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kc3-lang/angle/util/shader_utils.h

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  • Author : Mohan Maiya
    Date : 2021-03-24 08:18:24
    Hash : dd5705e7
    Message : Add missing qualifier type handling in translator Translator checks tessellation shader unsized array type qualifier. sample in/sample out were missing in handling qualifier type. Bug: angleproject:5557 Test: GLSLTest_ES31.VaryingTessellationSampleInAndOut* Change-Id: I8a2f2c4c4fcc9cc88000d3b2d448ab51fb9e5d38 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2776263 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Mohan Maiya <m.maiya@samsung.com>

  • util/shader_utils.h
  • //
    // Copyright 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 <functional>
    #include <string>
    #include <vector>
    
    #include "util/util_export.h"
    #include "util/util_gl.h"
    
    ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
    ANGLE_UTIL_EXPORT GLuint GetProgramShader(GLuint program, GLint requestedType);
    ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source);
    ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
    
    ANGLE_UTIL_EXPORT GLuint
    CompileProgramWithTransformFeedback(const char *vsSource,
                                        const char *fsSource,
                                        const std::vector<std::string> &transformFeedbackVaryings,
                                        GLenum bufferMode);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource,
                                            const char *fsSource,
                                            const std::function<void(GLuint)> &preLinkCallback);
    
    ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource,
                                                  const char *gsSource,
                                                  const char *fsSource);
    ANGLE_UTIL_EXPORT GLuint CompileProgramWithTESS(const char *vsSource,
                                                    const char *tcsSource,
                                                    const char *tesSource,
                                                    const char *fsSource);
    ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath,
                                                     const std::string &fsPath);
    ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource,
                                                   bool outputErrorMessages = true);
    ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program);
    
    ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary,
                                                  GLenum binaryFormat);
    ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary,
                                                  GLenum binaryFormat);
    
    ANGLE_UTIL_EXPORT void EnableDebugCallback(const void *userParam);
    
    namespace angle
    {
    
    namespace essl1_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    ANGLE_UTIL_EXPORT const char *ColorUniform();
    ANGLE_UTIL_EXPORT const char *Texture2DUniform();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // texcoord.
    ANGLE_UTIL_EXPORT const char *Texture2D();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that renders a simple checker pattern of different colors. X axis and Y axis separate
    // the different colors. Needs varying v_position.
    //
    // - X < 0 && y < 0: Red
    // - X < 0 && y >= 0: Green
    // - X >= 0 && y < 0: Blue
    // - X >= 0 && y >= 0: Yellow
    ANGLE_UTIL_EXPORT const char *Checkered();
    
    // A shader that fills with color taken from uniform named "color".
    ANGLE_UTIL_EXPORT const char *UniformColor();
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_UTIL_EXPORT const char *Green();
    
    // A shader that fills with 100% opaque blue.
    ANGLE_UTIL_EXPORT const char *Blue();
    
    // A shader that samples the texture
    ANGLE_UTIL_EXPORT const char *Texture2D();
    
    }  // namespace fs
    }  // namespace essl1_shaders
    
    namespace essl3_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    ANGLE_UTIL_EXPORT const char *Texture2DUniform();
    ANGLE_UTIL_EXPORT const char *LodUniform();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // texcoord.
    ANGLE_UTIL_EXPORT const char *Texture2DLod();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_UTIL_EXPORT const char *Green();
    
    // A shader that fills with 100% opaque blue.
    ANGLE_UTIL_EXPORT const char *Blue();
    
    // A shader that samples the texture at a given lod.
    ANGLE_UTIL_EXPORT const char *Texture2DLod();
    
    }  // namespace fs
    }  // namespace essl3_shaders
    
    namespace essl31_shaders
    {
    
    ANGLE_UTIL_EXPORT const char *PositionAttrib();
    
    namespace vs
    {
    
    // A shader that sets gl_Position to zero.
    ANGLE_UTIL_EXPORT const char *Zero();
    
    // A shader that sets gl_Position to attribute a_position.
    ANGLE_UTIL_EXPORT const char *Simple();
    
    // A shader that simply passes through attribute a_position, setting it to gl_Position and varying
    // v_position.
    ANGLE_UTIL_EXPORT const char *Passthrough();
    
    }  // namespace vs
    
    namespace fs
    {
    
    // A shader that fills with 100% opaque red.
    ANGLE_UTIL_EXPORT const char *Red();
    
    // A shader that fills with 100% opaque green.
    ANGLE_UTIL_EXPORT const char *Green();
    
    // A shader that renders a simple gradient of red to green. Needs varying v_position.
    ANGLE_UTIL_EXPORT const char *RedGreenGradient();
    
    }  // namespace fs
    }  // namespace essl31_shaders
    }  // namespace angle
    
    #endif  // SAMPLE_UTIL_SHADER_UTILS_H