| // |
| // 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_ |