Merge the ProgramBinary class into Program.
BUG=angle:731
Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c
Reviewed-on: https://chromium-review.googlesource.com/232694
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.h b/src/libANGLE/renderer/d3d/ProgramD3D.h
index cf5f9d2..7b6219a 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.h
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.h
@@ -11,6 +11,7 @@
#include "libANGLE/renderer/ProgramImpl.h"
#include "libANGLE/renderer/Workarounds.h"
+#include "libANGLE/renderer/d3d/DynamicHLSL.h"
#include <string>
#include <vector>
@@ -26,6 +27,7 @@
{
class RendererD3D;
class UniformStorage;
+class ShaderExecutable;
class ProgramD3D : public ProgramImpl
{
@@ -51,7 +53,7 @@
bool usesGeometryShader() const;
GLenum getBinaryFormat() { return GL_PROGRAM_BINARY_ANGLE; }
- gl::LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
+ LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream);
gl::Error save(gl::BinaryOutputStream *stream);
gl::Error getPixelExecutableForFramebuffer(const gl::Framebuffer *fbo, ShaderExecutable **outExectuable);
@@ -59,15 +61,15 @@
gl::Error getVertexExecutableForInputLayout(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], ShaderExecutable **outExectuable);
ShaderExecutable *getGeometryExecutable() const { return mGeometryExecutable; }
- gl::LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
- int registers);
+ LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
+ int registers);
- 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);
+ 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);
void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
@@ -113,6 +115,8 @@
void reset();
+ unsigned int getSerial() const;
+
private:
DISALLOW_COPY_AND_ASSIGN(ProgramD3D);
@@ -212,6 +216,11 @@
bool mDirtySamplerMapping;
int mShaderVersion;
+
+ unsigned int mSerial;
+
+ static unsigned int issueSerial();
+ static unsigned int mCurrentSerial;
};
}