| #ifndef _SGLRSHADERPROGRAM_HPP |
| #define _SGLRSHADERPROGRAM_HPP |
| /*------------------------------------------------------------------------- |
| * drawElements Quality Program OpenGL ES Utilities |
| * ------------------------------------------------ |
| * |
| * Copyright 2014 The Android Open Source Project |
| * |
| * 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. |
| * |
| *//*! |
| * \file |
| * \brief SGLR shader program. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "tcuDefs.hpp" |
| #include "rrShaders.hpp" |
| #include "gluShaderUtil.hpp" |
| |
| #include <vector> |
| #include <string> |
| |
| namespace sglr |
| { |
| |
| namespace rc |
| { |
| class Texture1D; |
| class Texture2D; |
| class TextureCube; |
| class Texture2DArray; |
| class Texture3D; |
| class TextureCubeArray; |
| } // rc |
| |
| class ShaderProgram; |
| |
| namespace pdec |
| { |
| |
| enum VaryingFlags |
| { |
| VARYINGFLAG_NONE = 0, |
| VARYINGFLAG_FLATSHADE = (1 << 0), |
| }; |
| |
| struct VertexAttribute |
| { |
| VertexAttribute (const std::string& name_, rr::GenericVecType type_) : name(name_), type(type_) { } |
| |
| std::string name; |
| rr::GenericVecType type; |
| }; |
| |
| struct VertexToFragmentVarying |
| { |
| VertexToFragmentVarying (rr::GenericVecType type_, int flags = VARYINGFLAG_NONE) : type(type_), flatshade((flags & VARYINGFLAG_FLATSHADE) != 0) { } |
| |
| rr::GenericVecType type; |
| bool flatshade; |
| }; |
| |
| struct VertexToGeometryVarying |
| { |
| VertexToGeometryVarying (rr::GenericVecType type_, int flags = VARYINGFLAG_NONE) : type(type_), flatshade((flags & VARYINGFLAG_FLATSHADE) != 0) { } |
| |
| rr::GenericVecType type; |
| bool flatshade; |
| }; |
| |
| struct GeometryToFragmentVarying |
| { |
| GeometryToFragmentVarying (rr::GenericVecType type_, int flags = VARYINGFLAG_NONE) : type(type_), flatshade((flags & VARYINGFLAG_FLATSHADE) != 0) { } |
| |
| rr::GenericVecType type; |
| bool flatshade; |
| }; |
| |
| struct FragmentOutput |
| { |
| FragmentOutput (rr::GenericVecType type_) : type(type_) { } |
| |
| rr::GenericVecType type; |
| }; |
| |
| struct Uniform |
| { |
| Uniform (const std::string& name_, glu::DataType type_) : name(name_), type(type_) { } |
| |
| std::string name; |
| glu::DataType type; |
| }; |
| |
| struct VertexSource |
| { |
| VertexSource (const std::string& str) : source(str) { } |
| |
| std::string source; |
| }; |
| |
| struct FragmentSource |
| { |
| FragmentSource (const std::string& str) : source(str) { } |
| |
| std::string source; |
| }; |
| |
| struct GeometrySource |
| { |
| GeometrySource (const std::string& str) : source(str) { } |
| |
| std::string source; |
| }; |
| |
| struct GeometryShaderDeclaration |
| { |
| GeometryShaderDeclaration (rr::GeometryShaderInputType inputType_, |
| rr::GeometryShaderOutputType outputType_, |
| size_t numOutputVertices_, |
| size_t numInvocations_ = 1) |
| : inputType (inputType_) |
| , outputType (outputType_) |
| , numOutputVertices (numOutputVertices_) |
| , numInvocations (numInvocations_) |
| { |
| } |
| |
| rr::GeometryShaderInputType inputType; |
| rr::GeometryShaderOutputType outputType; |
| size_t numOutputVertices; |
| size_t numInvocations; |
| }; |
| |
| class ShaderProgramDeclaration |
| { |
| public: |
| ShaderProgramDeclaration (void); |
| |
| ShaderProgramDeclaration& operator<< (const VertexAttribute&); |
| ShaderProgramDeclaration& operator<< (const VertexToFragmentVarying&); |
| ShaderProgramDeclaration& operator<< (const VertexToGeometryVarying&); |
| ShaderProgramDeclaration& operator<< (const GeometryToFragmentVarying&); |
| ShaderProgramDeclaration& operator<< (const FragmentOutput&); |
| ShaderProgramDeclaration& operator<< (const Uniform&); |
| ShaderProgramDeclaration& operator<< (const VertexSource&); |
| ShaderProgramDeclaration& operator<< (const FragmentSource&); |
