diff options
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h | 127 |
1 files changed, 98 insertions, 29 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h b/src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h index ba0955fdf8..6aaa23cf89 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h +++ b/src/3rdparty/angle/src/libGLESv2/renderer/ProgramImpl.h @@ -13,44 +13,113 @@ #include "libGLESv2/BinaryStream.h" #include "libGLESv2/Constants.h" #include "libGLESv2/ProgramBinary.h" +#include "libGLESv2/Shader.h" +#include "libGLESv2/renderer/Renderer.h" + +#include <map> namespace rx { -class DynamicHLSL; -class Renderer; - class ProgramImpl { -public: - virtual ~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; - // TODO: Temporary interfaces to ease migration. Remove soon! - virtual Renderer *getRenderer() = 0; - virtual DynamicHLSL *getDynamicHLSL() = 0; - virtual const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() = 0; + 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 bool load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0; - virtual bool save(gl::BinaryOutputStream *stream) = 0; - - virtual rx::ShaderExecutable *getPixelExecutableForOutputLayout(gl::InfoLog &infoLog, const std::vector<GLenum> &outputSignature, - const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, - bool separatedOutputBuffers) = 0; - virtual rx::ShaderExecutable *getVertexExecutableForInputLayout(gl::InfoLog &infoLog, - const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS], - const sh::Attribute shaderAttributes[], - const std::vector<gl::LinkedVarying> &transformFeedbackLinkedVaryings, - bool separatedOutputBuffers) = 0; - - virtual bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, - const std::vector<std::string> &transformFeedbackVaryings, int *registers, - std::vector<gl::LinkedVarying> *linkedVaryings, std::map<int, - gl::VariableLocation> *outputVariables) = 0; - - virtual void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) = 0; - - virtual void reset() = 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]; }; } |