| #ifndef _GLSRANDOMSHADERPROGRAM_HPP |
| #define _GLSRANDOMSHADERPROGRAM_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 sglr-rsg adaptation. |
| *//*--------------------------------------------------------------------*/ |
| |
| #include "tcuDefs.hpp" |
| #include "sglrContext.hpp" |
| #include "rsgExecutionContext.hpp" |
| |
| namespace rsg |
| { |
| class Shader; |
| class ShaderInput; |
| } |
| |
| namespace deqp |
| { |
| namespace gls |
| { |
| |
| class RandomShaderProgram : public sglr::ShaderProgram |
| { |
| public: |
| RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms); |
| |
| private: |
| virtual void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; |
| virtual void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; |
| |
| void refreshUniforms (void) const; |
| |
| const rsg::Shader& m_vertexShader; |
| const rsg::Shader& m_fragmentShader; |
| const int m_numUnifiedUniforms; |
| const rsg::ShaderInput* const* m_unifiedUniforms; |
| |
| const rsg::Variable* m_positionVar; |
| std::vector<const rsg::Variable*> m_vertexOutputs; //!< Other vertex outputs in the order they are passed to fragment shader. |
| const rsg::Variable* m_fragColorVar; |
| |
| rsg::Sampler2DMap m_sampler2DMap; |
| rsg::SamplerCubeMap m_samplerCubeMap; |
| mutable rsg::ExecutionContext m_execCtx; |
| }; |
| |
| } // gls |
| } // deqp |
| |
| #endif // _GLSRANDOMSHADERPROGRAM_HPP |