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// Copyright 2017 The Dawn & Tint Authors
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this
// list of conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
//
// 3. Neither the name of the copyright holder nor the names of its
// contributors may be used to endorse or promote products derived from
// this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
// FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
// DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
// CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
// OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#ifndef SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_
#define SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_
#include <string>
#include <vector>
#include "dawn/native/Serializable.h"
#include "dawn/native/ShaderModule.h"
#include "dawn/native/opengl/BindingPoint.h"
#include "dawn/native/opengl/opengl_platform.h"
namespace dawn::native {
struct ProgrammableStage;
namespace stream {
class Sink;
class Source;
} // namespace stream
namespace opengl {
class Device;
class PipelineLayout;
struct OpenGLFunctions;
std::string GetBindingName(BindGroupIndex group, BindingNumber bindingNumber);
#define BINDING_LOCATION_MEMBERS(X) \
X(BindGroupIndex, group) \
X(BindingNumber, binding)
DAWN_SERIALIZABLE(struct, BindingLocation, BINDING_LOCATION_MEMBERS){};
#undef BINDING_LOCATION_MEMBERS
bool operator<(const BindingLocation& a, const BindingLocation& b);
#define COMBINED_SAMPLER_MEMBERS(X) \
X(BindingLocation, samplerLocation) \
X(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. */ \
X(bool, usePlaceholderSampler)
DAWN_SERIALIZABLE(struct, CombinedSampler, COMBINED_SAMPLER_MEMBERS) {
std::string GetName() const;
};
#undef COMBINED_SAMPLER_MEMBERS
bool operator<(const CombinedSampler& a, const CombinedSampler& b);
using CombinedSamplerInfo = std::vector<CombinedSampler>;
class ShaderModule final : public ShaderModuleBase {
public:
static ResultOrError<Ref<ShaderModule>> Create(
Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
const std::vector<tint::wgsl::Extension>& internalExtensions,
ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages);
ResultOrError<GLuint> CompileShader(const OpenGLFunctions& gl,
const ProgrammableStage& programmableStage,
SingleShaderStage stage,
bool usesVertexIndex,
bool usesInstanceIndex,
bool usesFragDepth,
CombinedSamplerInfo* combinedSamplers,
const PipelineLayout* layout,
bool* needsPlaceholderSampler,
bool* needsTextureBuiltinUniformBuffer,
BindingPointToFunctionAndOffset* bindingPointToData) const;
private:
ShaderModule(Device* device,
const UnpackedPtr<ShaderModuleDescriptor>& descriptor,
std::vector<tint::wgsl::Extension> internalExtensions);
~ShaderModule() override = default;
MaybeError Initialize(ShaderModuleParseResult* parseResult,
OwnedCompilationMessages* compilationMessages);
};
} // namespace opengl
} // namespace dawn::native
#endif // SRC_DAWN_NATIVE_OPENGL_SHADERMODULEGL_H_