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shader.h
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/*
* Copyright 2013 The Android Open Source Project
*
* 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 SHADER_H_
#define SHADER_H_
#include <vector>
#include <map>
#include <string>
#include <EGL/egl.h>
#include <GLES/gl.h>
namespace shader {
/******************************************************************
* Shader compiler helper
* namespace: ndkHelper::shader
*
*/
/******************************************************************
* CompileShader() with vector
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: data, source vector
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader(GLuint *shader, const GLenum type,
std::vector<uint8_t> &data);
/******************************************************************
* CompileShader() with buffer
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: source, source buffer
* in: iSize, buffer size
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader(GLuint *shader, const GLenum type, const GLchar *source,
const int32_t iSize);
/******************************************************************
* CompileShader() with filename
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: strFilename, filename
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader(GLuint *shader, const GLenum type, const char *strFileName);
/******************************************************************
* CompileShader() with std::map helps patching on a shader on the fly.
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: mapParameters
* For a example,
* map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader
*code to %VALUE"
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader(GLuint *shader, const GLenum type, const char *str_file_name,
const std::map<std::string, std::string> &map_parameters);
/******************************************************************
* LinkProgram()
*
* arguments:
* in: program, program
* return: true if a shader linkage succeeded, false if it failed
*
*/
bool LinkProgram(const GLuint prog);
/******************************************************************
* validateProgram()
*
* arguments:
* in: program, program
* return: true if a shader validation succeeded, false if it failed
*
*/
bool ValidateProgram(const GLuint prog);
} // namespace shader
#endif /* SHADER_H_ */