ShaderProgramImpl.h 1.3 KB

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  1. // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Gr/ShaderProgram.h>
  7. #include <AnKi/Gr/gl/GlObject.h>
  8. namespace anki
  9. {
  10. /// @addtogroup opengl
  11. /// @{
  12. class ShaderProgramImplReflection
  13. {
  14. public:
  15. struct Uniform
  16. {
  17. I32 m_location;
  18. U32 m_pushConstantOffset;
  19. ShaderVariableDataType m_type;
  20. U8 m_arrSize;
  21. };
  22. DynamicArray<Uniform> m_uniforms;
  23. U32 m_uniformDataSize = 0;
  24. };
  25. /// Shader program implementation.
  26. class ShaderProgramImpl final : public ShaderProgram, public GlObject
  27. {
  28. public:
  29. ShaderProgramImpl(GrManager* manager, CString name)
  30. : ShaderProgram(manager, name)
  31. {
  32. }
  33. ~ShaderProgramImpl();
  34. ANKI_USE_RESULT Error initGraphics(ShaderPtr vert, ShaderPtr tessc, ShaderPtr tesse, ShaderPtr geom,
  35. ShaderPtr frag);
  36. ANKI_USE_RESULT Error initCompute(ShaderPtr comp);
  37. // Do that only when is needed to avoid serializing the thread the driver is using for compilation.
  38. const ShaderProgramImplReflection& getReflection();
  39. private:
  40. Array<ShaderPtr, U(ShaderType::COUNT)> m_shaders;
  41. ShaderProgramImplReflection m_refl;
  42. Bool m_reflInitialized = false;
  43. ANKI_USE_RESULT Error link(GLuint vert, GLuint frag);
  44. };
  45. /// @}
  46. } // end namespace anki