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

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  • Author : Bryan Bernhart
    Date : 2016-11-09 11:11:41
    Hash : 619c833b
    Message : Add default compiler options to WebGL shaders. Enforces default compiler options when compiling WebGL compatible shaders. BUG=angleproject:1616 Change-Id: I18490db68b29981fab4817bdd61727752cf50997 Reviewed-on: https://chromium-review.googlesource.com/409016 Commit-Queue: Bryan Bernhart <bryan.bernhart@intel.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@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 <string>
    #include <list>
    #include <vector>
    
    #include "angle_gl.h"
    #include <GLSLANG/ShaderLang.h>
    
    #include "common/angleutils.h"
    #include "libANGLE/angletypes.h"
    #include "libANGLE/Debug.h"
    
    namespace rx
    {
    class GLImplFactory;
    class ShaderImpl;
    class ShaderSh;
    }
    
    namespace gl
    {
    class Compiler;
    class ContextState;
    struct Limitations;
    class ResourceManager;
    class Context;
    
    class ShaderState final : angle::NonCopyable
    {
      public:
        ShaderState(GLenum shaderType);
        ~ShaderState();
    
        const std::string &getLabel() const { return mLabel; }
    
        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;
    
        std::string mLabel;
    
        GLenum mShaderType;
        int mShaderVersion;
        std::string mTranslatedSource;
        std::string mSource;
    
        sh::WorkGroupSize mLocalSize;
    
        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;
    };
    
    class Shader final : angle::NonCopyable, public LabeledObject
    {
      public:
        Shader(ResourceManager *manager,
               rx::GLImplFactory *implFactory,
               const gl::Limitations &rendererLimitations,
               GLenum type,
               GLuint handle);
    
        virtual ~Shader();
    
        void setLabel(const std::string &label) override;
        const std::string &getLabel() const override;
    
        GLenum getType() const { return mType; }
        GLuint getHandle() 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 mState.getTranslatedSource(); }
        void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
        void getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer) const;
    
        void compile(const Context *context);
        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;
    
        const sh::WorkGroupSize &getWorkGroupSize() const { return mState.mLocalSize; }
    
      private:
        static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
    
        ShaderState mState;
        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_