Merge libGLESv2 and libEGL classes into libANGLE.

BUG=angle:733

Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/ProgramImpl.h b/src/libANGLE/renderer/ProgramImpl.h
new file mode 100644
index 0000000..9ce104c
--- /dev/null
+++ b/src/libANGLE/renderer/ProgramImpl.h
@@ -0,0 +1,127 @@
+//
+// 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 LIBGLESV2_RENDERER_PROGRAMIMPL_H_
+#define LIBGLESV2_RENDERER_PROGRAMIMPL_H_
+
+#include "common/angleutils.h"
+#include "libANGLE/BinaryStream.h"
+#include "libANGLE/Constants.h"
+#include "libANGLE/ProgramBinary.h"
+#include "libANGLE/Shader.h"
+#include "libANGLE/renderer/Renderer.h"
+
+#include <map>
+
+namespace rx
+{
+
+class ProgramImpl
+{
+  public:
+    ProgramImpl() { }
+    virtual ~ProgramImpl();
+
+    const std::vector<gl::LinkedUniform*> &getUniforms() const { return mUniforms; }
+    const std::vector<gl::VariableLocation> &getUniformIndices() const { return mUniformIndex; }
+    const std::vector<gl::UniformBlock*> &getUniformBlocks() const { return mUniformBlocks; }
+    const std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() const { return mTransformFeedbackLinkedVaryings; }
+    const sh::Attribute *getShaderAttributes() const { return mShaderAttributes; }
+
+    std::vector<gl::LinkedUniform*> &getUniforms() { return mUniforms; }
+    std::vector<gl::VariableLocation> &getUniformIndices() { return mUniformIndex; }
+    std::vector<gl::UniformBlock*> &getUniformBlocks() { return mUniformBlocks; }
+    std::vector<gl::LinkedVarying> &getTransformFeedbackLinkedVaryings() { return mTransformFeedbackLinkedVaryings; }
+    sh::Attribute *getShaderAttributes() { return mShaderAttributes; }
+
+    gl::LinkedUniform *getUniformByLocation(GLint location) const;
+    gl::LinkedUniform *getUniformByName(const std::string &name) const;
+    gl::UniformBlock *getUniformBlockByIndex(GLuint blockIndex) const;
+
+    GLint getUniformLocation(std::string name);
+    GLuint getUniformIndex(std::string name);
+    GLuint getUniformBlockIndex(std::string name) const;
+
+    virtual bool usesPointSize() const = 0;
+    virtual int getShaderVersion() const = 0;
+    virtual GLenum getTransformFeedbackBufferMode() const = 0;
+
+    virtual GLenum getBinaryFormat() = 0;
+    virtual gl::LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
+    virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
+
+    virtual gl::LinkResult link(const gl::Data &data, gl::InfoLog &infoLog,
+                                gl::Shader *fragmentShader, gl::Shader *vertexShader,
+                                const std::vector<std::string> &transformFeedbackVaryings,
+                                GLenum transformFeedbackBufferMode,
+                                int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
+                                std::map<int, gl::VariableLocation> *outputVariables) = 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;
+
+    virtual void reset();
+
+    // 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 GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const = 0;
+    virtual GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const = 0;
+    virtual GLint getUsedSamplerRange(gl::SamplerType type) const = 0;
+    virtual void updateSamplerMapping() = 0;
+    virtual bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) = 0;
+
+    virtual gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+                                                     int registers) = 0;
+
+    virtual bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
+                              const gl::Caps &caps) = 0;
+    virtual bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
+                                    const gl::Caps &caps) = 0;
+
+    virtual gl::Error applyUniforms() = 0;
+    virtual gl::Error applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers, const gl::Caps &caps) = 0;
+    virtual bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
+                                            unsigned int registerIndex, const gl::Caps &caps) = 0;
+
+  protected:
+    DISALLOW_COPY_AND_ASSIGN(ProgramImpl);
+
+    std::vector<gl::LinkedUniform*> mUniforms;
+    std::vector<gl::VariableLocation> mUniformIndex;
+    std::vector<gl::UniformBlock*> mUniformBlocks;
+    std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings;
+
+    sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS];
+};
+
+}
+
+#endif // LIBGLESV2_RENDERER_PROGRAMIMPL_H_