1*8975f5c5SAndroid Build Coastguard Worker //
2*8975f5c5SAndroid Build Coastguard Worker // Copyright 2015 The ANGLE Project Authors. All rights reserved.
3*8975f5c5SAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be
4*8975f5c5SAndroid Build Coastguard Worker // found in the LICENSE file.
5*8975f5c5SAndroid Build Coastguard Worker //
6*8975f5c5SAndroid Build Coastguard Worker
7*8975f5c5SAndroid Build Coastguard Worker // ShaderGL.cpp: Implements the class methods for ShaderGL.
8*8975f5c5SAndroid Build Coastguard Worker
9*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/ShaderGL.h"
10*8975f5c5SAndroid Build Coastguard Worker
11*8975f5c5SAndroid Build Coastguard Worker #include "common/debug.h"
12*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Compiler.h"
13*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/Context.h"
14*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/ContextImpl.h"
15*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/ContextGL.h"
16*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/renderer/gl/FunctionsGL.h"
17*8975f5c5SAndroid Build Coastguard Worker #include "libANGLE/trace.h"
18*8975f5c5SAndroid Build Coastguard Worker #include "platform/autogen/FeaturesGL_autogen.h"
19*8975f5c5SAndroid Build Coastguard Worker
20*8975f5c5SAndroid Build Coastguard Worker #include <iostream>
21*8975f5c5SAndroid Build Coastguard Worker
22*8975f5c5SAndroid Build Coastguard Worker namespace rx
23*8975f5c5SAndroid Build Coastguard Worker {
24*8975f5c5SAndroid Build Coastguard Worker namespace
25*8975f5c5SAndroid Build Coastguard Worker {
26*8975f5c5SAndroid Build Coastguard Worker class ShaderTranslateTaskGL final : public ShaderTranslateTask
27*8975f5c5SAndroid Build Coastguard Worker {
28*8975f5c5SAndroid Build Coastguard Worker public:
ShaderTranslateTaskGL(const FunctionsGL * functions,GLuint shaderID,bool hasNativeParallelCompile)29*8975f5c5SAndroid Build Coastguard Worker ShaderTranslateTaskGL(const FunctionsGL *functions,
30*8975f5c5SAndroid Build Coastguard Worker GLuint shaderID,
31*8975f5c5SAndroid Build Coastguard Worker bool hasNativeParallelCompile)
32*8975f5c5SAndroid Build Coastguard Worker : mFunctions(functions),
33*8975f5c5SAndroid Build Coastguard Worker mShaderID(shaderID),
34*8975f5c5SAndroid Build Coastguard Worker mHasNativeParallelCompile(hasNativeParallelCompile)
35*8975f5c5SAndroid Build Coastguard Worker {}
36*8975f5c5SAndroid Build Coastguard Worker ~ShaderTranslateTaskGL() override = default;
37*8975f5c5SAndroid Build Coastguard Worker
postTranslate(ShHandle compiler,const gl::CompiledShaderState & compiledState)38*8975f5c5SAndroid Build Coastguard Worker void postTranslate(ShHandle compiler, const gl::CompiledShaderState &compiledState) override
39*8975f5c5SAndroid Build Coastguard Worker {
40*8975f5c5SAndroid Build Coastguard Worker startCompile(compiledState);
41*8975f5c5SAndroid Build Coastguard Worker }
42*8975f5c5SAndroid Build Coastguard Worker
load(const gl::CompiledShaderState & compiledState)43*8975f5c5SAndroid Build Coastguard Worker void load(const gl::CompiledShaderState &compiledState) override
44*8975f5c5SAndroid Build Coastguard Worker {
45*8975f5c5SAndroid Build Coastguard Worker startCompile(compiledState);
46*8975f5c5SAndroid Build Coastguard Worker }
47*8975f5c5SAndroid Build Coastguard Worker
isCompilingInternally()48*8975f5c5SAndroid Build Coastguard Worker bool isCompilingInternally() override
49*8975f5c5SAndroid Build Coastguard Worker {
50*8975f5c5SAndroid Build Coastguard Worker if (!mHasNativeParallelCompile)
51*8975f5c5SAndroid Build Coastguard Worker {
