Hash :
0b7eef7c
Author :
Date :
2014-06-12T14:10:47
Removed common_includes.h reordered includes. Since we are not using precompiled headers anymore, remove common_includes.h so that fewer files are included in cpp files. Reordered includes to be in the following order: 1) Local ANGLE project headers, ordered by directory in descending depth 2) GL headers 3) STL headers This helps enforce the include-what-you-use principal by reducing the number of STL headers unexpectedly shared between files. This include order conflicts with some of the Google c++ style guide which states that STL includes should be first but this helps us catch more issues. Change-Id: I8f7785f4ad574e253dd3c7b4fb1e54d3ce3b99fc Reviewed-on: https://chromium-review.googlesource.com/214850 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2014 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.
//
// Shader.cpp: Implements the gl::Shader class and its 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.
#include "libGLESv2/Shader.h"
#include "libGLESv2/renderer/Renderer.h"
#include "libGLESv2/renderer/ShaderImpl.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/ResourceManager.h"
#include "common/utilities.h"
#include "GLSLANG/ShaderLang.h"
#include <sstream>
namespace gl
{
Shader::Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle)
: mShader(impl),
mType(type),
mHandle(handle),
mResourceManager(manager),
mRefCount(0),
mDeleteStatus(false),
mCompiled(false)
{
}
Shader::~Shader()
{
}
GLuint Shader::getHandle() const
{
return mHandle;
}
void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
{
std::ostringstream stream;
for (int i = 0; i < count; i++)
{
stream << string[i];
}
mSource = stream.str();
}
int Shader::getInfoLogLength() const
{
return mShader->getInfoLog().empty() ? 0 : (mShader->getInfoLog().length() + 1);
}
void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) const
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(mShader->getInfoLog().length()));
memcpy(infoLog, mShader->getInfoLog().c_str(), index);
infoLog[index] = '\0';
}
if (length)
{
*length = index;
}
}
int Shader::getSourceLength() const
{
return mSource.empty() ? 0 : (mSource.length() + 1);
}
int Shader::getTranslatedSourceLength() const
{
return mShader->getTranslatedSource().empty() ? 0 : (mShader->getTranslatedSource().length() + 1);
}
void Shader::getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer)
{
int index = 0;
if (bufSize > 0)
{
index = std::min(bufSize - 1, static_cast<GLsizei>(source.length()));
memcpy(buffer, source.c_str(), index);
buffer[index] = '\0';
}
if (length)
{
*length = index;
}
}
void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mSource, bufSize, length, buffer);
}
void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const
{
getSourceImpl(mShader->getTranslatedSource(), bufSize, length, buffer);
}
void Shader::compile()
{
mCompiled = mShader->compile(mSource);
}
void Shader::addRef()
{
mRefCount++;
}
void Shader::release()
{
mRefCount--;
if (mRefCount == 0 && mDeleteStatus)
{
mResourceManager->deleteShader(mHandle);
}
}
unsigned int Shader::getRefCount() const
{
return mRefCount;
}
bool Shader::isFlaggedForDeletion() const
{
return mDeleteStatus;
}
void Shader::flagForDeletion()
{
mDeleteStatus = true;
}
}