1#ifndef _GLSRANDOMSHADERPROGRAM_HPP 2#define _GLSRANDOMSHADERPROGRAM_HPP 3/*------------------------------------------------------------------------- 4 * drawElements Quality Program OpenGL (ES) Module 5 * ----------------------------------------------- 6 * 7 * Copyright 2014 The Android Open Source Project 8 * 9 * Licensed under the Apache License, Version 2.0 (the "License"); 10 * you may not use this file except in compliance with the License. 11 * You may obtain a copy of the License at 12 * 13 * http://www.apache.org/licenses/LICENSE-2.0 14 * 15 * Unless required by applicable law or agreed to in writing, software 16 * distributed under the License is distributed on an "AS IS" BASIS, 17 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 18 * See the License for the specific language governing permissions and 19 * limitations under the License. 20 * 21 *//*! 22 * \file 23 * \brief sglr-rsg adaptation. 24 *//*--------------------------------------------------------------------*/ 25 26#include "tcuDefs.hpp" 27#include "sglrContext.hpp" 28#include "rsgExecutionContext.hpp" 29 30namespace rsg 31{ 32class Shader; 33class ShaderInput; 34} 35 36namespace deqp 37{ 38namespace gls 39{ 40 41class RandomShaderProgram : public sglr::ShaderProgram 42{ 43public: 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms); 45 46private: 47 virtual void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int numPackets) const; 48 virtual void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const; 49 50 void refreshUniforms (void) const; 51 52 const rsg::Shader& m_vertexShader; 53 const rsg::Shader& m_fragmentShader; 54 const int m_numUnifiedUniforms; 55 const rsg::ShaderInput* const* m_unifiedUniforms; 56 57 const rsg::Variable* m_positionVar; 58 std::vector<const rsg::Variable*> m_vertexOutputs; //!< Other vertex outputs in the order they are passed to fragment shader. 59 const rsg::Variable* m_fragColorVar; 60 61 rsg::Sampler2DMap m_sampler2DMap; 62 rsg::SamplerCubeMap m_samplerCubeMap; 63 mutable rsg::ExecutionContext m_execCtx; 64}; 65 66} // gls 67} // deqp 68 69#endif // _GLSRANDOMSHADERPROGRAM_HPP 70