52*8975f5c5SAndroid Build Coastguard Worker return false;
53*8975f5c5SAndroid Build Coastguard Worker }
54*8975f5c5SAndroid Build Coastguard Worker
55*8975f5c5SAndroid Build Coastguard Worker GLint status = GL_FALSE;
56*8975f5c5SAndroid Build Coastguard Worker mFunctions->getShaderiv(mShaderID, GL_COMPLETION_STATUS, &status);
57*8975f5c5SAndroid Build Coastguard Worker return status != GL_TRUE;
58*8975f5c5SAndroid Build Coastguard Worker }
59*8975f5c5SAndroid Build Coastguard Worker
getResult(std::string & infoLog)60*8975f5c5SAndroid Build Coastguard Worker angle::Result getResult(std::string &infoLog) override
61*8975f5c5SAndroid Build Coastguard Worker {
62*8975f5c5SAndroid Build Coastguard Worker // Check for compile errors from the native driver
63*8975f5c5SAndroid Build Coastguard Worker GLint compileStatus = GL_FALSE;
64*8975f5c5SAndroid Build Coastguard Worker mFunctions->getShaderiv(mShaderID, GL_COMPILE_STATUS, &compileStatus);
65*8975f5c5SAndroid Build Coastguard Worker if (compileStatus != GL_FALSE)
66*8975f5c5SAndroid Build Coastguard Worker {
67*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Continue;
68*8975f5c5SAndroid Build Coastguard Worker }
69*8975f5c5SAndroid Build Coastguard Worker
70*8975f5c5SAndroid Build Coastguard Worker // Compilation failed, put the error into the info log
71*8975f5c5SAndroid Build Coastguard Worker GLint infoLogLength = 0;
72*8975f5c5SAndroid Build Coastguard Worker mFunctions->getShaderiv(mShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
73*8975f5c5SAndroid Build Coastguard Worker
74*8975f5c5SAndroid Build Coastguard Worker // Info log length includes the null terminator, so 1 means that the info log is an empty
75*8975f5c5SAndroid Build Coastguard Worker // string.
76*8975f5c5SAndroid Build Coastguard Worker if (infoLogLength > 1)
77*8975f5c5SAndroid Build Coastguard Worker {
78*8975f5c5SAndroid Build Coastguard Worker std::vector<char> buf(infoLogLength);
79*8975f5c5SAndroid Build Coastguard Worker mFunctions->getShaderInfoLog(mShaderID, infoLogLength, nullptr, &buf[0]);
80*8975f5c5SAndroid Build Coastguard Worker
81*8975f5c5SAndroid Build Coastguard Worker infoLog += buf.data();
82*8975f5c5SAndroid Build Coastguard Worker }
83*8975f5c5SAndroid Build Coastguard Worker else
84*8975f5c5SAndroid Build Coastguard Worker {
85*8975f5c5SAndroid Build Coastguard Worker WARN() << std::endl << "Shader compilation failed with no info log.";
86*8975f5c5SAndroid Build Coastguard Worker }
87*8975f5c5SAndroid Build Coastguard Worker
88*8975f5c5SAndroid Build Coastguard Worker return angle::Result::Stop;
89*8975f5c5SAndroid Build Coastguard Worker }
90*8975f5c5SAndroid Build Coastguard Worker
91*8975f5c5SAndroid Build Coastguard Worker private:
startCompile(const gl::CompiledShaderState & compiledState)92*8975f5c5SAndroid Build Coastguard Worker void startCompile(const gl::CompiledShaderState &compiledState)
93*8975f5c5SAndroid Build Coastguard Worker {
94*8975f5c5SAndroid Build Coastguard Worker const char *source = compiledState.translatedSource.c_str();
95*8975f5c5SAndroid Build Coastguard Worker mFunctions->shaderSource(mShaderID, 1, &source, nullptr);
96*8975f5c5SAndroid Build Coastguard Worker mFunctions->compileShader(mShaderID);
97*8975f5c5SAndroid Build Coastguard Worker }
98*8975f5c5SAndroid Build Coastguard Worker
99*8975f5c5SAndroid Build Coastguard Worker const FunctionsGL *mFunctions;
100*8975f5c5SAndroid Build Coastguard Worker GLuint mShaderID;
101*8975f5c5SAndroid Build Coastguard Worker bool mHasNativeParallelCompile;
102*8975f5c5SAndroid Build Coastguard Worker };
