| // |
| // 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. |
| // |
| |
| // ProgramImpl.h: Defines the abstract rx::ProgramImpl class. |
| |
| #ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_ |
| #define LIBANGLE_RENDERER_PROGRAMIMPL_H_ |
| |
| #include "common/angleutils.h" |
| #include "libANGLE/BinaryStream.h" |
| #include "libANGLE/Constants.h" |
| #include "libANGLE/Program.h" |
| #include "libANGLE/Shader.h" |
| |
| #include <map> |
| |
| namespace gl |
| { |
| class Context; |
| struct ProgramLinkedResources; |
| } |
| |
| namespace sh |
| { |
| struct BlockMemberInfo; |
| } |
| |
| namespace rx |
| { |
| class ProgramImpl : angle::NonCopyable |
| { |
| public: |
| ProgramImpl(const gl::ProgramState &state) : mState(state) {} |
| virtual ~ProgramImpl() {} |
| virtual void destroy(const gl::Context *context) {} |
| |
| virtual gl::LinkResult load(const gl::Context *context, |
| gl::InfoLog &infoLog, |
| gl::BinaryInputStream *stream) = 0; |
| virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0; |
| virtual void setBinaryRetrievableHint(bool retrievable) = 0; |
| virtual void setSeparable(bool separable) = 0; |
| |
| virtual gl::LinkResult link(const gl::Context *context, |
| const gl::ProgramLinkedResources &resources, |
| gl::InfoLog &infoLog) = 0; |
| virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0; |
| |
| virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0; |
| virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0; |
| virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0; |
| virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0; |
| virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0; |
| virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0; |
| virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0; |
| virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0; |
| virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0; |
| virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0; |
| virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0; |
| virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0; |
| virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0; |
| |
| // Done in the back-end to avoid having to keep a system copy of uniform data. |
| virtual void getUniformfv(const gl::Context *context, |
| GLint location, |
| GLfloat *params) const = 0; |
| virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0; |
| virtual void getUniformuiv(const gl::Context *context, |
| GLint location, |
| GLuint *params) const = 0; |
| |
| // TODO: synchronize in syncState when dirty bits exist. |
| virtual void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0; |
| |
| // CHROMIUM_path_rendering |
| // Set parameters to control fragment shader input variable interpolation |
| virtual void setPathFragmentInputGen(const std::string &inputName, |
| GLenum genMode, |
| GLint components, |
| const GLfloat *coeffs) = 0; |
| |
| // Implementation-specific method for ignoring unreferenced uniforms. Some implementations may |
| // perform more extensive analysis and ignore some locations that ANGLE doesn't detect as |
| // unreferenced. This method is not required to be overriden by a back-end. |
| virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations, |
| std::vector<gl::SamplerBinding> *samplerBindings) |
| { |
| } |
| |
| protected: |
| const gl::ProgramState &mState; |
| }; |
| |
| } // namespace rx |
| |
| #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_ |