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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 SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_
#define SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
#include "dawn/native/ShaderModule.h"
#include "dawn/native/opengl/opengl_platform.h"
namespace dawn::native::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;
// OpenGL requires a sampler with texelFetch. If this is true, the developer did not provide
// one and Dawn should bind a placeholder non-filtering sampler. |samplerLocation| is
// unused.
bool usePlaceholderSampler;
std::string GetName() const;
};
bool operator<(const CombinedSampler& a, const CombinedSampler& b);
using CombinedSamplerInfo = std::vector<CombinedSampler>;
using BindingInfoArrayTable = std::unordered_map<std::string, std::unique_ptr<BindingInfoArray>>;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<Ref<ShaderModule>> Create(Device* device,
const ShaderModuleDescriptor* descriptor,
ShaderModuleParseResult* parseResult);
ResultOrError<std::string> TranslateToGLSL(const char* entryPointName,
SingleShaderStage stage,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout,
bool* needsPlaceholderSampler) const;
private:
ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor);
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult);
};
} // namespace dawn::native::opengl
#endif // SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_