Hash :
a20af6d7
Author :
Date :
2017-09-18T13:32:29
Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
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//
// 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 <string>
#include <vector>
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 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);
#endif // SAMPLE_UTIL_SHADER_UTILS_H