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//
// Copyright (c) 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.
//
// ProgramD3D.h: Defines the rx::ProgramD3D class which implements rx::ProgramImpl.
#ifndef LIBGLESV2_RENDERER_PROGRAMD3D_H_
#define LIBGLESV2_RENDERER_PROGRAMD3D_H_
#include "libGLESv2/renderer/ProgramImpl.h"
#include <string>
#include <vector>
namespace gl
{
struct LinkedUniform;
struct VariableLocation;
struct VertexFormat;
}
namespace rx
{
class UniformStorage;
class ProgramD3D : public ProgramImpl
{
public:
ProgramD3D(rx::Renderer *renderer);
virtual ~ProgramD3D();
static ProgramD3D *makeProgramD3D(ProgramImpl *impl);
static const ProgramD3D *makeProgramD3D(const ProgramImpl *impl);
const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
int getShaderVersion() const { return mShaderVersion; }
bool usesPointSize() const;
bool usesPointSpriteEmulation() const;
bool usesGeometryShader() const;
GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
bool load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
bool save(gl::BinaryOutputStream *stream);
ShaderExecutable *getPixelExecutableForOutputLayout(gl::InfoLog &infoLog, const std::vector<GLenum> &outputSignature,
const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
bool separatedOutputBuffers);
ShaderExecutable *getVertexExecutableForInputLayout(gl::InfoLog &infoLog,
const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
const sh::Attribute shaderAttributes[],
const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
bool separatedOutputBuffers);
ShaderExecutable *getGeometryExecutable(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
bool separatedOutputBuffers, int registers);
ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type,
const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings,
bool separatedOutputBuffers);
bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
const std::vector<std::string> &transformFeedbackVaryings, int *registers,
std::vector<gl::LinkedVarying> *linkedVaryings, std::map<int, gl::VariableLocation> *outputVariables);
void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms);
gl::Error applyUniforms(const std::vector<gl::LinkedUniform*> &uniforms);
gl::Error applyUniformBuffers(const std::vector<gl::UniformBlock*> uniformBlocks, const std::vector<gl::Buffer*> boundBuffers,
const gl::Caps &caps);
bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
unsigned int registerIndex, const gl::Caps &caps);
unsigned int getReservedUniformVectors(GLenum shader);
const UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
const UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
void reset();
private:
DISALLOW_COPY_AND_ASSIGN(ProgramD3D);
Renderer *mRenderer;
DynamicHLSL *mDynamicHLSL;
std::string mVertexHLSL;
rx::D3DWorkaroundType mVertexWorkarounds;
std::string mPixelHLSL;
rx::D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
std::vector<rx::PixelShaderOutputVariable> mPixelShaderKey;
bool mUsesPointSize;
UniformStorage *mVertexUniformStorage;
UniformStorage *mFragmentUniformStorage;
int mShaderVersion;
};
}
#endif // LIBGLESV2_RENDERER_PROGRAMD3D_H_