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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
*
* 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_SHADER_H_
#define GLIMP_GLES_SHADER_H_
#include <GLES3/gl3.h>
#include <string>
#include "glimp/gles/shader_impl.h"
#include "nb/ref_counted.h"
#include "nb/scoped_ptr.h"
namespace glimp {
namespace gles {
class Shader : public nb::RefCountedThreadSafe<Shader> {
public:
Shader(nb::scoped_ptr<ShaderImpl> impl, GLenum type);
GLenum type() const { return type_; }
// Called when glShaderSource() is called.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glShaderSource.xml
void ShaderSource(GLsizei count,
const GLchar* const* string,
const GLint* length);
// Called when glCompileShader() is called.
// https://www.khronos.org/opengles/sdk/docs/man/xhtml/glCompileShader.xml
void CompileShader();
// Called when glGetShaderiv() is called. Returns GL_NO_ERROR if the query
// was successful, otherwise returns the error GLenum that should be returned
// to the caller.
GLenum GetShaderiv(GLenum pname, GLint* params);
void GetShaderInfoLog(GLsizei bufsize, GLsizei* length, GLchar* infolog);
bool compiled() const { return compile_results_.success; }
ShaderImpl* impl() const { return impl_.get(); }
private:
friend class nb::RefCountedThreadSafe<Shader>;
~Shader() {}
nb::scoped_ptr<ShaderImpl> impl_;
GLenum type_;
std::string source_;
// Keeps track of the success of the last CompileShader() call. Can be
// queried via glGetShaderiv() with the parameter GL_COMPILE_STATUS or
// GL_INFO_LOG_LENGTH.
ShaderImpl::CompileResults compile_results_;
GLint compile_status_;
};
} // namespace gles
} // namespace glimp
#endif // GLIMP_GLES_SHADER_H_