// // 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" #include "libGLESv2/Shader.h" #include "libGLESv2/renderer/Renderer.h" #include namespace rx { class ProgramImpl { public: ProgramImpl() { } virtual ~ProgramImpl(); const std::vector &getUniforms() const { return mUniforms; } const std::vector &getUniformIndices() const { return mUniformIndex; } const std::vector &getUniformBlocks() const { return mUniformBlocks; } const std::vector &getTransformFeedbackLinkedVaryings() const { return mTransformFeedbackLinkedVaryings; } const sh::Attribute *getShaderAttributes() const { return mShaderAttributes; } std::vector &getUniforms() { return mUniforms; } std::vector &getUniformIndices() { return mUniformIndex; } std::vector &getUniformBlocks() { return mUniformBlocks; } std::vector &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; 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 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 &transformFeedbackVaryings, GLenum transformFeedbackBufferMode, int *registers, std::vector *linkedVaryings, std::map *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 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 mUniforms; std::vector mUniformIndex; std::vector mUniformBlocks; std::vector mTransformFeedbackLinkedVaryings; sh::Attribute mShaderAttributes[gl::MAX_VERTEX_ATTRIBS]; }; } #endif // LIBGLESV2_RENDERER_PROGRAMIMPL_H_