// // 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 LIBANGLE_RENDERER_PROGRAMIMPL_H_ #define LIBANGLE_RENDERER_PROGRAMIMPL_H_ #include "common/angleutils.h" #include "libANGLE/BinaryStream.h" #include "libANGLE/Constants.h" #include "libANGLE/Program.h" #include "libANGLE/Shader.h" #include namespace gl { class Context; struct ProgramLinkedResources; } // namespace gl namespace sh { struct BlockMemberInfo; } namespace rx { // Provides a mechanism to access the result of asynchronous linking. class LinkEvent : angle::NonCopyable { public: virtual ~LinkEvent() {} // Please be aware that these methods may be called under a gl::Context other // than the one where the LinkEvent was created. // // Waits until the linking is actually done. Returns true if the linking // succeeded, false otherwise. virtual angle::Result wait(const gl::Context *context) = 0; // Peeks whether the linking is still ongoing. virtual bool isLinking() = 0; }; // Wraps an already done linking. class LinkEventDone final : public LinkEvent { public: LinkEventDone(angle::Result result) : mResult(result) {} angle::Result wait(const gl::Context *context) override; bool isLinking() override; private: angle::Result mResult; }; inline angle::Result LinkEventDone::wait(const gl::Context *context) { return mResult; } inline bool LinkEventDone::isLinking() { return false; } class ProgramImpl : angle::NonCopyable { public: ProgramImpl(const gl::ProgramState &state) : mState(state) {} virtual ~ProgramImpl() {} virtual void destroy(const gl::Context *context) {} virtual std::unique_ptr load(const gl::Context *context, gl::BinaryInputStream *stream, gl::InfoLog &infoLog) = 0; virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0; virtual void setBinaryRetrievableHint(bool retrievable) = 0; virtual void setSeparable(bool separable) = 0; virtual std::unique_ptr link(const gl::Context *context, const gl::ProgramLinkedResources &resources, gl::InfoLog &infoLog) = 0; virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 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; // Done in the back-end to avoid having to keep a system copy of uniform data. virtual void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const = 0; virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0; virtual void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const = 0; // CHROMIUM_path_rendering // Set parameters to control fragment shader input variable interpolation virtual void setPathFragmentInputGen(const std::string &inputName, GLenum genMode, GLint components, const GLfloat *coeffs) = 0; // Implementation-specific method for ignoring unreferenced uniforms. Some implementations may // perform more extensive analysis and ignore some locations that ANGLE doesn't detect as // unreferenced. This method is not required to be overriden by a back-end. virtual void markUnusedUniformLocations(std::vector *uniformLocations, std::vector *samplerBindings, std::vector *imageBindings) {} const gl::ProgramState &getState() const { return mState; } virtual angle::Result syncState(const gl::Context *context, const gl::Program::DirtyBits &dirtyBits); protected: const gl::ProgramState &mState; }; inline angle::Result ProgramImpl::syncState(const gl::Context *context, const gl::Program::DirtyBits &dirtyBits) { return angle::Result::Continue; } } // namespace rx #endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_