// Copyright 2017 The Dawn Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef DAWNNATIVE_OPENGL_SHADERMODULEGL_H_ #define DAWNNATIVE_OPENGL_SHADERMODULEGL_H_ #include "dawn_native/ShaderModule.h" #include "dawn_native/opengl/opengl_platform.h" namespace dawn_native { namespace opengl { class Device; std::string GetBindingName(uint32_t group, BindingNumber bindingNumber); struct BindingLocation { uint32_t group; BindingNumber binding; }; bool operator<(const BindingLocation& a, const BindingLocation& b); struct CombinedSampler { BindingLocation samplerLocation; BindingLocation textureLocation; std::string GetName() const; }; bool operator<(const CombinedSampler& a, const CombinedSampler& b); class ShaderModule final : public ShaderModuleBase { public: static ResultOrError Create(Device* device, const ShaderModuleDescriptor* descriptor); using CombinedSamplerInfo = std::vector; const char* GetSource() const; const CombinedSamplerInfo& GetCombinedSamplerInfo() const; private: ShaderModule(Device* device, const ShaderModuleDescriptor* descriptor); ~ShaderModule() override = default; MaybeError Initialize(); CombinedSamplerInfo mCombinedInfo; std::string mGlslSource; }; }} // namespace dawn_native::opengl #endif // DAWNNATIVE_OPENGL_SHADERMODULEGL_H_