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/*
* Copyright 2023 The Cobalt Authors. All Rights Reserved.
* 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
*
* 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 GLIMP_GLES_PROGRAM_H_
#define GLIMP_GLES_PROGRAM_H_
#include <GLES3/gl3.h>
#include <map>
#include <string>
#include <vector>
#include <memory>
#include "glimp/gles/program_impl.h"
#include "glimp/gles/shader.h"
#include "glimp/gles/uniform_info.h"
#include "glimp/ref_counted.h"
namespace glimp {
namespace gles {
class Program : public nb::RefCountedThreadSafe<Program> {
public:
// Represents a Uniform entry in this program, including type information
// about it and the actual data as it was last set via a call to
// UniformXv().
struct Uniform {
Uniform() : location(-1), data(NULL) {}
int location;
UniformInfo info;
void* data;
};
explicit Program(std::unique_ptr<ProgramImpl> impl);
// Attaches the specified shader to either this program's vertex or fragment
// shader slot, depending on the shader type. If a shader of the given
// type is already attached, this method does nothing and returns false,
// otherwise the shader is attached and true is returned.
bool AttachShader(const nb::scoped_refptr<Shader>& shader);
// Links the vertex and fragment shaders, making the shader usable.
void Link();
bool linked() const { return link_results_.success; }
void BindAttribLocation(GLuint index, const GLchar* name);
ProgramImpl* impl() const { return impl_.get(); }
GLenum GetProgramiv(GLenum pname, GLint* params);
void GetProgramInfoLog(GLsizei bufsize, GLsizei* length, GLchar* infolog);
GLint GetUniformLocation(const GLchar* name);
GLenum Uniformiv(GLint location,
GLsizei count,
GLsizei elem_size,
const GLint* v);
GLenum Uniformfv(GLint location,
GLsizei count,
GLsizei elem_size,
const GLfloat* v);
GLenum UniformMatrixfv(GLint location,
GLsizei count,
GLsizei dim_size,
const GLfloat* value);
// Returns the current list of all uniforms that have been targeted by
// UniformXv() calls since the last call to Link().
const std::vector<Uniform> uniforms() const { return uniforms_; }
private:
typedef std::map<unsigned int, std::string> BoundAttributes;
friend class nb::RefCountedThreadSafe<Program>;
~Program() {}
// Returns a U
Uniform* FindOrMakeUniform(int location);
void ClearUniforms();
GLenum UpdateUniform(GLint location,
GLsizei count,
GLsizei elem_size,
const void* v,
UniformInfo::Type type);
std::unique_ptr<ProgramImpl> impl_;
nb::scoped_refptr<Shader> vertex_shader_;
nb::scoped_refptr<Shader> fragment_shader_;
// We explicitly reference the last-linked vertex and fragment shaders to
// ensure that they stay valid as long as they're linked.
nb::scoped_refptr<Shader> linked_vertex_shader_;
nb::scoped_refptr<Shader> linked_fragment_shader_;
// Stores the value that will be returned when glGetProgramiv(GL_LINK_STATUS)
// or glGetProgramiv(GL_INFO_LOG_LENGTH) is called.
ProgramImpl::LinkResults link_results_;
// Constructed by glBindAttribLocation(), this maps generic vertex attribute
// indices to attribute names, and applies when and after a program is linked.
BoundAttributes bound_attrib_locations_;
// The list of all uniforms that have been assigned values through
// the UniformXv() methods.
std::vector<Uniform> uniforms_;
// Keeps track of all uniform locations that have been returned by a call
// to GetUniformLocation() above. These may or may not have had values
// assigned to them since a Link().
std::vector<int> active_uniform_locations_;
};
} // namespace gles
} // namespace glimp
#endif // GLIMP_GLES_PROGRAM_H_