| ShaderProgramDeclaration& operator<< (const GeometrySource&); |
| ShaderProgramDeclaration& operator<< (const GeometryShaderDeclaration&); |
| |
| private: |
| inline bool hasGeometryShader (void) const { return m_geometryShaderSet; } |
| inline size_t getVertexInputCount (void) const { return m_vertexAttributes.size(); } |
| inline size_t getVertexOutputCount (void) const { return hasGeometryShader() ? m_vertexToGeometryVaryings.size() : m_vertexToFragmentVaryings.size(); } |
| inline size_t getFragmentInputCount (void) const { return hasGeometryShader() ? m_geometryToFragmentVaryings.size() : m_vertexToFragmentVaryings.size(); } |
| inline size_t getFragmentOutputCount (void) const { return m_fragmentOutputs.size(); } |
| inline size_t getGeometryInputCount (void) const { return hasGeometryShader() ? m_vertexToGeometryVaryings.size() : 0; } |
| inline size_t getGeometryOutputCount (void) const { return hasGeometryShader() ? m_geometryToFragmentVaryings.size() : 0; } |
| |
| bool valid (void) const; |
| |
| std::vector<VertexAttribute> m_vertexAttributes; |
| std::vector<VertexToFragmentVarying> m_vertexToFragmentVaryings; |
| std::vector<VertexToGeometryVarying> m_vertexToGeometryVaryings; |
| std::vector<GeometryToFragmentVarying> m_geometryToFragmentVaryings; |
| std::vector<FragmentOutput> m_fragmentOutputs; |
| std::vector<Uniform> m_uniforms; |
| std::string m_vertexSource; |
| std::string m_fragmentSource; |
| std::string m_geometrySource; |
| GeometryShaderDeclaration m_geometryDecl; |
| |
| bool m_vertexShaderSet; |
| bool m_fragmentShaderSet; |
| bool m_geometryShaderSet; |
| |
| friend class ::sglr::ShaderProgram; |
| }; |
| |
| } // pdec |
| |
| struct UniformSlot |
| { |
| std::string name; |
| glu::DataType type; |
| |
| union |
| { |
| deInt32 i; |
| deInt32 i4[4]; |
| float f; |
| float f4[4]; |
| float m3[3*3]; //!< row major, can be fed directly to tcu::Matrix constructor |
| float m4[4*4]; //!< row major, can be fed directly to tcu::Matrix constructor |
| } value; |
| |
| union |
| { |
| const void* ptr; |
| |
| const rc::Texture1D* tex1D; |
| const rc::Texture2D* tex2D; |
| const rc::TextureCube* texCube; |
| const rc::Texture2DArray* tex2DArray; |
| const rc::Texture3D* tex3D; |
| const rc::TextureCubeArray* texCubeArray; |
| } sampler; |
| |
| inline UniformSlot (void) |
| : type(glu::TYPE_LAST) |
| { |
| value.i = 0; |
| sampler.ptr = DE_NULL; |
| } |
| }; |
| |
| class ShaderProgram : private rr::VertexShader, private rr::GeometryShader, private rr::FragmentShader |
| { |
| public: |
| ShaderProgram (const pdec::ShaderProgramDeclaration&); |
| virtual ~ShaderProgram (void); |
| |
| const UniformSlot& getUniformByName (const char* name) const; |
| |
| inline const rr::VertexShader* getVertexShader (void) const { return static_cast<const rr::VertexShader*>(this); } |
| inline const rr::FragmentShader* getFragmentShader (void) const { return static_cast<const rr::FragmentShader*>(this); } |
| inline const rr::GeometryShader* getGeometryShader (void) const { return static_cast<const rr::GeometryShader*>(this); } |
| |
| private: |
| virtual void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const = 0; |
| virtual void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const = 0; |
| virtual void shadePrimitives (rr::GeometryEmitter& output, int verticesIn, const rr::PrimitivePacket* packets, const int numPackets, int invocationID) const; |
| |
| std::vector<std::string> m_attributeNames; |
| protected: |
| std::vector<UniformSlot> m_uniforms; |
| |
| private: |
| const std::string m_vertSrc; |
| const std::string m_fragSrc; |
| const std::string m_geomSrc; |
| const bool m_hasGeometryShader; |
| |
| friend class ReferenceContext; // for uniform access |
| friend class GLContext; // for source string access |
| } DE_WARN_UNUSED_TYPE; |
| |
| } // sglr |
| |
| #endif // _SGLRSHADERPROGRAM_HPP |