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// Copyright 2017 The Dawn Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
#define DAWNNATIVE_OPENGL_SHADERMODULEGL_H_
#include "dawn_native/ShaderModule.h"
#include "dawn_native/opengl/opengl_platform.h"
namespace dawn_native { namespace opengl {
class Device;
class PipelineLayout;
std::string GetBindingName(BindGroupIndex group, BindingNumber bindingNumber);
struct BindingLocation {
BindGroupIndex group;
BindingNumber binding;
};
bool operator<(const BindingLocation& a, const BindingLocation& b);
struct CombinedSampler {
BindingLocation samplerLocation;
BindingLocation textureLocation;
std::string GetName() const;
};
bool operator<(const CombinedSampler& a, const CombinedSampler& b);
using CombinedSamplerInfo = std::vector<CombinedSampler>;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<ShaderModule*> Create(Device* device,
const ShaderModuleDescriptor* descriptor);
std::string TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout) const;
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
};
}} // namespace dawn_native::opengl
#endif // DAWNNATIVE_OPENGL_SHADERMODULEGL_H_