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//
// Copyright 2015 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.
//
// ProgramGL.h: Defines the class interface for ProgramGL.
#ifndef LIBANGLE_RENDERER_GL_PROGRAMGL_H_
#define LIBANGLE_RENDERER_GL_PROGRAMGL_H_
#include "libANGLE/renderer/ProgramImpl.h"
namespace rx
{
class FunctionsGL;
class StateManagerGL;
struct SamplerBindingGL
{
GLenum textureType;
std::vector<GLuint> boundTextureUnits;
};
class ProgramGL : public ProgramImpl
{
public:
ProgramGL(const FunctionsGL *functions, StateManagerGL *stateManager);
~ProgramGL() override;
bool usesPointSize() const override;
int getShaderVersion() const override;
GLenum getTransformFeedbackBufferMode() const override;
GLenum getBinaryFormat() override;
LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) override;
gl::Error save(gl::BinaryOutputStream *stream) override;
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) override;
void bindAttributeLocation(GLuint index, const std::string &name) override;
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override;
void setUniform1iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform2iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform3iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform4iv(GLint location, GLsizei count, const GLint *v) override;
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override;
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override;
void getUniformfv(GLint location, GLfloat *params) override;
void getUniformiv(GLint location, GLint *params) override;
void getUniformuiv(GLint location, GLuint *params) override;
GLint getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const override;
GLenum getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const override;
GLint getUsedSamplerRange(gl::SamplerType type) const override;
void updateSamplerMapping() override;
bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) override;
LinkResult compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
int registers) override;
bool linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
const gl::Caps &caps) override;
bool defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
const gl::Caps &caps) override;
gl::Error applyUniforms() override;
gl::Error applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[]) override;
bool assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
unsigned int registerIndex, const gl::Caps &caps) override;
void reset() override;
GLuint getProgramID() const;
const std::vector<SamplerBindingGL> &getAppliedSamplerUniforms() const;
const gl::AttributesMask &getActiveAttributesMask() const;
private:
const FunctionsGL *mFunctions;
StateManagerGL *mStateManager;
// A map from uniform location to index of mSamplerBindings and array index of the uniform
struct SamplerLocation
{
size_t samplerIndex;
size_t arrayIndex;
};
std::map<GLint, SamplerLocation> mSamplerUniformMap;
// An array of the samplers that are used by the program
std::vector<SamplerBindingGL> mSamplerBindings;
// Array of attribute locations used by this program
gl::AttributesMask mActiveAttributesMask;
GLuint mProgramID;
};
}
#endif // LIBANGLE_RENDERER_GL_PROGRAMGL_H_