| // |
| // Copyright 2002 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/Compiler.h" |
| #include "libANGLE/Debug.h" |
| #include "libANGLE/angletypes.h" |
| |
| namespace rx |
| { |
| class GLImplFactory; |
| class ShaderImpl; |
| class ShaderSh; |
| class WaitableCompileEvent; |
| } // namespace rx |
| |
| namespace angle |
| { |
| class WaitableEvent; |
| class WorkerThreadPool; |
| } // namespace angle |
| |
| namespace gl |
| { |
| class CompileTask; |
| class Context; |
| struct Limitations; |
| class ShaderProgramManager; |
| class State; |
| |
| // 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::ShaderVariable> &getInputVaryings() const { return mInputVaryings; } |
| const std::vector<sh::ShaderVariable> &getOutputVaryings() const { return mOutputVaryings; } |
| const std::vector<sh::ShaderVariable> &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::ShaderVariable> &getActiveAttributes() const { return mActiveAttributes; } |
| const std::vector<sh::ShaderVariable> &getAllAttributes() const { return mAllAttributes; } |
| const std::vector<sh::ShaderVariable> &getActiveOutputVariables() const |
| { |
| return mActiveOutputVariables; |
| } |
| |
| bool isEarlyFragmentTeststOptimization() const { return mEarlyFragmentTestsOptimization; } |
| |
| 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::ShaderVariable> mInputVaryings; |
| std::vector<sh::ShaderVariable> mOutputVaryings; |
| std::vector<sh::ShaderVariable> mUniforms; |
| std::vector<sh::InterfaceBlock> mUniformBlocks; |
| std::vector<sh::InterfaceBlock> mShaderStorageBlocks; |
| std::vector<sh::ShaderVariable> mAllAttributes; |
| std::vector<sh::ShaderVariable> mActiveAttributes; |
| std::vector<sh::ShaderVariable> mActiveOutputVariables; |
| |
| bool mEarlyFragmentTestsOptimization; |
| |
| // 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, |
| ShaderProgramID handle); |
| |
| void onDestroy(const Context *context); |
| |
| void setLabel(const Context *context, const std::string &label) override; |
| const std::string &getLabel() const override; |
| |
| ShaderType getType() const { return mType; } |
| ShaderProgramID getHandle() const; |
| |
| rx::ShaderImpl *getImplementation() const { return mImplementation.get(); } |
| |
| void setSource(GLsizei count, const char *const *string, const GLint *length); |
| int getInfoLogLength(); |
| void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); |
| std::string getInfoLogString() const { return mInfoLog; } |
| int getSourceLength() const; |
| const std::string &getSourceString() const { return mState.getSource(); } |
| void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const; |
| int getTranslatedSourceLength(); |
| int getTranslatedSourceWithDebugInfoLength(); |
| const std::string &getTranslatedSource(); |
| void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer); |
| void getTranslatedSourceWithDebugInfo(GLsizei bufSize, GLsizei *length, char *buffer); |
| |
| void compile(const Context *context); |
| bool isCompiled(); |
| bool isCompleted(); |
| |
| void addRef(); |
| void release(const Context *context); |
| unsigned int getRefCount() const; |
| bool isFlaggedForDeletion() const; |
| void flagForDeletion(); |
| bool hasEarlyFragmentTestsOptimization() const |
| { |
| return mState.mEarlyFragmentTestsOptimization; |
| } |
| |
| int getShaderVersion(); |
| |
| const std::vector<sh::ShaderVariable> &getInputVaryings(); |
| const std::vector<sh::ShaderVariable> &getOutputVaryings(); |
| const std::vector<sh::ShaderVariable> &getUniforms(); |
| const std::vector<sh::InterfaceBlock> &getUniformBlocks(); |
| const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(); |
| const std::vector<sh::ShaderVariable> &getActiveAttributes(); |
| const std::vector<sh::ShaderVariable> &getAllAttributes(); |
| const std::vector<sh::ShaderVariable> &getActiveOutputVariables(); |
| |
| // 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 sh::WorkGroupSize &getWorkGroupSize(); |
| |
| int getNumViews(); |
| |
| Optional<PrimitiveMode> getGeometryShaderInputPrimitiveType(); |
| Optional<PrimitiveMode> getGeometryShaderOutputPrimitiveType(); |
| int getGeometryShaderInvocations(); |
| Optional<GLint> getGeometryShaderMaxVertices(); |
| |
| const std::string &getCompilerResourcesString() const; |
| |
| private: |
| struct CompilingState; |
| |
| ~Shader() override; |
| static void GetSourceImpl(const std::string &source, |
| GLsizei bufSize, |
| GLsizei *length, |
| char *buffer); |
| |
| void resolveCompile(); |
| |
| ShaderState mState; |
| std::unique_ptr<rx::ShaderImpl> mImplementation; |
| const gl::Limitations &mRendererLimitations; |
| const ShaderProgramID 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; |
| std::unique_ptr<CompilingState> mCompilingState; |
| std::string mCompilerResourcesString; |
| |
| ShaderProgramManager *mResourceManager; |
| |
| GLuint mCurrentMaxComputeWorkGroupInvocations; |
| unsigned int mMaxComputeSharedMemory; |
| }; |
| |
| bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y); |
| |
| const char *GetShaderTypeString(ShaderType type); |
| } // namespace gl |
| |
| #endif // LIBANGLE_SHADER_H_ |