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// Copyright 2017 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
//
// 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.
#ifndef COBALT_RENDERER_RASTERIZER_EGL_SHADER_PROGRAM_H_
#define COBALT_RENDERER_RASTERIZER_EGL_SHADER_PROGRAM_H_
#include "base/compiler_specific.h"
#include "cobalt/renderer/rasterizer/egl/shader_base.h"
namespace cobalt {
namespace renderer {
namespace rasterizer {
namespace egl {
class ShaderProgramManager;
// ShaderProgramBase represents a shader program with vertex and fragment
// shaders attached. This should be instantiated via the template ShaderProgram
// class.
class ShaderProgramBase {
public:
GLuint GetHandle() const { return handle_; }
protected:
// Shader programs should only be created and destroyed by the
// ShaderProgramManager.
friend class ShaderProgramManager;
ShaderProgramBase();
virtual ~ShaderProgramBase();
void Create(ShaderBase* vertex_shader, ShaderBase* fragment_shader);
void Destroy(ShaderBase* vertex_shader, ShaderBase* fragment_shader);
private:
GLuint handle_;
};
// This template ShaderProgram class represents a shader program with specific
// vertex and fragment shaders. The shaders must inherit from ShaderBase.
template<typename VertexShader, typename FragmentShader>
class ShaderProgram : public ShaderProgramBase {
public:
const VertexShader& GetVertexShader() const {
return vertex_shader_;
}
const FragmentShader& GetFragmentShader() const {
return fragment_shader_;
}
private:
// Shader programs should only be created and destroyed by the
// ShaderProgramManager.
friend class ShaderProgramManager;
ShaderProgram() {
Create(&vertex_shader_, &fragment_shader_);
}
~ShaderProgram() OVERRIDE {
Destroy(&vertex_shader_, &fragment_shader_);
}
VertexShader vertex_shader_;
FragmentShader fragment_shader_;
};
} // namespace egl
} // namespace rasterizer
} // namespace renderer
} // namespace cobalt
#endif // COBALT_RENDERER_RASTERIZER_EGL_SHADER_PROGRAM_H_