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//
// 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 "libANGLE/renderer/Renderer.h"
#include <map>
namespace rx
{
struct LinkResult
{
bool linkSuccess;
gl::Error error;
LinkResult(bool linkSuccess, const gl::Error &error);
};
class ProgramImpl : angle::NonCopyable
{
public:
typedef int SemanticIndexArray[gl::MAX_VERTEX_ATTRIBS];
ProgramImpl(const gl::Program::Data &data);
virtual ~ProgramImpl();
virtual int getShaderVersion() const = 0;
virtual GLenum getBinaryFormat() = 0;
virtual LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
virtual LinkResult link(const gl::Data &data,
gl::InfoLog &infoLog,
gl::Shader *fragmentShader,
gl::Shader *vertexShader,
std::map<int, gl::VariableLocation> *outputVariables) = 0;
virtual void bindAttributeLocation(GLuint index, const std::string &name) = 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;
virtual void getUniformfv(GLint location, GLfloat *params) = 0;
virtual void getUniformiv(GLint location, GLint *params) = 0;
virtual void getUniformuiv(GLint location, GLuint *params) = 0;
// TODO: The following functions are possibly only applicable to D3D backends. The should be carefully evaluated to
// determine if they can be removed from this interface.
virtual bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) = 0;
virtual gl::Error applyUniforms() = 0;
const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
const std::map<GLuint, gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<sh::Attribute> getShaderAttributes() { return mShaderAttributes; }
const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; }
std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
std::map<GLuint, gl::VariableLocation> &getUniformIndices() { return mUniformIndex; }
std::vector<gl::UniformBlock*> &getUniformBlocks() { return mUniformBlocks; }
SemanticIndexArray &getSemanticIndexes() { return mSemanticIndex; }
gl::LinkedUniform *getUniformByLocation(GLint location) const;
gl::LinkedUniform *getUniformByName(const std::string &name) const;
gl::UniformBlock *getUniformBlockByIndex(GLuint blockIndex) const;
GLint getUniformLocation(const std::string &name) const;
GLuint getUniformIndex(const std::string &name) const;
GLuint getUniformBlockIndex(const std::string &name) const;
void setShaderAttribute(size_t index, const sh::Attribute &attrib);
void setShaderAttribute(size_t index, GLenum type, GLenum precision, const std::string &name, GLint size, int location);
virtual void reset();
protected:
const gl::Program::Data &mData;
std::vector<gl::LinkedUniform*> mUniforms;
// TODO: use a hash map
std::map<GLuint, gl::VariableLocation> mUniformIndex;
std::vector<gl::UniformBlock*> mUniformBlocks;
SemanticIndexArray mSemanticIndex;
private:
std::vector<sh::Attribute> mShaderAttributes;
};
}
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_