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/*
* Copyright 2016 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_STUB_GLES_PROGRAM_IMPL_H_
#define GLIMP_STUB_GLES_PROGRAM_IMPL_H_
#include <map>
#include "glimp/gles/program_impl.h"
#include "glimp/gles/shader.h"
#include "glimp/gles/uniform_info.h"
#include "glimp/stub/gles/shader_impl.h"
#include "nb/ref_counted.h"
namespace glimp {
namespace gles {
class ProgramImplStub : public ProgramImpl {
public:
static const int kMaxUniformsPerShader = 16;
ProgramImplStub();
~ProgramImplStub() SB_OVERRIDE {}
ProgramImpl::LinkResults Link(
const nb::scoped_refptr<Shader>& vertex_shader,
const nb::scoped_refptr<Shader>& fragment_shader) SB_OVERRIDE;
bool BindAttribLocation(unsigned int index, const char* name) SB_OVERRIDE;
int GetUniformLocation(const char* name) SB_OVERRIDE;
// Returns the location of the shader attribute that was previously bound
// to |index| in a call to BindAttribLocation().
int GetResourceForBoundAttrib(unsigned int index) const;
ShaderImplStub* linked_vertex_shader() const { return linked_vertex_shader_; }
ShaderImplStub* linked_fragment_shader() const {
return linked_fragment_shader_;
}
private:
ShaderImplStub* linked_vertex_shader_;
ShaderImplStub* linked_fragment_shader_;
std::map<unsigned int, int> bound_attributes_;
};
} // namespace gles
} // namespace glimp
#endif // GLIMP_STUB_GLES_PROGRAM_IMPL_H_