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/*
* 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<EngineGLImplTraits>
{
public:
using TShaderBase = ShaderBase<EngineGLImplTraits>;
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<const ShaderResourcesGL>& GetShaderResources() const { return m_pShaderResources; }
private:
GLObjectWrappers::GLShaderObj m_GLShaderObj;
std::shared_ptr<const ShaderResourcesGL> m_pShaderResources;
};
} // namespace Diligent
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