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authorZeno Albisser <zeno.albisser@digia.com>2013-08-15 21:46:11 +0200
committerZeno Albisser <zeno.albisser@digia.com>2013-08-15 21:46:11 +0200
commit679147eead574d186ebf3069647b4c23e8ccace6 (patch)
treefc247a0ac8ff119f7c8550879ebb6d3dd8d1ff69 /chromium/gpu/command_buffer/service/shader_manager.h
downloadqtwebengine-chromium-679147eead574d186ebf3069647b4c23e8ccace6.tar.gz
Initial import.
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diff --git a/chromium/gpu/command_buffer/service/shader_manager.h b/chromium/gpu/command_buffer/service/shader_manager.h
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+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+#ifndef GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
+#define GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
+
+#include <string>
+#include "base/basictypes.h"
+#include "base/containers/hash_tables.h"
+#include "base/logging.h"
+#include "base/memory/ref_counted.h"
+#include "base/memory/scoped_ptr.h"
+#include "gpu/command_buffer/service/gl_utils.h"
+#include "gpu/command_buffer/service/shader_translator.h"
+#include "gpu/gpu_export.h"
+
+namespace gpu {
+namespace gles2 {
+
+// This is used to keep the source code for a shader. This is because in order
+// to emluate GLES2 the shaders will have to be re-written before passed to
+// the underlying OpenGL. But, when the user calls glGetShaderSource they
+// should get the source they passed in, not the re-written source.
+class GPU_EXPORT Shader : public base::RefCounted<Shader> {
+ public:
+ typedef ShaderTranslator::VariableInfo VariableInfo;
+
+ void UpdateSource(const char* source) {
+ source_.reset(source ? new std::string(source) : NULL);
+ }
+
+ void UpdateTranslatedSource(const char* translated_source) {
+ translated_source_.reset(
+ translated_source ? new std::string(translated_source) : NULL);
+ }
+
+ GLuint service_id() const {
+ return service_id_;
+ }
+
+ GLenum shader_type() const {
+ return shader_type_;
+ }
+
+ const std::string* source() const {
+ return source_.get();
+ }
+
+ const std::string* translated_source() const {
+ return translated_source_.get();
+ }
+
+ const std::string* signature_source() const {
+ return signature_source_.get();
+ }
+
+ void SetStatus(
+ bool valid, const char* log,
+ ShaderTranslatorInterface* translator);
+
+ const VariableInfo* GetAttribInfo(const std::string& name) const;
+ const VariableInfo* GetUniformInfo(const std::string& name) const;
+
+ // If the original_name is not found, return NULL.
+ const std::string* GetAttribMappedName(
+ const std::string& original_name) const;
+
+ // If the hashed_name is not found, return NULL.
+ const std::string* GetOriginalNameFromHashedName(
+ const std::string& hashed_name) const;
+
+ const std::string* log_info() const {
+ return log_info_.get();
+ }
+
+ bool IsValid() const {
+ return valid_;
+ }
+
+ bool IsDeleted() const {
+ return service_id_ == 0;
+ }
+
+ bool InUse() const {
+ DCHECK_GE(use_count_, 0);
+ return use_count_ != 0;
+ }
+
+ // Used by program cache.
+ const ShaderTranslator::VariableMap& attrib_map() const {
+ return attrib_map_;
+ }
+
+ // Used by program cache.
+ const ShaderTranslator::VariableMap& uniform_map() const {
+ return uniform_map_;
+ }
+
+ // Used by program cache.
+ void set_attrib_map(const ShaderTranslator::VariableMap& attrib_map) {
+ // copied because cache might be cleared
+ attrib_map_ = ShaderTranslator::VariableMap(attrib_map);
+ }
+
+ // Used by program cache.
+ void set_uniform_map(const ShaderTranslator::VariableMap& uniform_map) {
+ // copied because cache might be cleared
+ uniform_map_ = ShaderTranslator::VariableMap(uniform_map);
+ }
+
+ private:
+ typedef ShaderTranslator::VariableMap VariableMap;
+ typedef ShaderTranslator::NameMap NameMap;
+
+ friend class base::RefCounted<Shader>;
+ friend class ShaderManager;
+
+ Shader(GLuint service_id, GLenum shader_type);
+ ~Shader();
+
+ void IncUseCount();
+ void DecUseCount();
+ void MarkAsDeleted();
+
+ int use_count_;
+
+ // The shader this Shader is tracking.
+ GLuint service_id_;
+ // Type of shader - GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
+ GLenum shader_type_;
+
+ // True if compilation succeeded.
+ bool valid_;
+
+ // The shader source as passed to glShaderSource.
+ scoped_ptr<std::string> source_;
+
+ // The source the last compile used.
+ scoped_ptr<std::string> signature_source_;
+
+ // The translated shader source.
+ scoped_ptr<std::string> translated_source_;
+
+ // The shader translation log.
+ scoped_ptr<std::string> log_info_;
+
+ // The type info when the shader was last compiled.
+ VariableMap attrib_map_;
+ VariableMap uniform_map_;
+
+ // The name hashing info when the shader was last compiled.
+ NameMap name_map_;
+};
+
+// Tracks the Shaders.
+//
+// NOTE: To support shared resources an instance of this class will
+// need to be shared by multiple GLES2Decoders.
+class GPU_EXPORT ShaderManager {
+ public:
+ ShaderManager();
+ ~ShaderManager();
+
+ // Must call before destruction.
+ void Destroy(bool have_context);
+
+ // Creates a shader for the given shader ID.
+ Shader* CreateShader(
+ GLuint client_id,
+ GLuint service_id,
+ GLenum shader_type);
+
+ // Gets an existing shader info for the given shader ID. Returns NULL if none
+ // exists.
+ Shader* GetShader(GLuint client_id);
+
+ // Gets a client id for a given service id.
+ bool GetClientId(GLuint service_id, GLuint* client_id) const;
+
+ void MarkAsDeleted(Shader* shader);
+
+ // Mark a shader as used
+ void UseShader(Shader* shader);
+
+ // Unmark a shader as used. If it has been deleted and is not used
+ // then we free the shader.
+ void UnuseShader(Shader* shader);
+
+ // Check if a Shader is owned by this ShaderManager.
+ bool IsOwned(Shader* shader);
+
+ private:
+ friend class Shader;
+
+ // Info for each shader by service side shader Id.
+ typedef base::hash_map<GLuint, scoped_refptr<Shader> > ShaderMap;
+ ShaderMap shaders_;
+
+ void RemoveShader(Shader* shader);
+
+ DISALLOW_COPY_AND_ASSIGN(ShaderManager);
+};
+
+} // namespace gles2
+} // namespace gpu
+
+#endif // GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
+