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70 lines
2.2 KiB
70 lines
2.2 KiB
#ifndef _GLSRANDOMSHADERPROGRAM_HPP
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#define _GLSRANDOMSHADERPROGRAM_HPP
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/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL (ES) Module
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* -----------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief sglr-rsg adaptation.
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*//*--------------------------------------------------------------------*/
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#include "tcuDefs.hpp"
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#include "sglrContext.hpp"
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#include "rsgExecutionContext.hpp"
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namespace rsg
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{
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class Shader;
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class ShaderInput;
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}
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namespace deqp
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{
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namespace gls
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{
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class RandomShaderProgram : public sglr::ShaderProgram
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{
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public:
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RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
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private:
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virtual void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const;
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virtual void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
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void refreshUniforms (void) const;
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const rsg::Shader& m_vertexShader;
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const rsg::Shader& m_fragmentShader;
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const int m_numUnifiedUniforms;
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const rsg::ShaderInput* const* m_unifiedUniforms;
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const rsg::Variable* m_positionVar;
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std::vector<const rsg::Variable*> m_vertexOutputs; //!< Other vertex outputs in the order they are passed to fragment shader.
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const rsg::Variable* m_fragColorVar;
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rsg::Sampler2DMap m_sampler2DMap;
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rsg::SamplerCubeMap m_samplerCubeMap;
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mutable rsg::ExecutionContext m_execCtx;
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};
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} // gls
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} // deqp
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#endif // _GLSRANDOMSHADERPROGRAM_HPP
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