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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/ProgramImpl.h')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/ProgramImpl.h | 176 |
1 files changed, 176 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/ProgramImpl.h b/gfx/angle/checkout/src/libANGLE/renderer/ProgramImpl.h new file mode 100644 index 0000000000..22bd304856 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/ProgramImpl.h @@ -0,0 +1,176 @@ +// +// 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 <map> + +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<LinkEvent> 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<LinkEvent> link(const gl::Context *context, + const gl::ProgramLinkedResources &resources, + gl::InfoLog &infoLog, + const gl::ProgramMergedVaryings &mergedVaryings) = 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; + + // 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<gl::VariableLocation> *uniformLocations, + std::vector<gl::SamplerBinding> *samplerBindings, + std::vector<gl::ImageBinding> *imageBindings) + {} + + const gl::ProgramState &getState() const { return mState; } + + virtual angle::Result syncState(const gl::Context *context, + const gl::Program::DirtyBits &dirtyBits); + + virtual angle::Result onLabelUpdate(const gl::Context *context); + + 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_ |