| // |
| // 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_ |
| |
| #define GL_APICALL |
| #include <GLES3/gl3.h> |
| #include <GLES2/gl2.h> |
| #include <string> |
| #include <list> |
| #include <vector> |
| |
| #include "common/shadervars.h" |
| #include "common/angleutils.h" |
| #include "libGLESv2/angletypes.h" |
| |
| namespace rx |
| { |
| class Renderer; |
| } |
| |
| namespace gl |
| { |
| class ResourceManager; |
| |
| class Shader |
| { |
| friend class DynamicHLSL; |
| |
| public: |
| Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle); |
| |
| virtual ~Shader(); |
| |
| virtual GLenum getType() = 0; |
| GLuint getHandle() const; |
| |
| 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; |
| const std::vector<Uniform> &getUniforms() const; |
| const std::vector<InterfaceBlock> &getInterfaceBlocks() const; |
| std::vector<Varying> &getVaryings(); |
| |
| virtual void compile() = 0; |
| virtual void uncompile(); |
| bool isCompiled() const; |
| const std::string &getHLSL() const; |
| |
| void addRef(); |
| void release(); |
| unsigned int getRefCount() const; |
| bool isFlaggedForDeletion() const; |
| void flagForDeletion(); |
| int getShaderVersion() const; |
| void resetVaryingsRegisterAssignment(); |
| |
| static void releaseCompiler(); |
| |
| bool usesDepthRange() const { return mUsesDepthRange; } |
| bool usesPointSize() const { return mUsesPointSize; } |
| rx::D3DWorkaroundType getD3DWorkarounds() const; |
| |
| protected: |
| void parseVaryings(void *compiler); |
| |
| void compileToHLSL(void *compiler); |
| |
| void getSourceImpl(const std::string &source, GLsizei bufSize, GLsizei *length, char *buffer) const; |
| |
| static bool compareVarying(const ShaderVariable &x, const ShaderVariable &y); |
| |
| const rx::Renderer *const mRenderer; |
| |
| std::vector<Varying> mVaryings; |
| |
| bool mUsesMultipleRenderTargets; |
| bool mUsesFragColor; |
| bool mUsesFragData; |
| bool mUsesFragCoord; |
| bool mUsesFrontFacing; |
| bool mUsesPointSize; |
| bool mUsesPointCoord; |
| bool mUsesDepthRange; |
| bool mUsesFragDepth; |
| int mShaderVersion; |
| bool mUsesDiscardRewriting; |
| bool mUsesNestedBreak; |
| |
| static void *mFragmentCompiler; |
| static void *mVertexCompiler; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Shader); |
| |
| void initializeCompiler(); |
| |
| const GLuint mHandle; |
| 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 mSource; |
| std::string mHlsl; |
| std::string mInfoLog; |
| std::vector<Uniform> mActiveUniforms; |
| std::vector<InterfaceBlock> mActiveInterfaceBlocks; |
| |
| ResourceManager *mResourceManager; |
| }; |
| |
| class VertexShader : public Shader |
| { |
| friend class DynamicHLSL; |
| |
| public: |
| VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle); |
| |
| ~VertexShader(); |
| |
| virtual GLenum getType(); |
| virtual void compile(); |
| virtual void uncompile(); |
| int getSemanticIndex(const std::string &attributeName); |
| |
| const std::vector<Attribute> &activeAttributes() const { return mActiveAttributes; } |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(VertexShader); |
| |
| void parseAttributes(); |
| |
| std::vector<Attribute> mActiveAttributes; |
| }; |
| |
| class FragmentShader : public Shader |
| { |
| public: |
| FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle); |
| |
| ~FragmentShader(); |
| |
| virtual GLenum getType(); |
| virtual void compile(); |
| virtual void uncompile(); |
| const std::vector<Attribute> &getOutputVariables() const; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(FragmentShader); |
| |
| std::vector<Attribute> mActiveOutputVariables; |
| }; |
| } |
| |
| #endif // LIBGLESV2_SHADER_H_ |