/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * 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. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "EngineGLImplTraits.hpp" #include "ShaderBase.hpp" #include "GLObjectWrapper.hpp" #include "ShaderResourcesGL.hpp" namespace Diligent { inline GLenum GetGLShaderType(SHADER_TYPE ShaderType) { switch (ShaderType) { // clang-format off case SHADER_TYPE_VERTEX: return GL_VERTEX_SHADER; break; case SHADER_TYPE_PIXEL: return GL_FRAGMENT_SHADER; break; case SHADER_TYPE_GEOMETRY: return GL_GEOMETRY_SHADER; break; case SHADER_TYPE_HULL: return GL_TESS_CONTROL_SHADER; break; case SHADER_TYPE_DOMAIN: return GL_TESS_EVALUATION_SHADER; break; case SHADER_TYPE_COMPUTE: return GL_COMPUTE_SHADER; break; default: return 0; // clang-format on } } inline GLenum ShaderTypeToGLShaderBit(SHADER_TYPE ShaderType) { switch (ShaderType) { // clang-format off case SHADER_TYPE_VERTEX: return GL_VERTEX_SHADER_BIT; break; case SHADER_TYPE_PIXEL: return GL_FRAGMENT_SHADER_BIT; break; case SHADER_TYPE_GEOMETRY: return GL_GEOMETRY_SHADER_BIT; break; case SHADER_TYPE_HULL: return GL_TESS_CONTROL_SHADER_BIT; break; case SHADER_TYPE_DOMAIN: return GL_TESS_EVALUATION_SHADER_BIT; break; case SHADER_TYPE_COMPUTE: return GL_COMPUTE_SHADER_BIT; break; default: return 0; // clang-format on } } /// Shader object implementation in OpenGL backend. class ShaderGLImpl final : public ShaderBase { public: using TShaderBase = ShaderBase; ShaderGLImpl(IReferenceCounters* pRefCounters, RenderDeviceGLImpl* pDeviceGL, const ShaderCreateInfo& ShaderCI, bool bIsDeviceInternal = false); ~ShaderGLImpl(); virtual void DILIGENT_CALL_TYPE QueryInterface(const INTERFACE_ID& IID, IObject** ppInterface) override final; /// Implementation of IShader::GetResourceCount() in OpenGL backend. virtual Uint32 DILIGENT_CALL_TYPE GetResourceCount() const override final; /// Implementation of IShader::GetResource() in OpenGL backend. virtual void DILIGENT_CALL_TYPE GetResourceDesc(Uint32 Index, ShaderResourceDesc& ResourceDesc) const override final; static GLObjectWrappers::GLProgramObj LinkProgram(ShaderGLImpl* const* ppShaders, Uint32 NumShaders, bool IsSeparableProgram); const std::shared_ptr& GetShaderResources() const { return m_pShaderResources; } private: GLObjectWrappers::GLShaderObj m_GLShaderObj; std::shared_ptr m_pShaderResources; }; } // namespace Diligent