// // 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 namespace gl { class Context; struct ProgramLinkedResources; } namespace sh { struct BlockMemberInfo; } namespace rx { class ProgramImpl : angle::NonCopyable { public: ProgramImpl(const gl::ProgramState &state) : mState(state) {} virtual ~ProgramImpl() {} virtual void destroy(const gl::Context *context) {} virtual gl::LinkResult load(const gl::Context *context, gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0; virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0; virtual void setBinaryRetrievableHint(bool retrievable) = 0; virtual void setSeparable(bool separable) = 0; virtual gl::LinkResult link(const gl::Context *context, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog) = 0; virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 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; // Done in the back-end to avoid having to keep a system copy of uniform data. virtual void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const = 0; virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0; virtual void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const = 0; // TODO: synchronize in syncState when dirty bits exist. virtual void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding) = 0; // CHROMIUM_path_rendering // Set parameters to control fragment shader input variable interpolation virtual void setPathFragmentInputGen(const std::string &inputName, GLenum genMode, GLint components, const GLfloat *coeffs) = 0; // Implementation-specific method for ignoring unreferenced uniforms. Some implementations may // perform more extensive analysis and ignore some locations that ANGLE doesn't detect as // unreferenced. This method is not required to be overriden by a back-end. virtual void markUnusedUniformLocations(std::vector *uniformLocations, std::vector *samplerBindings) { } protected: const gl::ProgramState &mState; }; } // namespace rx #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_