// // 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 LIBGLESV2_RENDERER_PROGRAMIMPL_H_ #define LIBGLESV2_RENDERER_PROGRAMIMPL_H_ #include "common/angleutils.h" #include "libGLESv2/BinaryStream.h" #include "libGLESv2/Constants.h" #include "libGLESv2/ProgramBinary.h" namespace rx { class DynamicHLSL; class Renderer; class ProgramImpl { public: virtual ~ProgramImpl() { } // TODO: Temporary interfaces to ease migration. Remove soon! virtual Renderer *getRenderer() = 0; virtual DynamicHLSL *getDynamicHLSL() = 0; virtual const std::vector &getPixelShaderKey() = 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 &outputSignature, const std::vector &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 &transformFeedbackLinkedVaryings, bool separatedOutputBuffers) = 0; virtual bool link(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader, const std::vector &transformFeedbackVaryings, int *registers, std::vector *linkedVaryings, std::map *outputVariables) = 0; virtual void initializeUniformStorage(const std::vector &uniforms) = 0; virtual void reset() = 0; }; } #endif // LIBGLESV2_RENDERER_PROGRAMIMPL_H_