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* Copyright 2015 Google Inc. 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
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* See the License for the specific language governing permissions and
* limitations under the License.
#include <string>
#include "glimp/gles/shader.h"
#include "nb/ref_counted.h"
namespace glimp {
namespace gles {
class ProgramImpl {
// Return value from the Link() method. Can be used to communicate an
// error message to the client.
struct LinkResults {
explicit LinkResults(bool success) : success(success) {}
LinkResults(bool success, const std::string& info_log)
: success(success), info_log(info_log) {}
bool success;
std::string info_log;
virtual ~ProgramImpl() {}
// Ultimately called by glLinkProgram(), this marks the end of the program's
// setup phase and the beginning of the program's ability to be used.
// This method should return true on success and false on failure, along
// with an information message if desired.
// Upon successful linking, BindAttribLocation() will be called for each
// existing attribute binding, so any exiting bindings should be cleared
// within Link().
virtual LinkResults Link(
const nb::scoped_refptr<Shader>& vertex_shader,
const nb::scoped_refptr<Shader>& fragment_shader) = 0;
// Binds the attribute with the specified |name| to the specified index.
// Implementations can take this opportunity to resolve |name| to a
// platform-specific attribute identifier so that a by-name lookup does not
// need to occur when a draw command is issued. This function will only
// be called after Link() is called. If a re-link is performed, this command
// is re-issued by Program for all existing bindings.
// Returns true on success and false if the attribute name could not be found.
// This method will be called when glBindAttribLocation() is called.
virtual bool BindAttribLocation(unsigned int index, const char* name) = 0;
// Returns the location of the specified uniform within the shader. Texture
// samplers are included in this definition of "uniform". This will later
// be used to reference the uniform, and will be eventually set in the
// DrawState that is passed into draw calls. This method should return
// -1 if there is no uniform by the given |name|.
// This method will be called when glGetUniformLocation() is called.
virtual int GetUniformLocation(const char* name) = 0;
} // namespace gles
} // namespace glimp