gfx/angle/src/libGLESv2/Shader.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/angle/src/libGLESv2/Shader.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,624 @@
     1.4 +#include "precompiled.h"
     1.5 +//
     1.6 +// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
     1.7 +// Use of this source code is governed by a BSD-style license that can be
     1.8 +// found in the LICENSE file.
     1.9 +//
    1.10 +
    1.11 +// Shader.cpp: Implements the gl::Shader class and its  derived classes
    1.12 +// VertexShader and FragmentShader. Implements GL shader objects and related
    1.13 +// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
    1.14 +
    1.15 +#include "libGLESv2/Shader.h"
    1.16 +
    1.17 +#include <algorithm>
    1.18 +
    1.19 +#include "GLSLANG/ShaderLang.h"
    1.20 +#include "libGLESv2/utilities.h"
    1.21 +#include "libGLESv2/renderer/Renderer.h"
    1.22 +#include "libGLESv2/Constants.h"
    1.23 +#include "libGLESv2/ResourceManager.h"
    1.24 +
    1.25 +namespace gl
    1.26 +{
    1.27 +void *Shader::mFragmentCompiler = NULL;
    1.28 +void *Shader::mVertexCompiler = NULL;
    1.29 +
    1.30 +Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
    1.31 +    : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
    1.32 +{
    1.33 +    mSource = NULL;
    1.34 +    mHlsl = NULL;
    1.35 +    mInfoLog = NULL;
    1.36 +
    1.37 +    uncompile();
    1.38 +    initializeCompiler();
    1.39 +
    1.40 +    mRefCount = 0;
    1.41 +    mDeleteStatus = false;
    1.42 +}
    1.43 +
    1.44 +Shader::~Shader()
    1.45 +{
    1.46 +    delete[] mSource;
    1.47 +    delete[] mHlsl;
    1.48 +    delete[] mInfoLog;
    1.49 +}
    1.50 +
    1.51 +GLuint Shader::getHandle() const
    1.52 +{
    1.53 +    return mHandle;
    1.54 +}
    1.55 +
    1.56 +void Shader::setSource(GLsizei count, const char **string, const GLint *length)
    1.57 +{
    1.58 +    delete[] mSource;
    1.59 +    int totalLength = 0;
    1.60 +
    1.61 +    for (int i = 0; i < count; i++)
    1.62 +    {
    1.63 +        if (length && length[i] >= 0)
    1.64 +        {
    1.65 +            totalLength += length[i];
    1.66 +        }
    1.67 +        else
    1.68 +        {
    1.69 +            totalLength += (int)strlen(string[i]);
    1.70 +        }
    1.71 +    }
    1.72 +
    1.73 +    mSource = new char[totalLength + 1];
    1.74 +    char *code = mSource;
    1.75 +
    1.76 +    for (int i = 0; i < count; i++)
    1.77 +    {
    1.78 +        int stringLength;
    1.79 +
    1.80 +        if (length && length[i] >= 0)
    1.81 +        {
    1.82 +            stringLength = length[i];
    1.83 +        }
    1.84 +        else
    1.85 +        {
    1.86 +            stringLength = (int)strlen(string[i]);
    1.87 +        }
    1.88 +
    1.89 +        strncpy(code, string[i], stringLength);
    1.90 +        code += stringLength;
    1.91 +    }
    1.92 +
    1.93 +    mSource[totalLength] = '\0';
    1.94 +}
    1.95 +
    1.96 +int Shader::getInfoLogLength() const
    1.97 +{
    1.98 +    if (!mInfoLog)
    1.99 +    {
   1.100 +        return 0;
   1.101 +    }
   1.102 +    else
   1.103 +    {
   1.104 +       return strlen(mInfoLog) + 1;
   1.105 +    }
   1.106 +}
   1.107 +
   1.108 +void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
   1.109 +{
   1.110 +    int index = 0;
   1.111 +
   1.112 +    if (bufSize > 0)
   1.113 +    {
   1.114 +        if (mInfoLog)
   1.115 +        {
   1.116 +            index = std::min(bufSize - 1, (int)strlen(mInfoLog));
   1.117 +            memcpy(infoLog, mInfoLog, index);
   1.118 +        }
   1.119 +
   1.120 +        infoLog[index] = '\0';
   1.121 +    }
   1.122 +
   1.123 +    if (length)
   1.124 +    {
   1.125 +        *length = index;
   1.126 +    }
   1.127 +}
   1.128 +
   1.129 +int Shader::getSourceLength() const
   1.130 +{
   1.131 +    if (!mSource)
   1.132 +    {
   1.133 +        return 0;
   1.134 +    }
   1.135 +    else
   1.136 +    {
