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255 lines
6.5 KiB
C++
255 lines
6.5 KiB
C++
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#ifndef GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
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#define GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
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#include <string>
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#include "base/basictypes.h"
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#include "base/containers/hash_tables.h"
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#include "base/logging.h"
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#include "base/memory/ref_counted.h"
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#include "base/memory/scoped_ptr.h"
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#include "gpu/command_buffer/service/gl_utils.h"
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#include "gpu/command_buffer/service/shader_translator.h"
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#include "gpu/gpu_export.h"
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namespace gpu {
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namespace gles2 {
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// This is used to keep the source code for a shader. This is because in order
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// to emluate GLES2 the shaders will have to be re-written before passed to
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// the underlying OpenGL. But, when the user calls glGetShaderSource they
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// should get the source they passed in, not the re-written source.
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class GPU_EXPORT Shader : public base::RefCounted<Shader> {
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public:
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enum TranslatedShaderSourceType {
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kANGLE,
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kGL, // GL or GLES
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};
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enum ShaderState {
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kShaderStateWaiting,
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kShaderStateCompileRequested,
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kShaderStateCompiled, // Signifies compile happened, not valid compile.
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};
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void RequestCompile(scoped_refptr<ShaderTranslatorInterface> translator,
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TranslatedShaderSourceType type);
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void DoCompile();
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ShaderState shader_state() const {
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return shader_state_;
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}
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GLuint service_id() const {
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return marked_for_deletion_ ? 0 : service_id_;
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}
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GLenum shader_type() const {
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return shader_type_;
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}
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const std::string& source() const {
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return source_;
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}
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void set_source(const std::string& source) {
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source_ = source;
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}
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const std::string& translated_source() const {
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return translated_source_;
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}
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std::string last_compiled_source() const {
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return last_compiled_source_;
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}
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std::string last_compiled_signature() const {
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if (translator_.get()) {
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return last_compiled_source_ +
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translator_->GetStringForOptionsThatWouldAffectCompilation();
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}
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return last_compiled_source_;
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}
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const sh::Attribute* GetAttribInfo(const std::string& name) const;
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const sh::Uniform* GetUniformInfo(const std::string& name) const;
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const sh::Varying* GetVaryingInfo(const std::string& name) const;
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// If the original_name is not found, return NULL.
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const std::string* GetAttribMappedName(
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const std::string& original_name) const;
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// If the hashed_name is not found, return NULL.
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const std::string* GetOriginalNameFromHashedName(
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const std::string& hashed_name) const;
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const std::string& log_info() const {
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return log_info_;
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}
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bool valid() const {
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return shader_state_ == kShaderStateCompiled && valid_;
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}
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bool IsDeleted() const {
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return marked_for_deletion_;
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}
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bool InUse() const {
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DCHECK_GE(use_count_, 0);
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return use_count_ != 0;
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}
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// Used by program cache.
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const AttributeMap& attrib_map() const {
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return attrib_map_;
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}
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// Used by program cache.
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const UniformMap& uniform_map() const {
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return uniform_map_;
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}
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// Used by program cache.
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const VaryingMap& varying_map() const {
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return varying_map_;
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}
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// Used by program cache.
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void set_attrib_map(const AttributeMap& attrib_map) {
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// copied because cache might be cleared
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attrib_map_ = AttributeMap(attrib_map);
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}
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// Used by program cache.
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void set_uniform_map(const UniformMap& uniform_map) {
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// copied because cache might be cleared
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uniform_map_ = UniformMap(uniform_map);
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}
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// Used by program cache.
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void set_varying_map(const VaryingMap& varying_map) {
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// copied because cache might be cleared
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varying_map_ = VaryingMap(varying_map);
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}
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private:
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friend class base::RefCounted<Shader>;
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friend class ShaderManager;
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Shader(GLuint service_id, GLenum shader_type);
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~Shader();
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// Must be called only if we currently own the context. Forces the deletion
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// of the underlying shader service id.
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void Destroy();
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void IncUseCount();
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void DecUseCount();
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void MarkForDeletion();
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void DeleteServiceID();
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int use_count_;
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// The current state of the shader.
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ShaderState shader_state_;
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// The shader has been marked for deletion.
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bool marked_for_deletion_;
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// The shader this Shader is tracking.
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GLuint service_id_;
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// Type of shader - GL_VERTEX_SHADER or GL_FRAGMENT_SHADER.
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GLenum shader_type_;
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// Translated source type when shader was last requested to be compiled.
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TranslatedShaderSourceType source_type_;
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// Translator to use, set when shader was last requested to be compiled.
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scoped_refptr<ShaderTranslatorInterface> translator_;
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// True if compilation succeeded.
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bool valid_;
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// The shader source as passed to glShaderSource.
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std::string source_;
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// The source the last compile used.
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std::string last_compiled_source_;
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// The translated shader source.
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std::string translated_source_;
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// The shader translation log.
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std::string log_info_;
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// The type info when the shader was last compiled.
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AttributeMap attrib_map_;
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UniformMap uniform_map_;
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VaryingMap varying_map_;
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// The name hashing info when the shader was last compiled.
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NameMap name_map_;
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};
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// Tracks the Shaders.
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//
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// NOTE: To support shared resources an instance of this class will
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// need to be shared by multiple GLES2Decoders.
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class GPU_EXPORT ShaderManager {
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public:
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ShaderManager();
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~ShaderManager();
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// Must call before destruction.
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void Destroy(bool have_context);
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// Creates a shader for the given shader ID.
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Shader* CreateShader(
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GLuint client_id,
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GLuint service_id,
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GLenum shader_type);
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// Gets an existing shader info for the given shader ID. Returns NULL if none
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// exists.
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Shader* GetShader(GLuint client_id);
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// Gets a client id for a given service id.
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bool GetClientId(GLuint service_id, GLuint* client_id) const;
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void Delete(Shader* shader);
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// Mark a shader as used
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void UseShader(Shader* shader);
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// Unmark a shader as used. If it has been deleted and is not used
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// then we free the shader.
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void UnuseShader(Shader* shader);
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// Check if a Shader is owned by this ShaderManager.
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bool IsOwned(Shader* shader);
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private:
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friend class Shader;
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// Info for each shader by service side shader Id.
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typedef base::hash_map<GLuint, scoped_refptr<Shader> > ShaderMap;
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ShaderMap shaders_;
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void RemoveShader(Shader* shader);
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DISALLOW_COPY_AND_ASSIGN(ShaderManager);
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};
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} // namespace gles2
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} // namespace gpu
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#endif // GPU_COMMAND_BUFFER_SERVICE_SHADER_MANAGER_H_
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