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ProgramImpl.h (7795B)


      1 //
      2 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
      3 // Use of this source code is governed by a BSD-style license that can be
      4 // found in the LICENSE file.
      5 //
      6 
      7 // ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
      8 
      9 #ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
     10 #define LIBANGLE_RENDERER_PROGRAMIMPL_H_
     11 
     12 #include "common/angleutils.h"
     13 #include "libANGLE/BinaryStream.h"
     14 #include "libANGLE/Constants.h"
     15 #include "libANGLE/Program.h"
     16 #include "libANGLE/Shader.h"
     17 
     18 #include <map>
     19 
     20 namespace gl
     21 {
     22 class Context;
     23 struct ProgramLinkedResources;
     24 }  // namespace gl
     25 
     26 namespace sh
     27 {
     28 struct BlockMemberInfo;
     29 }
     30 
     31 namespace rx
     32 {
     33 
     34 // Provides a mechanism to access the result of asynchronous linking.
     35 class LinkEvent : angle::NonCopyable
     36 {
     37  public:
     38    virtual ~LinkEvent() {}
     39 
     40    // Please be aware that these methods may be called under a gl::Context other
     41    // than the one where the LinkEvent was created.
     42    //
     43    // Waits until the linking is actually done. Returns true if the linking
     44    // succeeded, false otherwise.
     45    virtual angle::Result wait(const gl::Context *context) = 0;
     46    // Peeks whether the linking is still ongoing.
     47    virtual bool isLinking() = 0;
     48 };
     49 
     50 // Wraps an already done linking.
     51 class LinkEventDone final : public LinkEvent
     52 {
     53  public:
     54    LinkEventDone(angle::Result result) : mResult(result) {}
     55    angle::Result wait(const gl::Context *context) override;
     56    bool isLinking() override;
     57 
     58  private:
     59    angle::Result mResult;
     60 };
     61 
     62 inline angle::Result LinkEventDone::wait(const gl::Context *context)
     63 {
     64    return mResult;
     65 }
     66 inline bool LinkEventDone::isLinking()
     67 {
     68    return false;
     69 }
     70 
     71 class ProgramImpl : angle::NonCopyable
     72 {
     73  public:
     74    ProgramImpl(const gl::ProgramState &state) : mState(state) {}
     75    virtual ~ProgramImpl() {}
     76    virtual void destroy(const gl::Context *context) {}
     77 
     78    virtual std::unique_ptr<LinkEvent> load(const gl::Context *context,
     79                                            gl::BinaryInputStream *stream,
     80                                            gl::InfoLog &infoLog)                 = 0;
     81    virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
     82    virtual void setBinaryRetrievableHint(bool retrievable)                       = 0;
     83    virtual void setSeparable(bool separable)                                     = 0;
     84 
     85    virtual std::unique_ptr<LinkEvent> link(const gl::Context *context,
     86                                            const gl::ProgramLinkedResources &resources,
     87                                            gl::InfoLog &infoLog,
     88                                            const gl::ProgramMergedVaryings &mergedVaryings) = 0;
     89    virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog)                   = 0;
     90 
     91    virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     92    virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     93    virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     94    virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
     95    virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v)   = 0;
     96    virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v)   = 0;
     97    virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v)   = 0;
     98    virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v)   = 0;
     99    virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
    100    virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
    101    virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
    102    virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
    103    virtual void setUniformMatrix2fv(GLint location,
    104                                     GLsizei count,
    105                                     GLboolean transpose,
    106                                     const GLfloat *value)                      = 0;
    107    virtual void setUniformMatrix3fv(GLint location,
    108                                     GLsizei count,
    109                                     GLboolean transpose,
    110                                     const GLfloat *value)                      = 0;
    111    virtual void setUniformMatrix4fv(GLint location,
    112                                     GLsizei count,
    113                                     GLboolean transpose,
    114                                     const GLfloat *value)                      = 0;
    115    virtual void setUniformMatrix2x3fv(GLint location,
    116                                       GLsizei count,
    117                                       GLboolean transpose,
    118                                       const GLfloat *value)                    = 0;
    119    virtual void setUniformMatrix3x2fv(GLint location,
    120                                       GLsizei count,
    121                                       GLboolean transpose,
    122                                       const GLfloat *value)                    = 0;
    123    virtual void setUniformMatrix2x4fv(GLint location,
    124                                       GLsizei count,
    125                                       GLboolean transpose,
    126                                       const GLfloat *value)                    = 0;
    127    virtual void setUniformMatrix4x2fv(GLint location,
    128                                       GLsizei count,
    129                                       GLboolean transpose,
    130                                       const GLfloat *value)                    = 0;
    131    virtual void setUniformMatrix3x4fv(GLint location,
    132                                       GLsizei count,
    133                                       GLboolean transpose,
    134                                       const GLfloat *value)                    = 0;
    135    virtual void setUniformMatrix4x3fv(GLint location,
    136                                       GLsizei count,
    137                                       GLboolean transpose,
    138                                       const GLfloat *value)                    = 0;
    139 
    140    // Done in the back-end to avoid having to keep a system copy of uniform data.
    141    virtual void getUniformfv(const gl::Context *context,
    142                              GLint location,
    143                              GLfloat *params) const                                           = 0;
    144    virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
    145    virtual void getUniformuiv(const gl::Context *context,
    146                               GLint location,
    147                               GLuint *params) const                                           = 0;
    148 
    149    // Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
    150    // perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
    151    // unreferenced. This method is not required to be overriden by a back-end.
    152    virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
    153                                            std::vector<gl::SamplerBinding> *samplerBindings,
    154                                            std::vector<gl::ImageBinding> *imageBindings)
    155    {}
    156 
    157    const gl::ProgramState &getState() const { return mState; }
    158 
    159    virtual angle::Result syncState(const gl::Context *context,
    160                                    const gl::Program::DirtyBits &dirtyBits);
    161 
    162    virtual angle::Result onLabelUpdate(const gl::Context *context);
    163 
    164  protected:
    165    const gl::ProgramState &mState;
    166 };
    167 
    168 inline angle::Result ProgramImpl::syncState(const gl::Context *context,
    169                                            const gl::Program::DirtyBits &dirtyBits)
    170 {
    171    return angle::Result::Continue;
    172 }
    173 
    174 }  // namespace rx
    175 
    176 #endif  // LIBANGLE_RENDERER_PROGRAMIMPL_H_