   1.137 +       return strlen(mSource) + 1;
   1.138 +    }
   1.139 +}
   1.140 +
   1.141 +int Shader::getTranslatedSourceLength() const
   1.142 +{
   1.143 +    if (!mHlsl)
   1.144 +    {
   1.145 +        return 0;
   1.146 +    }
   1.147 +    else
   1.148 +    {
   1.149 +       return strlen(mHlsl) + 1;
   1.150 +    }
   1.151 +}
   1.152 +
   1.153 +void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer)
   1.154 +{
   1.155 +    int index = 0;
   1.156 +
   1.157 +    if (bufSize > 0)
   1.158 +    {
   1.159 +        if (source)
   1.160 +        {
   1.161 +            index = std::min(bufSize - 1, (int)strlen(source));
   1.162 +            memcpy(buffer, source, index);
   1.163 +        }
   1.164 +
   1.165 +        buffer[index] = '\0';
   1.166 +    }
   1.167 +
   1.168 +    if (length)
   1.169 +    {
   1.170 +        *length = index;
   1.171 +    }
   1.172 +}
   1.173 +
   1.174 +void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer)
   1.175 +{
   1.176 +    getSourceImpl(mSource, bufSize, length, buffer);
   1.177 +}
   1.178 +
   1.179 +void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
   1.180 +{
   1.181 +    getSourceImpl(mHlsl, bufSize, length, buffer);
   1.182 +}
   1.183 +
   1.184 +const sh::ActiveUniforms &Shader::getUniforms()
   1.185 +{
   1.186 +    return mActiveUniforms;
   1.187 +}
   1.188 +
   1.189 +bool Shader::isCompiled()
   1.190 +{
   1.191 +    return mHlsl != NULL;
   1.192 +}
   1.193 +
   1.194 +const char *Shader::getHLSL()
   1.195 +{
   1.196 +    return mHlsl;
   1.197 +}
   1.198 +
   1.199 +void Shader::addRef()
   1.200 +{
   1.201 +    mRefCount++;
   1.202 +}
   1.203 +
   1.204 +void Shader::release()
   1.205 +{
   1.206 +    mRefCount--;
   1.207 +
   1.208 +    if (mRefCount == 0 && mDeleteStatus)
   1.209 +    {
   1.210 +        mResourceManager->deleteShader(mHandle);
   1.211 +    }
   1.212 +}
   1.213 +
   1.214 +unsigned int Shader::getRefCount() const
   1.215 +{
   1.216 +    return mRefCount;
   1.217 +}
   1.218 +
   1.219 +bool Shader::isFlaggedForDeletion() const
   1.220 +{
   1.221 +    return mDeleteStatus;
   1.222 +}
   1.223 +
   1.224 +void Shader::flagForDeletion()
   1.225 +{
   1.226 +    mDeleteStatus = true;
   1.227 +}
   1.228 +
   1.229 +// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
   1.230 +void Shader::initializeCompiler()
   1.231 +{
   1.232 +    if (!mFragmentCompiler)
   1.233 +    {
   1.234 +        int result = ShInitialize();
   1.235 +
   1.236 +        if (result)
   1.237 +        {
   1.238 +            ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
   1.239 +
   1.240 +            ShBuiltInResources resources;
   1.241 +            ShInitBuiltInResources(&resources);
   1.242 +
   1.243 +            resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
   1.244 +            resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
   1.245 +            resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
   1.246 +            resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
   1.247 +            resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
   1.248 +            resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
   1.249 +            resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
   1.250 +            resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
   1.251 +            resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
   1.252 +            resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
   1.253 +            // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
   1.254 +            resources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
   1.255 +            resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
   1.256 +
   1.257 +            mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
   1.258 +            mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
   1.259 +        }
   1.260 +    }
   1.261 +}
   1.262 +
