blob: c3b7da9e1794144cf708fd9610e45c1857d70918 [file] [log] [blame]
//
// Copyright (c) 2002-2010 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 <GLES2/gl2.h>
#include <d3dx9.h>
#include "libGLESv2/Context.h"
namespace gl
{
class Shader
{
public:
explicit Shader(GLuint handle);
virtual ~Shader();
virtual GLenum getType() = 0;
GLuint getHandle() const;
void deleteSource();
void setSource(GLsizei count, const char **string, const GLint *length);
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
int getSourceLength() const;
void getSource(GLsizei bufSize, GLsizei *length, char *source);
virtual void compile() = 0;
bool isCompiled();
const char *getHLSL();
void attach();
void detach();
bool isAttached() const;
bool isDeletable() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
static void releaseCompiler();
protected:
DISALLOW_COPY_AND_ASSIGN(Shader);
void compileToHLSL(void *compiler);
const GLuint mHandle;
int mAttachCount; // 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
char *mSource;
char *mHlsl;
char *mInfoLog;
static void *mFragmentCompiler;
static void *mVertexCompiler;
};
class InputMapping
{
public:
InputMapping();
InputMapping(const char *attribute, int semanticIndex);
~InputMapping();
InputMapping &operator=(const InputMapping &inputMapping);
char *mAttribute;
int mSemanticIndex; // TEXCOORDi
};
class VertexShader : public Shader
{
public:
explicit VertexShader(GLuint handle);
~VertexShader();
GLenum getType();
void compile();
const char *getAttributeName(unsigned int attributeIndex);
bool isActiveAttribute(const char *attributeName);
int getInputMapping(const char *attributeName);
private:
DISALLOW_COPY_AND_ASSIGN(VertexShader);
void parseAttributes();
InputMapping mInputMapping[MAX_VERTEX_ATTRIBS];
};
class FragmentShader : public Shader
{
public:
explicit FragmentShader(GLuint handle);
~FragmentShader();
GLenum getType();
void compile();
private:
DISALLOW_COPY_AND_ASSIGN(FragmentShader);
};
}
#endif // LIBGLESV2_SHADER_H_