// // Copyright 2023 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ProgramExecutableGL.h: Implementation of ProgramExecutableImpl. #ifndef LIBANGLE_RENDERER_GL_PROGRAMEXECUTABLEGL_H_ #define LIBANGLE_RENDERER_GL_PROGRAMEXECUTABLEGL_H_ #include "libANGLE/ProgramExecutable.h" #include "libANGLE/renderer/ProgramExecutableImpl.h" namespace angle { struct FeaturesGL; } // namespace angle namespace rx { class FunctionsGL; class StateManagerGL; class ProgramExecutableGL : public ProgramExecutableImpl { public: ProgramExecutableGL(const gl::ProgramExecutable *executable); ~ProgramExecutableGL() override; void destroy(const gl::Context *context) override; void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) override; void setUniform1iv(GLint location, GLsizei count, const GLint *v) override; void setUniform2iv(GLint location, GLsizei count, const GLint *v) override; void setUniform3iv(GLint location, GLsizei count, const GLint *v) override; void setUniform4iv(GLint location, GLsizei count, const GLint *v) override; void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) override; void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) override; void getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const override; void getUniformiv(const gl::Context *context, GLint location, GLint *params) const override; void getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const override; void updateEnabledClipDistances(uint8_t enabledClipDistancesPacked) const; void updateEmulatedClipOrigin(gl::ClipOrigin origin) const; void enableLayeredRenderingPath(int baseViewIndex) const; void syncUniformBlockBindings(); GLuint getProgramID() const { return mProgramID; } private: friend class ProgramGL; void reset(); void postLink(const FunctionsGL *functions, StateManagerGL *stateManager, const angle::FeaturesGL &features, GLuint programID); // Helper function, makes it simpler to type. GLint uniLoc(GLint glLocation) const { return mUniformRealLocationMap[glLocation]; } void setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding); void reapplyUBOBindings(); std::vector mUniformRealLocationMap; std::vector mUniformBlockRealLocationMap; bool mHasAppliedTransformFeedbackVaryings; GLint mClipDistanceEnabledUniformLocation; GLint mClipOriginUniformLocation; GLint mMultiviewBaseViewLayerIndexUniformLocation; // Indiciates which uniform blocks have had their bindings changed since last sync. These // changes are a result of calls to glUniformBlockBinding, and only the GL backend needs to // directly act on them (which is why it's not tracked by the front-end, the other backends // combine this info with the actual buffer bindings). angle::BitSet mDirtyUniformBlockBindings; // The program for which the executable was built GLuint mProgramID; const FunctionsGL *mFunctions; StateManagerGL *mStateManager; }; } // namespace rx #endif // LIBANGLE_RENDERER_GL_PROGRAMEXECUTABLEGL_H_