   1.263 +void Shader::releaseCompiler()
   1.264 +{
   1.265 +    ShDestruct(mFragmentCompiler);
   1.266 +    ShDestruct(mVertexCompiler);
   1.267 +
   1.268 +    mFragmentCompiler = NULL;
   1.269 +    mVertexCompiler = NULL;
   1.270 +
   1.271 +    ShFinalize();
   1.272 +}
   1.273 +
   1.274 +void Shader::parseVaryings()
   1.275 +{
   1.276 +    if (mHlsl)
   1.277 +    {
   1.278 +        const char *input = strstr(mHlsl, "// Varyings") + 12;
   1.279 +
   1.280 +        while(true)
   1.281 +        {
   1.282 +            char varyingType[256];
   1.283 +            char varyingName[256];
   1.284 +
   1.285 +            int matches = sscanf(input, "static %255s %255s", varyingType, varyingName);
   1.286 +
   1.287 +            if (matches != 2)
   1.288 +            {
   1.289 +                break;
   1.290 +            }
   1.291 +
   1.292 +            char *array = strstr(varyingName, "[");
   1.293 +            int size = 1;
   1.294 +
   1.295 +            if (array)
   1.296 +            {
   1.297 +                size = atoi(array + 1);
   1.298 +                *array = '\0';
   1.299 +            }
   1.300 +
   1.301 +            mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
   1.302 +
   1.303 +            input = strstr(input, ";") + 2;
   1.304 +        }
   1.305 +
   1.306 +        mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL;
   1.307 +        mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL;
   1.308 +        mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL;
   1.309 +        mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
   1.310 +        mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
   1.311 +        mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
   1.312 +        mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
   1.313 +        mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL;
   1.314 +        mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL;
   1.315 +    }
   1.316 +}
   1.317 +
   1.318 +void Shader::resetVaryingsRegisterAssignment()
   1.319 +{
   1.320 +    for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++)
   1.321 +    {
   1.322 +        var->reg = -1;
   1.323 +        var->col = -1;
   1.324 +    }
   1.325 +}
   1.326 +
   1.327 +// initialize/clean up previous state
   1.328 +void Shader::uncompile()
   1.329 +{
   1.330 +    // set by compileToHLSL
   1.331 +    delete[] mHlsl;
   1.332 +    mHlsl = NULL;
   1.333 +    delete[] mInfoLog;
   1.334 +    mInfoLog = NULL;
   1.335 +
   1.336 +    // set by parseVaryings
   1.337 +    mVaryings.clear();
   1.338 +
   1.339 +    mUsesMultipleRenderTargets = false;
   1.340 +    mUsesFragColor = false;
   1.341 +    mUsesFragData = false;
   1.342 +    mUsesFragCoord = false;
   1.343 +    mUsesFrontFacing = false;
   1.344 +    mUsesPointSize = false;
   1.345 +    mUsesPointCoord = false;
   1.346 +    mUsesDepthRange = false;
   1.347 +    mUsesFragDepth = false;
   1.348 +
   1.349 +    mActiveUniforms.clear();
   1.350 +}
   1.351 +
   1.352 +void Shader::compileToHLSL(void *compiler)
   1.353 +{
   1.354 +    // ensure we don't pass a NULL source to the compiler
   1.355 +    const char *source = "\0";
   1.356 +    if (mSource)
   1.357 +    {
   1.358 +        source = mSource;
   1.359 +    }
   1.360 +
   1.361 +    // ensure the compiler is loaded
   1.362 +    initializeCompiler();
   1.363 +
   1.364 +    int compileOptions = SH_OBJECT_CODE;
   1.365 +    std::string sourcePath;
   1.366 +    if (perfActive())
   1.367 +    {
   1.368 +        sourcePath = getTempPath();
   1.369 +        writeFile(sourcePath.c_str(), source, strlen(source));
   1.370 +        compileOptions |= SH_LINE_DIRECTIVES;
   1.371 +    }
   1.372 +
   1.373 +    int result;
   1.374 +    if (sourcePath.empty())
   1.375 +    {
   1.376 +        result = ShCompile(compiler, &source, 1, compileOptions);
   1.377 +    }
   1.378 +    else
   1.379 +    {
   1.380 +        const char* sourceStrings[2] =
