overte/libraries/gpu-gl/src/gpu/gl/GLShader.h

77 lines
2.5 KiB
C++

//
// Created by Bradley Austin Davis on 2016/05/15
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_gpu_gl_GLShader_h
#define hifi_gpu_gl_GLShader_h
#include "GLShared.h"
namespace gpu { namespace gl {
struct ShaderObject {
GLuint glshader { 0 };
GLuint glprogram { 0 };
GLint transformCameraSlot { -1 };
GLint transformObjectSlot { -1 };
GLint resourceTextureTableSlot0 { -1 };
GLint resourceTextureTableSlot1 { -1 };
};
int makeUniformSlots(GLuint glprogram, const Shader::BindingSet& slotBindings,
Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& textureTables, Shader::SlotSet& samplers);
int makeUniformBlockSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& buffers);
int makeInputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& inputs);
int makeOutputSlots(GLuint glprogram, const Shader::BindingSet& slotBindings, Shader::SlotSet& outputs);
void makeProgramBindings(ShaderObject& shaderObject);
class GLShader : public GPUObject {
public:
static GLShader* sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler = nullptr);
static bool makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler);
enum Version {
Mono = 0,
Stereo,
NumVersions
};
using ShaderObject = gpu::gl::ShaderObject;
using ShaderObjects = std::array< ShaderObject, NumVersions >;
using UniformMapping = std::map<GLint, GLint>;
using UniformMappingVersions = std::vector<UniformMapping>;
GLShader(const std::weak_ptr<GLBackend>& backend);
~GLShader();
ShaderObjects _shaderObjects;
UniformMappingVersions _uniformMappings;
GLuint getProgram(Version version = Mono) const {
return _shaderObjects[version].glprogram;
}
GLint getUniformLocation(GLint srcLoc, Version version = Mono) const {
// This check protect against potential invalid src location for this shader, if unknown then return -1.
const auto& mapping = _uniformMappings[version];
auto found = mapping.find(srcLoc);
if (found == mapping.end()) {
return -1;
}
return found->second;
}
const std::weak_ptr<GLBackend> _backend;
};
} }
#endif