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69 lines
2.2 KiB
69 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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