blob: 1d3a5f288953aa34a779b71bec79d6e4013c246a [file] [log] [blame]
#ifndef _GLSSHADEREXECUTIL_HPP
#define _GLSSHADEREXECUTIL_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program OpenGL (ES) Module
* -----------------------------------------------
*
* 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 Shader execution utilities.
*//*--------------------------------------------------------------------*/
#include "tcuDefs.hpp"
#include "gluVarType.hpp"
#include "gluShaderUtil.hpp"
namespace tcu
{
class TestLog;
}
namespace glu
{
class RenderContext;
}
namespace deqp
{
namespace gls
{
namespace ShaderExecUtil
{
//! Shader input / output variable declaration.
struct Symbol
{
std::string name; //!< Symbol name.
glu::VarType varType; //!< Symbol type.
Symbol (void) {}
Symbol (const std::string& name_, const glu::VarType& varType_) : name(name_), varType(varType_) {}
};
//! Complete shader specification.
struct ShaderSpec
{
glu::GLSLVersion version; //!< Shader version.
std::vector<Symbol> inputs;
std::vector<Symbol> outputs;
std::string globalDeclarations; //!< These are placed into global scope. Can contain uniform declarations for example.
std::string source; //!< Source snippet to be executed.
ShaderSpec (void) : version(glu::GLSL_VERSION_300_ES) {}
};
//! Base class for shader executor.
class ShaderExecutor
{
public:
virtual ~ShaderExecutor (void);
//! Check if executor can be used.
virtual bool isOk (void) const = 0;
//! Log executor details (program etc.).
virtual void log (tcu::TestLog& log) const = 0;
//! Get program.
virtual deUint32 getProgram (void) const = 0;
//! Set this shader program current in context. Must be called before execute().
virtual void useProgram (void);
//! Execute active program. useProgram() must be called before this.
virtual void execute (int numValues, const void* const* inputs, void* const* outputs) = 0;
protected:
ShaderExecutor (const glu::RenderContext& renderCtx, const ShaderSpec& shaderSpec);
const glu::RenderContext& m_renderCtx;
std::vector<Symbol> m_inputs;
std::vector<Symbol> m_outputs;
};
inline tcu::TestLog& operator<< (tcu::TestLog& log, const ShaderExecutor* executor) { executor->log(log); return log; }
inline tcu::TestLog& operator<< (tcu::TestLog& log, const ShaderExecutor& executor) { executor.log(log); return log; }
ShaderExecutor* createExecutor (const glu::RenderContext& renderCtx, glu::ShaderType shaderType, const ShaderSpec& shaderSpec);
} // ShaderExecUtil
} // gls
} // deqp
#endif // _GLSSHADEREXECUTIL_HPP