// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Shader.h: Defines the abstract 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 LIBGLESV2_SHADER_H_ #define LIBGLESV2_SHADER_H_ #include "ResourceManager.h" #include "compiler/TranslatorASM.h" #include <GLES2/gl2.h> #include <string> #include <list> #include <vector> namespace glsl { class OutputASM; } namespace es2 { class Shader : public glsl::Shader { friend class Program; public: Shader(ResourceManager *manager, GLuint handle); virtual ~Shader(); virtual GLenum getType() const = 0; GLuint getName() const; void deleteSource(); void setSource(GLsizei count, const char *const *string, const GLint *length); size_t getInfoLogLength() const; void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); size_t getSourceLength() const; void getSource(GLsizei bufSize, GLsizei *length, char *source); void compile(); bool isCompiled(); void addRef(); void release(); unsigned int getRefCount() const; bool isFlaggedForDeletion() const; void flagForDeletion(); static void releaseCompiler(); protected: static bool compilerInitialized; TranslatorASM *createCompiler(GLenum shaderType); void clear(); static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y); char *mSource; std::string infoLog; private: virtual void createShader() = 0; virtual void deleteShader() = 0; 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 ResourceManager *mResourceManager; }; class VertexShader : public Shader { friend class Program; public: VertexShader(ResourceManager *manager, GLuint handle); ~VertexShader(); virtual GLenum getType() const; int getSemanticIndex(const std::string &attributeName) const; virtual sw::Shader *getShader() const; virtual sw::VertexShader *getVertexShader() const; private: virtual void createShader(); virtual void deleteShader(); sw::VertexShader *vertexShader; }; class FragmentShader : public Shader { public: FragmentShader(ResourceManager *manager, GLuint handle); ~FragmentShader(); virtual GLenum getType() const; virtual sw::Shader *getShader() const; virtual sw::PixelShader *getPixelShader() const; private: virtual void createShader(); virtual void deleteShader(); sw::PixelShader *pixelShader; }; } #endif // LIBGLESV2_SHADER_H_