   1.381 +        {
   1.382 +            sourcePath.c_str(),
   1.383 +            source
   1.384 +        };
   1.385 +
   1.386 +        result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
   1.387 +    }
   1.388 +
   1.389 +    if (result)
   1.390 +    {
   1.391 +        size_t objCodeLen = 0;
   1.392 +        ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
   1.393 +        mHlsl = new char[objCodeLen];
   1.394 +        ShGetObjectCode(compiler, mHlsl);
   1.395 +
   1.396 +        void *activeUniforms;
   1.397 +        ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
   1.398 +        mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
   1.399 +    }
   1.400 +    else
   1.401 +    {
   1.402 +        size_t infoLogLen = 0;
   1.403 +        ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
   1.404 +        mInfoLog = new char[infoLogLen];
   1.405 +        ShGetInfoLog(compiler, mInfoLog);
   1.406 +
   1.407 +        TRACE("\n%s", mInfoLog);
   1.408 +    }
   1.409 +}
   1.410 +
   1.411 +GLenum Shader::parseType(const std::string &type)
   1.412 +{
   1.413 +    if (type == "float")
   1.414 +    {
   1.415 +        return GL_FLOAT;
   1.416 +    }
   1.417 +    else if (type == "float2")
   1.418 +    {
   1.419 +        return GL_FLOAT_VEC2;
   1.420 +    }
   1.421 +    else if (type == "float3")
   1.422 +    {
   1.423 +        return GL_FLOAT_VEC3;
   1.424 +    }
   1.425 +    else if (type == "float4")
   1.426 +    {
   1.427 +        return GL_FLOAT_VEC4;
   1.428 +    }
   1.429 +    else if (type == "float2x2")
   1.430 +    {
   1.431 +        return GL_FLOAT_MAT2;
   1.432 +    }
   1.433 +    else if (type == "float3x3")
   1.434 +    {
   1.435 +        return GL_FLOAT_MAT3;
   1.436 +    }
   1.437 +    else if (type == "float4x4")
   1.438 +    {
   1.439 +        return GL_FLOAT_MAT4;
   1.440 +    }
   1.441 +    else UNREACHABLE();
   1.442 +
   1.443 +    return GL_NONE;
   1.444 +}
   1.445 +
   1.446 +// true if varying x has a higher priority in packing than y
   1.447 +bool Shader::compareVarying(const Varying &x, const Varying &y)
   1.448 +{
   1.449 +    if(x.type == y.type)
   1.450 +    {
   1.451 +        return x.size > y.size;
   1.452 +    }
   1.453 +
   1.454 +    switch (x.type)
   1.455 +    {
   1.456 +      case GL_FLOAT_MAT4: return true;
   1.457 +      case GL_FLOAT_MAT2:
   1.458 +        switch(y.type)
   1.459 +        {
   1.460 +          case GL_FLOAT_MAT4: return false;
   1.461 +          case GL_FLOAT_MAT2: return true;
   1.462 +          case GL_FLOAT_VEC4: return true;
   1.463 +          case GL_FLOAT_MAT3: return true;
   1.464 +          case GL_FLOAT_VEC3: return true;
   1.465 +          case GL_FLOAT_VEC2: return true;
   1.466 +          case GL_FLOAT:      return true;
   1.467 +          default: UNREACHABLE();
   1.468 +        }
   1.469 +        break;
   1.470 +      case GL_FLOAT_VEC4:
   1.471 +        switch(y.type)
   1.472 +        {
   1.473 +          case GL_FLOAT_MAT4: return false;
   1.474 +          case GL_FLOAT_MAT2: return false;
   1.475 +          case GL_FLOAT_VEC4: return true;
   1.476 +          case GL_FLOAT_MAT3: return true;
   1.477 +          case GL_FLOAT_VEC3: return true;
   1.478 +          case GL_FLOAT_VEC2: return true;
   1.479 +          case GL_FLOAT:      return true;
   1.480 +          default: UNREACHABLE();
   1.481 +        }
   1.482 +        break;
   1.483 +      case GL_FLOAT_MAT3:
   1.484 +        switch(y.type)
   1.485 +        {
   1.486 +          case GL_FLOAT_MAT4: return false;
   1.487 +          case GL_FLOAT_MAT2: return false;
   1.488 +          case GL_FLOAT_VEC4: return false;
   1.489 +          case GL_FLOAT_MAT3: return true;
   1.490 +          case GL_FLOAT_VEC3: return true;
   1.491 +          case GL_FLOAT_VEC2: return true;
   1.492 +          case GL_FLOAT:      return true;
   1.493 +          default: UNREACHABLE();
   1.494 +        }
   1.495 +        break;
