| // |
| // 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_ |