Hash :
847638a6
Author :
Date :
2015-11-20T13:01:41
Re-land "D3D: Generate more shader debug info by default." Re-land with fix for shader size query. The debug info can be very useful to WebGL developers. Instead of hiding the feature behind an unsupported and broken flag, always enable it so that WebGL devs can access the useful translated info. Change the debug info policy to build the full info (including generated assembly) in Debug, and all info excepth the assembly in Release. BUG=angleproject:1179 Change-Id: I812b2c9ba98cb8c9d5ec95721441c70e8990b626 Reviewed-on: https://chromium-review.googlesource.com/313600 Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
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//
// 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 LIBANGLE_SHADER_H_
#define LIBANGLE_SHADER_H_
#include <string>
#include <list>
#include <vector>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class ImplFactory;
class ShaderImpl;
class ShaderSh;
}
namespace gl
{
class Compiler;
struct Limitations;
class ResourceManager;
struct Data;
class Shader : angle::NonCopyable
{
public:
class Data final : angle::NonCopyable
{
public:
Data(GLenum shaderType);
~Data();
const std::string &getSource() const { return mSource; }
const std::string &getTranslatedSource() const { return mTranslatedSource; }
GLenum getShaderType() const { return mShaderType; }
int getShaderVersion() const { return mShaderVersion; }
const std::vector<sh::Varying> &getVaryings() const { return mVaryings; }
const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const
{
return mInterfaceBlocks;
}
const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
{
return mActiveOutputVariables;
}
private:
friend class Shader;
GLenum mShaderType;
int mShaderVersion;
std::string mTranslatedSource;
std::string mSource;
std::vector<sh::Varying> mVaryings;
std::vector<sh::Uniform> mUniforms;
std::vector<sh::InterfaceBlock> mInterfaceBlocks;
std::vector<sh::Attribute> mActiveAttributes;
std::vector<sh::OutputVariable> mActiveOutputVariables;
};
Shader(ResourceManager *manager,
rx::ImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
GLenum type,
GLuint handle);
virtual ~Shader();
GLenum getType() const { return mType; }
GLuint getHandle() const;
const rx::ShaderImpl *getImplementation() const { return mImplementation; }
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;
int getTranslatedSourceWithDebugInfoLength() const;
const std::string &getTranslatedSource() const { return mData.getTranslatedSource(); }
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
void getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer) const;
void compile(Compiler *compiler);
bool isCompiled() const { return mCompiled; }
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
int getShaderVersion() const;
const std::vector<sh::Varying> &getVaryings() const;
const std::vector<sh::Uniform> &getUniforms() const;
const std::vector<sh::InterfaceBlock> &getInterfaceBlocks() const;
const std::vector<sh::Attribute> &getActiveAttributes() const;
const std::vector<sh::OutputVariable> &getActiveOutputVariables() const;
int getSemanticIndex(const std::string &attributeName) const;
private:
static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
Data mData;
rx::ShaderImpl *mImplementation;
const gl::Limitations &mRendererLimitations;
const GLuint mHandle;
const GLenum mType;
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
bool mCompiled; // Indicates if this shader has been successfully compiled
std::string mInfoLog;
ResourceManager *mResourceManager;
};
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
}
#endif // LIBANGLE_SHADER_H_