Edit

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

Branch :

  • Show log

    Commit

  • Author : Jamie Madill
    Date : 2018-05-24 19:52:15
    Hash : 493f9571
    Message : Add PrimitiveMode packed GLenum. Bug: angleproject:2574 Change-Id: I3d7bd7ca0d69a364a611dc04799ea34906fc4a6c Reviewed-on: https://chromium-review.googlesource.com/1067114 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuly Novikov <ynovikov@chromium.org>

  • src/libANGLE/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 LIBANGLE_SHADER_H_
    #define LIBANGLE_SHADER_H_
    
    #include <list>
    #include <memory>
    #include <string>
    #include <vector>
    
    #include <GLSLANG/ShaderLang.h>
    #include "angle_gl.h"
    
    #include "common/Optional.h"
    #include "common/angleutils.h"
    #include "libANGLE/Debug.h"
    #include "libANGLE/angletypes.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ShaderImpl;
    class ShaderSh;
    }
    
    namespace gl
    {
    class Compiler;
    class ContextState;
    struct Limitations;
    class ShaderProgramManager;
    class Context;
    
    // We defer the compile until link time, or until properties are queried.
    enum class CompileStatus
    {
        NOT_COMPILED,
        COMPILE_REQUESTED,
        COMPILED,
    };
    
    class ShaderState final : angle::NonCopyable
    {
      public:
        ShaderState(ShaderType shaderType);
        ~ShaderState();
    
        const std::string &getLabel() const { return mLabel; }
    
        const std::string &getSource() const { return mSource; }
        const std::string &getTranslatedSource() const { return mTranslatedSource; }
    
        ShaderType getShaderType() const { return mShaderType; }
        int getShaderVersion() const { return mShaderVersion; }
    
        const std::vector<sh::Varying> &getInputVaryings() const { return mInputVaryings; }
        const std::vector<sh::Varying> &getOutputVaryings() const { return mOutputVaryings; }
        const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
        const std::vector<sh::InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
        const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks() const
        {
            return mShaderStorageBlocks;
        }
        const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
        const std::vector<sh::Attribute> &getAllAttributes() const { return mAllAttributes; }
        const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
        {
            return mActiveOutputVariables;
        }
    
        bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
    
      private:
        friend class Shader;
    
        std::string mLabel;
    
        ShaderType mShaderType;
        int mShaderVersion;
        std::string mTranslatedSource;
        std::string mSource;
    
        sh::WorkGroupSize mLocalSize;
    
        std::vector<sh::Varying> mInputVaryings;
        std::vector<sh::Varying> mOutputVaryings;
        std::vector<sh::Uniform> mUniforms;
        std::vector<sh::InterfaceBlock> mUniformBlocks;
        std::vector<sh::InterfaceBlock> mShaderStorageBlocks;
        std::vector<sh::Attribute> mAllAttributes;
        std::vector<sh::Attribute> mActiveAttributes;
        std::vector<sh::OutputVariable> mActiveOutputVariables;
    
        // ANGLE_multiview.
        int mNumViews;
    
        // Geometry Shader.
        Optional<PrimitiveMode> mGeometryShaderInputPrimitiveType;
        Optional<PrimitiveMode> mGeometryShaderOutputPrimitiveType;
        Optional<GLint> mGeometryShaderMaxVertices;
        int mGeometryShaderInvocations;
    
        // Indicates if this shader has been successfully compiled
        CompileStatus mCompileStatus;
    };
    
    class Shader final : angle::NonCopyable, public LabeledObject
    {
      public:
        Shader(ShaderProgramManager *manager,
               rx::GLImplFactory *implFactory,
               const gl::Limitations &rendererLimitations,
               ShaderType type,
               GLuint handle);
    
        void onDestroy(const Context *context);
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        ShaderType getType() const { return mType; }
        GLuint getHandle() const;
    
        rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
    
        void setSource(GLsizei count, const char *const *string, const GLint *length);
        int getInfoLogLength(const Context *context);
        void getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog);
        int getSourceLength() const;
        const std::string &getSourceString() const { return mState.getSource(); }
        void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        int getTranslatedSourceLength(const Context *context);
        int getTranslatedSourceWithDebugInfoLength(const Context *context);
        const std::string &getTranslatedSource(const Context *context);
        void getTranslatedSource(const Context *context,
                                 GLsizei bufSize,
                                 GLsizei *length,
                                 char *buffer);
        void getTranslatedSourceWithDebugInfo(const Context *context,
                                              GLsizei bufSize,
                                              GLsizei *length,
                                              char *buffer);
    
        void compile(const Context *context);
        bool isCompiled(const Context *context);
    
        void addRef();
        void release(const Context *context);
        unsigned int getRefCount() const;
        bool isFlaggedForDeletion() const;
        void flagForDeletion();
    
        int getShaderVersion(const Context *context);
    
        const std::vector<sh::Varying> &getInputVaryings(const Context *context);
        const std::vector<sh::Varying> &getOutputVaryings(const Context *context);
        const std::vector<sh::Uniform> &getUniforms(const Context *context);
        const std::vector<sh::InterfaceBlock> &getUniformBlocks(const Context *context);
        const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(const Context *context);
        const std::vector<sh::Attribute> &getActiveAttributes(const Context *context);
        const std::vector<sh::Attribute> &getAllAttributes(const Context *context);
        const std::vector<sh::OutputVariable> &getActiveOutputVariables(const Context *context);
    
        // Returns mapped name of a transform feedback varying. The original name may contain array
        // brackets with an index inside, which will get copied to the mapped name. The varying must be
        // known to be declared in the shader.
        std::string getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName,
                                                          const Context *context);
    
        const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
    
        int getNumViews(const Context *context);
    
        Optional<PrimitiveMode> getGeometryShaderInputPrimitiveType(const Context *context);
        Optional<PrimitiveMode> getGeometryShaderOutputPrimitiveType(const Context *context);
        int getGeometryShaderInvocations(const Context *context);
        Optional<GLint> getGeometryShaderMaxVertices(const Context *context);
    
        const std::string &getCompilerResourcesString() const;
    
      private:
        ~Shader() override;
        static void GetSourceImpl(const std::string &source,
                                  GLsizei bufSize,
                                  GLsizei *length,
                                  char *buffer);
    
        void resolveCompile(const Context *context);
    
        ShaderState mState;
        std::string mLastCompiledSource;
        std::string mLastCompiledSourcePath;
        ShCompileOptions mLastCompileOptions;
        std::unique_ptr<rx::ShaderImpl> mImplementation;
        const gl::Limitations &mRendererLimitations;
        const GLuint mHandle;
        const ShaderType 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
        std::string mInfoLog;
    
        // We keep a reference to the translator in order to defer compiles while preserving settings.
        BindingPointer<Compiler> mBoundCompiler;
    
        ShaderProgramManager *mResourceManager;
    };
    
    bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
    
    const char *GetShaderTypeString(ShaderType type);
    }  // namespace gl
    
    #endif  // LIBANGLE_SHADER_H_