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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2013 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// Shader.h: Defines the abstract 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_
#include "ResourceManager.h"
#include "compiler/TranslatorASM.h"
#define GL_APICALL
#include <GLES2/gl2.h>
#include <string>
#include <list>
#include <vector>
namespace glsl
{
class OutputASM;
}
namespace es2
{
class Shader : public glsl::Shader
{
friend class Program;
public:
Shader(ResourceManager *manager, GLuint handle);
virtual ~Shader();
virtual GLenum getType() = 0;
GLuint getName() const;
void deleteSource();
void setSource(GLsizei count, const char *const *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);
void compile();
bool isCompiled();
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
static void releaseCompiler();
protected:
static bool compilerInitialized;
TranslatorASM *createCompiler(GLenum shaderType);
void clear();
static GLenum parseType(const std::string &type);
static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);
char *mSource;
std::string infoLog;
private:
virtual void createShader() = 0;
virtual void deleteShader() = 0;
const GLuint mHandle;
unsigned int mRefCount; // 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
ResourceManager *mResourceManager;
};
class VertexShader : public Shader
{
friend class Program;
public:
VertexShader(ResourceManager *manager, GLuint handle);
~VertexShader();
virtual GLenum getType();
int getSemanticIndex(const std::string &attributeName);
virtual sw::Shader *getShader() const;
virtual sw::VertexShader *getVertexShader() const;
private:
virtual void createShader();
virtual void deleteShader();
sw::VertexShader *vertexShader;
};
class FragmentShader : public Shader
{
public:
FragmentShader(ResourceManager *manager, GLuint handle);
~FragmentShader();
virtual GLenum getType();
virtual sw::Shader *getShader() const;
virtual sw::PixelShader *getPixelShader() const;
private:
virtual void createShader();
virtual void deleteShader();
sw::PixelShader *pixelShader;
};
}
#endif // LIBGLESV2_SHADER_H_