зеркало из https://github.com/AvaloniaUI/angle.git
204 строки
6.5 KiB
C++
204 строки
6.5 KiB
C++
//
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// Copyright 2014 The ANGLE Project 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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//
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#ifndef SAMPLE_UTIL_SHADER_UTILS_H
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#define SAMPLE_UTIL_SHADER_UTILS_H
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#include <functional>
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#include <map>
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#include <string>
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#include <vector>
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#include "common/angleutils.h"
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#include "util/util_export.h"
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#include "util/util_gl.h"
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ANGLE_UTIL_EXPORT GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages);
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ANGLE_UTIL_EXPORT GLuint GetProgramShader(GLuint program, GLint requestedType);
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ANGLE_UTIL_EXPORT GLuint CompileShader(GLenum type, const char *source);
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ANGLE_UTIL_EXPORT GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath);
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ANGLE_UTIL_EXPORT GLuint
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CompileProgramWithTransformFeedback(const char *vsSource,
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const char *fsSource,
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const std::vector<std::string> &transformFeedbackVaryings,
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GLenum bufferMode);
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ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource, const char *fsSource);
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ANGLE_UTIL_EXPORT GLuint CompileProgram(const char *vsSource,
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const char *fsSource,
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const std::function<void(GLuint)> &preLinkCallback);
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ANGLE_UTIL_EXPORT GLuint CompileProgramWithGS(const char *vsSource,
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const char *gsSource,
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const char *fsSource);
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ANGLE_UTIL_EXPORT GLuint CompileProgramWithTESS(const char *vsSource,
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const char *tcsSource,
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const char *tesSource,
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const char *fsSource);
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ANGLE_UTIL_EXPORT GLuint CompileProgramFromFiles(const std::string &vsPath,
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const std::string &fsPath);
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ANGLE_UTIL_EXPORT GLuint CompileComputeProgram(const char *csSource,
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bool outputErrorMessages = true);
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ANGLE_UTIL_EXPORT bool LinkAttachedProgram(GLuint program);
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ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary,
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GLenum binaryFormat);
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ANGLE_UTIL_EXPORT GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary,
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GLenum binaryFormat);
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ANGLE_UTIL_EXPORT void EnableDebugCallback(GLDEBUGPROC callbackChain, const void *userParam);
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using CounterNameToIndexMap = std::map<std::string, GLuint>;
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using CounterNameToValueMap = std::map<std::string, GLuint64>;
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ANGLE_UTIL_EXPORT CounterNameToIndexMap BuildCounterNameToIndexMap();
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ANGLE_UTIL_EXPORT angle::VulkanPerfCounters GetPerfCounters(const CounterNameToIndexMap &indexMap);
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ANGLE_UTIL_EXPORT CounterNameToValueMap BuildCounterNameToValueMap();
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ANGLE_UTIL_EXPORT std::vector<angle::PerfMonitorTriplet> GetPerfMonitorTriplets();
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namespace angle
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{
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namespace essl1_shaders
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{
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ANGLE_UTIL_EXPORT const char *PositionAttrib();
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ANGLE_UTIL_EXPORT const char *ColorUniform();
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ANGLE_UTIL_EXPORT const char *Texture2DUniform();
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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ANGLE_UTIL_EXPORT const char *Zero();
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// A shader that sets gl_Position to attribute a_position.
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ANGLE_UTIL_EXPORT const char *Simple();
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// A shader that passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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ANGLE_UTIL_EXPORT const char *Passthrough();
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// texcoord.
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ANGLE_UTIL_EXPORT const char *Texture2D();
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} // namespace vs
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namespace fs
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{
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// A shader that renders a simple checker pattern of different colors. X axis and Y axis separate
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// the different colors. Needs varying v_position.
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//
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// - X < 0 && y < 0: Red
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// - X < 0 && y >= 0: Green
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// - X >= 0 && y < 0: Blue
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// - X >= 0 && y >= 0: Yellow
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ANGLE_UTIL_EXPORT const char *Checkered();
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// A shader that fills with color taken from uniform named "color".
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ANGLE_UTIL_EXPORT const char *UniformColor();
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// A shader that fills with 100% opaque red.
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ANGLE_UTIL_EXPORT const char *Red();
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// A shader that fills with 100% opaque green.
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ANGLE_UTIL_EXPORT const char *Green();
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// A shader that fills with 100% opaque blue.
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ANGLE_UTIL_EXPORT const char *Blue();
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// A shader that samples the texture
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ANGLE_UTIL_EXPORT const char *Texture2D();
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} // namespace fs
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} // namespace essl1_shaders
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namespace essl3_shaders
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{
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ANGLE_UTIL_EXPORT const char *PositionAttrib();
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ANGLE_UTIL_EXPORT const char *Texture2DUniform();
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ANGLE_UTIL_EXPORT const char *LodUniform();
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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ANGLE_UTIL_EXPORT const char *Zero();
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// A shader that sets gl_Position to attribute a_position.
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ANGLE_UTIL_EXPORT const char *Simple();
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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ANGLE_UTIL_EXPORT const char *Passthrough();
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// texcoord.
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ANGLE_UTIL_EXPORT const char *Texture2DLod();
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} // namespace vs
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namespace fs
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{
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// A shader that fills with 100% opaque red.
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ANGLE_UTIL_EXPORT const char *Red();
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// A shader that fills with 100% opaque green.
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ANGLE_UTIL_EXPORT const char *Green();
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// A shader that fills with 100% opaque blue.
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ANGLE_UTIL_EXPORT const char *Blue();
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// A shader that samples the texture at a given lod.
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ANGLE_UTIL_EXPORT const char *Texture2DLod();
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} // namespace fs
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} // namespace essl3_shaders
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namespace essl31_shaders
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{
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ANGLE_UTIL_EXPORT const char *PositionAttrib();
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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ANGLE_UTIL_EXPORT const char *Zero();
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// A shader that sets gl_Position to attribute a_position.
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ANGLE_UTIL_EXPORT const char *Simple();
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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ANGLE_UTIL_EXPORT const char *Passthrough();
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} // namespace vs
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namespace fs
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{
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// A shader that fills with 100% opaque red.
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ANGLE_UTIL_EXPORT const char *Red();
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// A shader that fills with 100% opaque green.
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ANGLE_UTIL_EXPORT const char *Green();
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// A shader that renders a simple gradient of red to green. Needs varying v_position.
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ANGLE_UTIL_EXPORT const char *RedGreenGradient();
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} // namespace fs
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} // namespace essl31_shaders
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} // namespace angle
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#endif // SAMPLE_UTIL_SHADER_UTILS_H
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