   1.496 +      case GL_FLOAT_VEC3:
   1.497 +        switch(y.type)
   1.498 +        {
   1.499 +          case GL_FLOAT_MAT4: return false;
   1.500 +          case GL_FLOAT_MAT2: return false;
   1.501 +          case GL_FLOAT_VEC4: return false;
   1.502 +          case GL_FLOAT_MAT3: return false;
   1.503 +          case GL_FLOAT_VEC3: return true;
   1.504 +          case GL_FLOAT_VEC2: return true;
   1.505 +          case GL_FLOAT:      return true;
   1.506 +          default: UNREACHABLE();
   1.507 +        }
   1.508 +        break;
   1.509 +      case GL_FLOAT_VEC2:
   1.510 +        switch(y.type)
   1.511 +        {
   1.512 +          case GL_FLOAT_MAT4: return false;
   1.513 +          case GL_FLOAT_MAT2: return false;
   1.514 +          case GL_FLOAT_VEC4: return false;
   1.515 +          case GL_FLOAT_MAT3: return false;
   1.516 +          case GL_FLOAT_VEC3: return false;
   1.517 +          case GL_FLOAT_VEC2: return true;
   1.518 +          case GL_FLOAT:      return true;
   1.519 +          default: UNREACHABLE();
   1.520 +        }
   1.521 +        break;
   1.522 +      case GL_FLOAT: return false;
   1.523 +      default: UNREACHABLE();
   1.524 +    }
   1.525 +
   1.526 +    return false;
   1.527 +}
   1.528 +
   1.529 +VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
   1.530 +    : Shader(manager, renderer, handle)
   1.531 +{
   1.532 +}
   1.533 +
   1.534 +VertexShader::~VertexShader()
   1.535 +{
   1.536 +}
   1.537 +
   1.538 +GLenum VertexShader::getType()
   1.539 +{
   1.540 +    return GL_VERTEX_SHADER;
   1.541 +}
   1.542 +
   1.543 +void VertexShader::uncompile()
   1.544 +{
   1.545 +    Shader::uncompile();
   1.546 +
   1.547 +    // set by ParseAttributes
   1.548 +    mAttributes.clear();
   1.549 +}
   1.550 +
   1.551 +void VertexShader::compile()
   1.552 +{
   1.553 +    uncompile();
   1.554 +
   1.555 +    compileToHLSL(mVertexCompiler);
   1.556 +    parseAttributes();
   1.557 +    parseVaryings();
   1.558 +}
   1.559 +
   1.560 +int VertexShader::getSemanticIndex(const std::string &attributeName)
   1.561 +{
   1.562 +    if (!attributeName.empty())
   1.563 +    {
   1.564 +        int semanticIndex = 0;
   1.565 +        for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
   1.566 +        {
   1.567 +            if (attribute->name == attributeName)
   1.568 +            {
   1.569 +                return semanticIndex;
   1.570 +            }
   1.571 +
   1.572 +            semanticIndex += VariableRowCount(attribute->type);
   1.573 +        }
   1.574 +    }
   1.575 +
   1.576 +    return -1;
   1.577 +}
   1.578 +
   1.579 +void VertexShader::parseAttributes()
   1.580 +{
   1.581 +    const char *hlsl = getHLSL();
   1.582 +    if (hlsl)
   1.583 +    {
   1.584 +        const char *input = strstr(hlsl, "// Attributes") + 14;
   1.585 +
   1.586 +        while(true)
   1.587 +        {
   1.588 +            char attributeType[256];
   1.589 +            char attributeName[256];
   1.590 +
   1.591 +            int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
   1.592 +
   1.593 +            if (matches != 2)
   1.594 +            {
   1.595 +                break;
   1.596 +            }
   1.597 +
   1.598 +            mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
   1.599 +
   1.600 +            input = strstr(input, ";") + 2;
   1.601 +        }
   1.602 +    }
   1.603 +}
   1.604 +
   1.605 +FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
   1.606 +    : Shader(manager, renderer, handle)
   1.607 +{
   1.608 +}
   1.609 +
   1.610 +FragmentShader::~FragmentShader()
   1.611 +{
   1.612 +}
   1.613 +
   1.614 +GLenum FragmentShader::getType()
   1.615 +{
   1.616 +    return GL_FRAGMENT_SHADER;
   1.617 +}
   1.618 +
   1.619 +void FragmentShader::compile()
   1.620 +{
   1.621 +    uncompile();
   1.622 +
   1.623 +    compileToHLSL(mFragmentCompiler);
   1.624 +    parseVaryings();
   1.625 +    mVaryings.sort(compareVarying);
   1.626 +}
   1.627 +}

mercurial