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//
// Copyright (c) 2002-2013 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.
//
// Shader.h: Defines the abstract gl::Shader class and its concrete derived
// classes VertexShader and FragmentShader. Implements GL shader objects and
// related functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section
// 3.8 page 84.
#ifndef LIBANGLE_SHADER_H_
#define LIBANGLE_SHADER_H_
#include <list>
#include <memory>
#include <string>
#include <vector>
#include "angle_gl.h"
#include <GLSLANG/ShaderLang.h>
#include "common/Optional.h"
#include "common/angleutils.h"
#include "libANGLE/Debug.h"
#include "libANGLE/angletypes.h"
namespace rx
{
class GLImplFactory;
class ShaderImpl;
class ShaderSh;
}
namespace gl
{
class Compiler;
class ContextState;
struct Limitations;
class ShaderProgramManager;
class Context;
// We defer the compile until link time, or until properties are queried.
enum class CompileStatus
{
NOT_COMPILED,
COMPILE_REQUESTED,
COMPILED,
};
class ShaderState final : angle::NonCopyable
{
public:
ShaderState(GLenum shaderType);
~ShaderState();
const std::string &getLabel() const { return mLabel; }
const std::string &getSource() const { return mSource; }
const std::string &getTranslatedSource() const { return mTranslatedSource; }
GLenum getShaderType() const { return mShaderType; }
int getShaderVersion() const { return mShaderVersion; }
const std::vector<sh::Varying> &getVaryings() const { return mVaryings; }
const std::vector<sh::Uniform> &getUniforms() const { return mUniforms; }
const std::vector<sh::InterfaceBlock> &getUniformBlocks() const { return mUniformBlocks; }
const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks() const
{
return mShaderStorageBlocks;
}
const std::vector<sh::Attribute> &getActiveAttributes() const { return mActiveAttributes; }
const std::vector<sh::OutputVariable> &getActiveOutputVariables() const
{
return mActiveOutputVariables;
}
bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; }
private:
friend class Shader;
std::string mLabel;
GLenum mShaderType;
int mShaderVersion;
std::string mTranslatedSource;
std::string mSource;
sh::WorkGroupSize mLocalSize;
std::vector<sh::Varying> mVaryings;
std::vector<sh::Uniform> mUniforms;
std::vector<sh::InterfaceBlock> mUniformBlocks;
std::vector<sh::InterfaceBlock> mShaderStorageBlocks;
std::vector<sh::Attribute> mActiveAttributes;
std::vector<sh::OutputVariable> mActiveOutputVariables;
// ANGLE_multiview.
int mNumViews;
// Indicates if this shader has been successfully compiled
CompileStatus mCompileStatus;
};
class Shader final : angle::NonCopyable, public LabeledObject
{
public:
Shader(ShaderProgramManager *manager,
rx::GLImplFactory *implFactory,
const gl::Limitations &rendererLimitations,
GLenum type,
GLuint handle);
void onDestroy(const Context *context);
void setLabel(const std::string &label) override;
const std::string &getLabel() const override;
GLenum getType() const { return mType; }
GLuint getHandle() const;
rx::ShaderImpl *getImplementation() const { return mImplementation.get(); }
void setSource(GLsizei count, const char *const *string, const GLint *length);
int getInfoLogLength(const Context *context);
void getInfoLog(const Context *context, GLsizei bufSize, GLsizei *length, char *infoLog);
int getSourceLength() const;
const std::string &getSourceString() const { return mState.getSource(); }
void getSource(GLsizei bufSize, GLsizei *length, char *buffer) const;
int getTranslatedSourceLength(const Context *context);
int getTranslatedSourceWithDebugInfoLength(const Context *context);
const std::string &getTranslatedSource(const Context *context);
void getTranslatedSource(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void getTranslatedSourceWithDebugInfo(const Context *context,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void compile(const Context *context);
bool isCompiled(const Context *context);
void addRef();
void release(const Context *context);
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
int getShaderVersion(const Context *context);
const std::vector<sh::Varying> &getVaryings(const Context *context);
const std::vector<sh::Uniform> &getUniforms(const Context *context);
const std::vector<sh::InterfaceBlock> &getUniformBlocks(const Context *context);
const std::vector<sh::InterfaceBlock> &getShaderStorageBlocks(const Context *context);
const std::vector<sh::Attribute> &getActiveAttributes(const Context *context);
const std::vector<sh::OutputVariable> &getActiveOutputVariables(const Context *context);
// Returns mapped name of a transform feedback varying. The original name may contain array
// brackets with an index inside, which will get copied to the mapped name. The varying must be
// known to be declared in the shader.
std::string getTransformFeedbackVaryingMappedName(const std::string &tfVaryingName,
const Context *context);
const sh::WorkGroupSize &getWorkGroupSize(const Context *context);
int getNumViews(const Context *context);
const std::string &getCompilerResourcesString() const;
private:
virtual ~Shader();
static void GetSourceImpl(const std::string &source,
GLsizei bufSize,
GLsizei *length,
char *buffer);
void resolveCompile(const Context *context);
ShaderState mState;
std::string mLastCompiledSource;
std::string mLastCompiledSourcePath;
ShCompileOptions mLastCompileOptions;
std::unique_ptr<rx::ShaderImpl> mImplementation;
const gl::Limitations &mRendererLimitations;
const GLuint mHandle;
const GLenum mType;
unsigned int mRefCount; // Number of program objects this shader is attached to
bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use
std::string mInfoLog;
// We keep a reference to the translator in order to defer compiles while preserving settings.
BindingPointer<Compiler> mBoundCompiler;
ShaderProgramManager *mResourceManager;
};
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y);
} // namespace gl
#endif // LIBANGLE_SHADER_H_