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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
#define GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
#include <string>
#include "base/basictypes.h"
#include "base/containers/hash_tables.h"
#include "base/logging.h"
#include "base/memory/ref_counted.h"
#include "base/memory/scoped_ptr.h"
#include "gpu/command_buffer/service/gl_utils.h"
#include "gpu/command_buffer/service/shader_translator.h"
#include "gpu/gpu_export.h"
namespace gpu {
namespace gles2 {
// This is used to keep the source code for a shader. This is because in order
// to emluate GLES2 the shaders will have to be re-written before passed to
// the underlying OpenGL. But, when the user calls glGetShaderSource they
// should get the source they passed in, not the re-written source.
class GPU_EXPORT Shader : public base::RefCounted<Shader> {
public:
typedef ShaderTranslator::VariableInfo VariableInfo;
void UpdateSource(const char* source) {
source_.reset(source ? new std::string(source) : NULL);
}
void UpdateTranslatedSource(const char* translated_source) {
translated_source_.reset(
translated_source ? new std::string(translated_source) : NULL);
}
GLuint service_id() const {
return service_id_;
}
GLenum shader_type() const {
return shader_type_;
}
const std::string* source() const {
return source_.get();
}
const std::string* translated_source() const {
return translated_source_.get();
}
const std::string* signature_source() const {
return signature_source_.get();
}
void SetStatus(
bool valid, const char* log,
ShaderTranslatorInterface* translator);
const VariableInfo* GetAttribInfo(const std::string& name) const;
const VariableInfo* GetUniformInfo(const std::string& name) const;
// If the original_name is not found, return NULL.
const std::string* GetAttribMappedName(
const std::string& original_name) const;
// If the hashed_name is not found, return NULL.
const std::string* GetOriginalNameFromHashedName(
const std::string& hashed_name) const;
const std::string* log_info() const {
return log_info_.get();
}
bool IsValid() const {
return valid_;
}
bool IsDeleted() const {
return service_id_ == 0;
}
bool InUse() const {
DCHECK_GE(use_count_, 0);
return use_count_ != 0;
}
// Used by program cache.
const ShaderTranslator::VariableMap& attrib_map() const {
return attrib_map_;
}
// Used by program cache.
const ShaderTranslator::VariableMap& uniform_map() const {
return uniform_map_;
}
// Used by program cache.
const ShaderTranslator::VariableMap& varying_map() const {
return varying_map_;
}
// Used by program cache.
void set_attrib_map(const ShaderTranslator::VariableMap& attrib_map) {
// copied because cache might be cleared
attrib_map_ = ShaderTranslator::VariableMap(attrib_map);
}
// Used by program cache.
void set_uniform_map(const ShaderTranslator::VariableMap& uniform_map) {
// copied because cache might be cleared
uniform_map_ = ShaderTranslator::VariableMap(uniform_map);
}
// Used by program cache.
void set_varying_map(const ShaderTranslator::VariableMap& varying_map) {
// copied because cache might be cleared
varying_map_ = ShaderTranslator::VariableMap(varying_map);
}
private:
typedef ShaderTranslator::VariableMap VariableMap;
typedef ShaderTranslator::NameMap NameMap;
friend class base::RefCounted<Shader>;
friend class ShaderManager;
Shader(GLuint service_id, GLenum shader_type);
~Shader();
void IncUseCount();
void DecUseCount();
void MarkAsDeleted();
int use_count_;
// The shader this Shader is tracking.
GLuint service_id_;
// Type of shader - GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
GLenum shader_type_;
// True if compilation succeeded.
bool valid_;
// The shader source as passed to glShaderSource.
scoped_ptr<std::string> source_;
// The source the last compile used.
scoped_ptr<std::string> signature_source_;
// The translated shader source.
scoped_ptr<std::string> translated_source_;
// The shader translation log.
scoped_ptr<std::string> log_info_;
// The type info when the shader was last compiled.
VariableMap attrib_map_;
VariableMap uniform_map_;
VariableMap varying_map_;
// The name hashing info when the shader was last compiled.
NameMap name_map_;
};
// Tracks the Shaders.
//
// NOTE: To support shared resources an instance of this class will
// need to be shared by multiple GLES2Decoders.
class GPU_EXPORT ShaderManager {
public:
ShaderManager();
~ShaderManager();
// Must call before destruction.
void Destroy(bool have_context);
// Creates a shader for the given shader ID.
Shader* CreateShader(
GLuint client_id,
GLuint service_id,
GLenum shader_type);
// Gets an existing shader info for the given shader ID. Returns NULL if none
// exists.
Shader* GetShader(GLuint client_id);
// Gets a client id for a given service id.
bool GetClientId(GLuint service_id, GLuint* client_id) const;
void MarkAsDeleted(Shader* shader);
// Mark a shader as used
void UseShader(Shader* shader);
// Unmark a shader as used. If it has been deleted and is not used
// then we free the shader.
void UnuseShader(Shader* shader);
// Check if a Shader is owned by this ShaderManager.
bool IsOwned(Shader* shader);
private:
friend class Shader;
// Info for each shader by service side shader Id.
typedef base::hash_map<GLuint, scoped_refptr<Shader> > ShaderMap;
ShaderMap shaders_;
void RemoveShader(Shader* shader);
DISALLOW_COPY_AND_ASSIGN(ShaderManager);
};
} // namespace gles2
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_