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kc3-lang/angle/src/libGLESv2/Shader.h

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  • Author : Brandon Jones
    Date : 2014-08-27 15:24:07
    Hash : f05cdee4
    Message : Refactoring Shader objects (Take 2) This change refactors shaders to no longer be dependent on D3D-only concepts. BUG=angle:731 Change-Id: I1006112f1d31b7e41bd14bd3225ea157b7d6c6c9 Reviewed-on: https://chromium-review.googlesource.com/214467 Tested-by: Brandon Jones <bajones@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/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 LIBGLESV2_SHADER_H_
    #define LIBGLESV2_SHADER_H_
    
    
    #include <string>
    #include <list>
    #include <vector>
    
    #include "angle_gl.h"
    #include <GLSLANG/ShaderLang.h>
    
    #include "common/angleutils.h"
    #include "libGLESv2/angletypes.h"
    
    namespace rx
    {
    class ShaderImpl;
    }
    
    namespace gl
    {
    class ResourceManager;
    
    struct PackedVarying : public sh::Varying
    {
        unsigned int registerIndex; // Assigned during link
    
        PackedVarying(const sh::Varying &varying)
          : sh::Varying(varying),
            registerIndex(GL_INVALID_INDEX)
        {}
    
        bool registerAssigned() const { return registerIndex != GL_INVALID_INDEX; }
    
        void resetRegisterAssignment()
        {
            registerIndex = GL_INVALID_INDEX;
        }
    };
    
    class Shader
    {
      public:
        Shader(ResourceManager *manager, rx::ShaderImpl *impl, GLenum type, GLuint handle);
    
        virtual ~Shader();
    
        GLenum getType() const { return mType; }
        GLuint getHandle() const;
    
        rx::ShaderImpl *getImplementation() { return mShader; }
        const rx::ShaderImpl *getImplementation() const { return mShader; }
    
        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;
        void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
    
        void compile();
        bool isCompiled() const { return mCompiled; }
    
        void addRef();
        void release();
        unsigned int getRefCount() const;
        bool isFlaggedForDeletion() const;
        void flagForDeletion();
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Shader);
    
        static void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer);
    
        rx::ShaderImpl *mShader;
        const GLuint mHandle;
        const GLenum mType;
        std::string mSource;
        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
    
        ResourceManager *mResourceManager;
    };
    
    // TODO: These are now stubs. We should remove them and use Shader exclusively.
    class VertexShader : public Shader
    {
      public:
        VertexShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
    
        ~VertexShader();
    
      private:
        DISALLOW_COPY_AND_ASSIGN(VertexShader);
    };
    
    class FragmentShader : public Shader
    {
      public:
        FragmentShader(ResourceManager *manager, rx::ShaderImpl *impl, GLuint handle);
    
        ~FragmentShader();
    
      private:
        DISALLOW_COPY_AND_ASSIGN(FragmentShader);
    };
    }
    
    #endif   // LIBGLESV2_SHADER_H_