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Diffstat (limited to 'src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h')
-rw-r--r-- | src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h | 137 |
1 files changed, 137 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h b/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h new file mode 100644 index 0000000000..1128ab6741 --- /dev/null +++ b/src/3rdparty/angle/src/libANGLE/renderer/ProgramImpl.h @@ -0,0 +1,137 @@ +// +// 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 LIBANGLE_RENDERER_PROGRAMIMPL_H_ +#define LIBANGLE_RENDERER_PROGRAMIMPL_H_ + +#include "common/angleutils.h" +#include "libANGLE/BinaryStream.h" +#include "libANGLE/Constants.h" +#include "libANGLE/Program.h" +#include "libANGLE/Shader.h" +#include "libANGLE/renderer/Renderer.h" + +#include <map> + +namespace rx +{ + +struct LinkResult +{ + bool linkSuccess; + gl::Error error; + LinkResult(bool linkSuccess, const gl::Error &error); +}; + +class ProgramImpl : angle::NonCopyable +{ + public: + typedef int SemanticIndexArray[gl::MAX_VERTEX_ATTRIBS]; + + ProgramImpl() { } + virtual ~ProgramImpl(); + + virtual bool usesPointSize() const = 0; + virtual int getShaderVersion() const = 0; + virtual GLenum getTransformFeedbackBufferMode() const = 0; + + virtual GLenum getBinaryFormat() = 0; + virtual LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0; + virtual gl::Error save(gl::BinaryOutputStream *stream) = 0; + + virtual 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; + + // 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 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 gl::Data &data, GLuint uniformBlockBindings[]) = 0; + virtual bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader, + unsigned int registerIndex, const gl::Caps &caps) = 0; + + 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; } + const SemanticIndexArray &getSemanticIndexes() const { return mSemanticIndex; } + + 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; } + SemanticIndexArray &getSemanticIndexes() { return mSemanticIndex; } + + 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 void reset(); + + protected: + std::vector<gl::LinkedUniform*> mUniforms; + std::vector<gl::VariableLocation> mUniformIndex; + std::vector<gl::UniformBlock*> mUniformBlocks; + std::vector<gl::LinkedVarying> mTransformFeedbackLinkedVaryings; + + SemanticIndexArray mSemanticIndex; + sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS]; +}; + +} + +#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_ |