| // | |
| // 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 gl | |
| namespace sh | |
| { | |
| struct BlockMemberInfo; | |
| } | |
| namespace rx | |
| { | |
| // Provides a mechanism to access the result of asynchronous linking. | |
| class LinkEvent : angle::NonCopyable | |
| { | |
| public: | |
| virtual ~LinkEvent() {} | |
| // Please be aware that these methods may be called under a gl::Context other | |
| // than the one where the LinkEvent was created. | |
| // | |
| // Waits until the linking is actually done. Returns true if the linking | |
| // succeeded, false otherwise. | |
| virtual angle::Result wait(const gl::Context *context) = 0; | |
| // Peeks whether the linking is still ongoing. | |
| virtual bool isLinking() = 0; | |
| }; | |
| // Wraps an already done linking. | |
| class LinkEventDone final : public LinkEvent | |
| { | |
| public: | |
| LinkEventDone(angle::Result result) : mResult(result) {} | |
| angle::Result wait(const gl::Context *context) override; | |
| bool isLinking() override; | |
| private: | |
| angle::Result mResult; | |
| }; | |
| inline angle::Result LinkEventDone::wait(const gl::Context *context) | |
| { | |
| return mResult; | |
| } | |
| inline bool LinkEventDone::isLinking() | |
| { | |
| return false; | |
| } | |
| class ProgramImpl : angle::NonCopyable | |
| { | |
| public: | |
| ProgramImpl(const gl::ProgramState &state) : mState(state) {} | |
| virtual ~ProgramImpl() {} | |
| virtual void destroy(const gl::Context *context) {} | |
| virtual std::unique_ptr<LinkEvent> load(const gl::Context *context, | |
| gl::BinaryInputStream *stream, | |
| gl::InfoLog &infoLog) = 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 std::unique_ptr<LinkEvent> 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; | |
| // 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, | |
| std::vector<gl::ImageBinding> *imageBindings) | |
| {} | |
| const gl::ProgramState &getState() const { return mState; } | |
| virtual angle::Result syncState(const gl::Context *context, | |
| const gl::Program::DirtyBits &dirtyBits); | |
| protected: | |
| const gl::ProgramState &mState; | |
| }; | |
| inline angle::Result ProgramImpl::syncState(const gl::Context *context, | |
| const gl::Program::DirtyBits &dirtyBits) | |
| { | |
| return angle::Result::Continue; | |
| } | |
| } // namespace rx | |
| #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_ |