blob: 2afe2976c3ad7c20dbce6bc84e4f22e968ccd9b2 [file] [log] [blame]
// 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.
#define GL_APICALL
#include <GLES2/gl2.h>
#include <string>
#include <list>
#include <vector>
#include "compiler/Uniform.h"
#include "common/angleutils.h"
namespace rx
class Renderer;
namespace gl
class ResourceManager;
struct Varying
Varying(GLenum type, const std::string &name, int size, bool array)
: type(type), name(name), size(size), array(array), reg(-1), col(-1)
GLenum type;
std::string name;
int size; // Number of 'type' elements
bool array;
int reg; // First varying register, assigned during link
int col; // First register element, assigned during link
typedef std::list<Varying> VaryingList;
class Shader
friend class ProgramBinary;
Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
virtual ~Shader();
virtual GLenum getType() = 0;
GLuint getHandle() const;
void deleteSource();
void setSource(GLsizei count, const char **string, const GLint *length);
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
int getSourceLength() const;
void getSource(GLsizei bufSize, GLsizei *length, char *buffer);
int getTranslatedSourceLength() const;
void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer);
const sh::ActiveUniforms &getUniforms();
virtual void compile() = 0;
virtual void uncompile();
bool isCompiled();
const char *getHLSL();
void addRef();
void release();
unsigned int getRefCount() const;
bool isFlaggedForDeletion() const;
void flagForDeletion();
static void releaseCompiler();
void parseVaryings();
void resetVaryingsRegisterAssignment();
void compileToHLSL(void *compiler);
void getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer);
static GLenum parseType(const std::string &type);
static bool compareVarying(const Varying &x, const Varying &y);
const rx::Renderer *const mRenderer;
VaryingList mVaryings;
bool mUsesMultipleRenderTargets;
bool mUsesFragColor;
bool mUsesFragData;
bool mUsesFragCoord;
bool mUsesFrontFacing;
bool mUsesPointSize;
bool mUsesPointCoord;
bool mUsesDepthRange;
bool mUsesFragDepth;
static void *mFragmentCompiler;
static void *mVertexCompiler;
void initializeCompiler();
const GLuint mHandle;
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
char *mSource;
char *mHlsl;
char *mInfoLog;
sh::ActiveUniforms mActiveUniforms;
ResourceManager *mResourceManager;
struct Attribute
Attribute() : type(GL_NONE), name("")
Attribute(GLenum type, const std::string &name) : type(type), name(name)
GLenum type;
std::string name;
typedef std::vector<Attribute> AttributeArray;
class VertexShader : public Shader
friend class ProgramBinary;
VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle);
virtual GLenum getType();
virtual void compile();
virtual void uncompile();
int getSemanticIndex(const std::string &attributeName);
void parseAttributes();
AttributeArray mAttributes;
class FragmentShader : public Shader
FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle);
virtual GLenum getType();
virtual void compile();