| // |
| // Copyright 2014 The ANGLE Project Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| // |
| |
| #ifndef SAMPLE_UTIL_SHADER_UTILS_H |
| #define SAMPLE_UTIL_SHADER_UTILS_H |
| |
| #include <functional> |
| #include <string> |
| #include <vector> |
| |
| #include "util/util_export.h" |
| #include "util/util_gl.h" |
| |
| ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages); |
| ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source); |
| ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath); |
| |
| ANGLE_UTIL_EXPORT GLuint |
| CompileProgramWithTransformFeedback(const char *vsSource, |
| const char *fsSource, |
| const std::vector<std::string> &transformFeedbackVaryings, |
| GLenum bufferMode); |
| |
| ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource); |
| |
| ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, |
| const char *fsSource, |
| const std::function<void(GLuint)> &preLinkCallback); |
| |
| ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource, |
| const char *gsSource, |
| const char *fsSource); |
| ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath, |
| const std::string &fsPath); |
| ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource, |
| bool outputErrorMessages = true); |
| ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program); |
| |
| ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, |
| GLenum binaryFormat); |
| ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, |
| GLenum binaryFormat); |
| |
| namespace angle |
| { |
| |
| namespace essl1_shaders |
| { |
| |
| ANGLE_UTIL_EXPORT const char *PositionAttrib(); |
| ANGLE_UTIL_EXPORT const char *ColorUniform(); |
| ANGLE_UTIL_EXPORT const char *Texture2DUniform(); |
| |
| namespace vs |
| { |
| |
| // A shader that sets gl_Position to zero. |
| ANGLE_UTIL_EXPORT const char *Zero(); |
| |
| // A shader that sets gl_Position to attribute a_position. |
| ANGLE_UTIL_EXPORT const char *Simple(); |
| |
| // A shader that passes through attribute a_position, setting it to gl_Position and varying |
| // v_position. |
| ANGLE_UTIL_EXPORT const char *Passthrough(); |
| |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying |
| // texcoord. |
| ANGLE_UTIL_EXPORT const char *Texture2D(); |
| |
| } // namespace vs |
| |
| namespace fs |
| { |
| |
| // A shader that renders a simple checker pattern of red and green. X axis and y axis separate the |
| // different colors. Needs varying v_position. |
| ANGLE_UTIL_EXPORT const char *Checkered(); |
| |
| // A shader that fills with color taken from uniform named "color". |
| ANGLE_UTIL_EXPORT const char *UniformColor(); |
| |
| // A shader that fills with 100% opaque red. |
| ANGLE_UTIL_EXPORT const char *Red(); |
| |
| // A shader that fills with 100% opaque green. |
| ANGLE_UTIL_EXPORT const char *Green(); |
| |
| // A shader that fills with 100% opaque blue. |
| ANGLE_UTIL_EXPORT const char *Blue(); |
| |
| // A shader that samples the texture |
| ANGLE_UTIL_EXPORT const char *Texture2D(); |
| |
| } // namespace fs |
| } // namespace essl1_shaders |
| |
| namespace essl3_shaders |
| { |
| |
| ANGLE_UTIL_EXPORT const char *PositionAttrib(); |
| |
| namespace vs |
| { |
| |
| // A shader that sets gl_Position to zero. |
| ANGLE_UTIL_EXPORT const char *Zero(); |
| |
| // A shader that sets gl_Position to attribute a_position. |
| ANGLE_UTIL_EXPORT const char *Simple(); |
| |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying |
| // v_position. |
| ANGLE_UTIL_EXPORT const char *Passthrough(); |
| |
| } // namespace vs |
| |
| namespace fs |
| { |
| |
| // A shader that fills with 100% opaque red. |
| ANGLE_UTIL_EXPORT const char *Red(); |
| |
| // A shader that fills with 100% opaque green. |
| ANGLE_UTIL_EXPORT const char *Green(); |
| |
| // A shader that fills with 100% opaque blue. |
| ANGLE_UTIL_EXPORT const char *Blue(); |
| |
| } // namespace fs |
| } // namespace essl3_shaders |
| |
| namespace essl31_shaders |
| { |
| |
| ANGLE_UTIL_EXPORT const char *PositionAttrib(); |
| |
| namespace vs |
| { |
| |
| // A shader that sets gl_Position to zero. |
| ANGLE_UTIL_EXPORT const char *Zero(); |
| |
| // A shader that sets gl_Position to attribute a_position. |
| ANGLE_UTIL_EXPORT const char *Simple(); |
| |
| // A shader that simply passes through attribute a_position, setting it to gl_Position and varying |
| // v_position. |
| ANGLE_UTIL_EXPORT const char *Passthrough(); |
| |
| } // namespace vs |
| |
| namespace fs |
| { |
| |
| // A shader that fills with 100% opaque red. |
| ANGLE_UTIL_EXPORT const char *Red(); |
| |
| } // namespace fs |
| } // namespace essl31_shaders |
| } // namespace angle |
| |
| #endif // SAMPLE_UTIL_SHADER_UTILS_H |