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      1 #ifndef _GLSRANDOMSHADERPROGRAM_HPP
      2 #define _GLSRANDOMSHADERPROGRAM_HPP
      3 /*-------------------------------------------------------------------------
      4  * drawElements Quality Program OpenGL (ES) Module
      5  * -----------------------------------------------
      6  *
      7  * Copyright 2014 The Android Open Source Project
      8  *
      9  * Licensed under the Apache License, Version 2.0 (the "License");
     10  * you may not use this file except in compliance with the License.
     11  * You may obtain a copy of the License at
     12  *
     13  *      http://www.apache.org/licenses/LICENSE-2.0
     14  *
     15  * Unless required by applicable law or agreed to in writing, software
     16  * distributed under the License is distributed on an "AS IS" BASIS,
     17  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     18  * See the License for the specific language governing permissions and
     19  * limitations under the License.
     20  *
     21  *//*!
     22  * \file
     23  * \brief sglr-rsg adaptation.
     24  *//*--------------------------------------------------------------------*/
     25 
     26 #include "tcuDefs.hpp"
     27 #include "sglrContext.hpp"
     28 #include "rsgExecutionContext.hpp"
     29 
     30 namespace rsg
     31 {
     32 class Shader;
     33 class ShaderInput;
     34 }
     35 
     36 namespace deqp
     37 {
     38 namespace gls
     39 {
     40 
     41 class RandomShaderProgram : public sglr::ShaderProgram
     42 {
     43 public:
     44 										RandomShaderProgram			(const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
     45 
     46 private:
     47 	virtual void						shadeVertices				(const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const;
     48 	virtual void						shadeFragments				(rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
     49 
     50 	void								refreshUniforms				(void) const;
     51 
     52 	const rsg::Shader&					m_vertexShader;
     53 	const rsg::Shader&					m_fragmentShader;
     54 	const int							m_numUnifiedUniforms;
     55 	const rsg::ShaderInput* const*		m_unifiedUniforms;
     56 
     57 	const rsg::Variable*				m_positionVar;
     58 	std::vector<const rsg::Variable*>	m_vertexOutputs;			//!< Other vertex outputs in the order they are passed to fragment shader.
     59 	const rsg::Variable*				m_fragColorVar;
     60 
     61 	rsg::Sampler2DMap					m_sampler2DMap;
     62 	rsg::SamplerCubeMap					m_samplerCubeMap;
     63 	mutable rsg::ExecutionContext		m_execCtx;
     64 };
     65 
     66 } // gls
     67 } // deqp
     68 
     69 #endif // _GLSRANDOMSHADERPROGRAM_HPP
     70