool mUsesDepthRange;
        bool mUsesFragDepth;
        int mShaderVersion;
        bool mUsesDiscardRewriting;
    
        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
    
        std::string mSource;
        std::string mHlsl;
        std::string mInfoLog;
        std::vector<sh::Uniform> mActiveUniforms;
        sh::ActiveInterfaceBlocks mActiveInterfaceBlocks;
    
        ResourceManager *mResourceManager;
    };
    
    class VertexShader : public Shader
    {
        friend class DynamicHLSL;
    
      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);
    
        const std::vector<sh::Attribute> &activeAttributes() const { return mActiveAttributes; }
    
      private:
        DISALLOW_COPY_AND_ASSIGN(VertexShader);
    
        void parseAttributes();
    
        std::vector<sh::Attribute> 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 std::vector<sh::Attribute> &getOutputVariables() const;
    
      private:
        DISALLOW_COPY_AND_ASSIGN(FragmentShader);
    
        std::vector<sh::Attribute> mActiveOutputVariables;
    };
    }
    
    #endif   // LIBGLESV2_SHADER_H_