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kc3-lang/angle/util/shader_utils.h

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  • Author : Olli Etuaho
    Date : 2018-10-01 11:54:05
    Hash : 624fbdcf
    Message : Refactor CompileProgram utility Tests often need to call gl functions to set up program related state after glCreateProgram has been called but prior to glLinkProgram is called. Add a callback function to the CompileProgram utility function to fulfill this need. This reduces code duplication considerably in several tests. An alternative way to improve CompileProgram would be to split it into several different utility functions. This might be slightly easier to read, but would also be a larger refactoring and require more checks at the call site. This will make it easier to implement EXT_blend_func_extended tests, which need to bind fragment outputs to different slots. BUG=angleproject:1085 TEST=angle_end2end_tests Change-Id: I3ac8b7bdc21c6a1f14517bc7df0cf6f35abd7612 Reviewed-on: https://chromium-review.googlesource.com/1254062 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Corentin Wallez <cwallez@chromium.org>

  • util/shader_utils.h
  • //
    // 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.
    //
    
    #ifndef SAMPLE_UTIL_SHADER_UTILS_H
    #define SAMPLE_UTIL_SHADER_UTILS_H
    
    #include <export.h>
    #include <GLES3/gl31.h>
    #include <GLES3/gl3.h>
    #include <GLES2/gl2.h>
    #include <GLES2/gl2ext.h>
    #include <EGL/egl.h>
    #include <EGL/eglext.h>
    
    #include <functional>
    #include <string>
    #include <vector>
    
    ANGLE_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
    ANGLE_EXPORT GLuint CompileShader(GLenum type, const std::string &source);
    ANGLE_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
    
    ANGLE_EXPORT GLuint
    CompileProgramWithTransformFeedback(const std::string &vsSource,
                                        const std::string &fsSource,
                                        const std::vector<std::string> &transformFeedbackVaryings,
                                        GLenum bufferMode);
    
    ANGLE_EXPORT GLuint CompileProgram(const std::string &vsSource, const std::string &fsSource);
    
    ANGLE_EXPORT GLuint CompileProgram(const std::string &vsSource,
                                       const std::string &fsSource,
                                       const std::function<void(GLuint)> &preLinkCallback);
    
    ANGLE_EXPORT GLuint CompileProgramWithGS(const std::string &vsSource,
                                             const std::string &gsSource,
                                             const std::string &fsSource);
    ANGLE_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath);
    ANGLE_EXPORT GLuint CompileComputeProgram(const std::string &csSource,
                                              bool outputErrorMessages = true);
    ANGLE_EXPORT bool LinkAttachedProgram(GLuint program);
    
    ANGLE_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat);
    ANGLE_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat);
    
    namespace angle
    {
    
    namespace essl1_shaders
    {
    
    ANGLE_EXPORT const char *PositionAttrib();
    ANGLE_EXPORT const char *ColorUniform();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_EXPORT const char *Simple();
    
    // A shader that passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_EXPORT const char *Passthrough();
    
    }  // 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_EXPORT const char *Checkered();
    
    // A shader that fills with color taken from uniform named "color".
    ANGLE_EXPORT const char *UniformColor();
    
    // A shader that fills with 100% opaque red.
    ANGLE_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_EXPORT const char *Green();
    
    // A shader that fills with 100% opaque blue.
    ANGLE_EXPORT const char *Blue();
    
    }  // namespace fs
    }  // namespace essl1_shaders
    
    namespace essl3_shaders
    {
    
    ANGLE_EXPORT const char *PositionAttrib();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_EXPORT const char *Simple();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_EXPORT const char *Red();
    
    }  // namespace fs
    }  // namespace essl3_shaders
    
    namespace essl31_shaders
    {
    
    ANGLE_EXPORT const char *PositionAttrib();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_EXPORT const char *Simple();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_EXPORT const char *Passthrough();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_EXPORT const char *Red();
    
    }  // namespace fs
    }  // namespace essl31_shaders
    }  // namespace angle
    
    #endif // SAMPLE_UTIL_SHADER_UTILS_H