103*8975f5c5SAndroid Build Coastguard Worker } // anonymous namespace
104*8975f5c5SAndroid Build Coastguard Worker
ShaderGL(const gl::ShaderState & data,GLuint shaderID)105*8975f5c5SAndroid Build Coastguard Worker ShaderGL::ShaderGL(const gl::ShaderState &data, GLuint shaderID)
106*8975f5c5SAndroid Build Coastguard Worker : ShaderImpl(data), mShaderID(shaderID)
107*8975f5c5SAndroid Build Coastguard Worker {}
108*8975f5c5SAndroid Build Coastguard Worker
~ShaderGL()109*8975f5c5SAndroid Build Coastguard Worker ShaderGL::~ShaderGL()
110*8975f5c5SAndroid Build Coastguard Worker {
111*8975f5c5SAndroid Build Coastguard Worker ASSERT(mShaderID == 0);
112*8975f5c5SAndroid Build Coastguard Worker }
113*8975f5c5SAndroid Build Coastguard Worker
onDestroy(const gl::Context * context)114*8975f5c5SAndroid Build Coastguard Worker void ShaderGL::onDestroy(const gl::Context *context)
115*8975f5c5SAndroid Build Coastguard Worker {
116*8975f5c5SAndroid Build Coastguard Worker const FunctionsGL *functions = GetFunctionsGL(context);
117*8975f5c5SAndroid Build Coastguard Worker
118*8975f5c5SAndroid Build Coastguard Worker functions->deleteShader(mShaderID);
119*8975f5c5SAndroid Build Coastguard Worker mShaderID = 0;
120*8975f5c5SAndroid Build Coastguard Worker }
121*8975f5c5SAndroid Build Coastguard Worker
compile(const gl::Context * context,ShCompileOptions * options)122*8975f5c5SAndroid Build Coastguard Worker std::shared_ptr<ShaderTranslateTask> ShaderGL::compile(const gl::Context *context,
123*8975f5c5SAndroid Build Coastguard Worker ShCompileOptions *options)
124*8975f5c5SAndroid Build Coastguard Worker {
125*8975f5c5SAndroid Build Coastguard Worker ContextGL *contextGL = GetImplAs<ContextGL>(context);
126*8975f5c5SAndroid Build Coastguard Worker const FunctionsGL *functions = GetFunctionsGL(context);
127*8975f5c5SAndroid Build Coastguard Worker
128*8975f5c5SAndroid Build Coastguard Worker options->initGLPosition = true;
129*8975f5c5SAndroid Build Coastguard Worker
130*8975f5c5SAndroid Build Coastguard Worker bool isWebGL = context->isWebGL();
131*8975f5c5SAndroid Build Coastguard Worker if (isWebGL && mState.getShaderType() != gl::ShaderType::Compute)
132*8975f5c5SAndroid Build Coastguard Worker {
133*8975f5c5SAndroid Build Coastguard Worker options->initOutputVariables = true;
134*8975f5c5SAndroid Build Coastguard Worker }
135*8975f5c5SAndroid Build Coastguard Worker
136*8975f5c5SAndroid Build Coastguard Worker if (isWebGL && !context->getState().getEnableFeature(GL_TEXTURE_RECTANGLE_ANGLE))
137*8975f5c5SAndroid Build Coastguard Worker {
138*8975f5c5SAndroid Build Coastguard Worker options->disableARBTextureRectangle = true;
139*8975f5c5SAndroid Build Coastguard Worker }
140*8975f5c5SAndroid Build Coastguard Worker
141*8975f5c5SAndroid Build Coastguard Worker const angle::FeaturesGL &features = GetFeaturesGL(context);
142*8975f5c5SAndroid Build Coastguard Worker
143*8975f5c5SAndroid Build Coastguard Worker if (features.initFragmentOutputVariables.enabled)
144*8975f5c5SAndroid Build Coastguard Worker {
145*8975f5c5SAndroid Build Coastguard Worker options->initFragmentOutputVariables = true;
146*8975f5c5SAndroid Build Coastguard Worker }
147*8975f5c5SAndroid Build Coastguard Worker
148*8975f5c5SAndroid Build Coastguard Worker if (features.doWhileGLSLCausesGPUHang.enabled)
149*8975f5c5SAndroid Build Coastguard Worker {
150*8975f5c5SAndroid Build Coastguard Worker options->rewriteDoWhileLoops = true;
151*8975f5c5SAndroid Build Coastguard Worker }
152*8975f5c5SAndroid Build Coastguard Worker
153*8975f5c5SAndroid Build Coastguard Worker if (features.emulateAbsIntFunction.enabled)
154*8975f5c5SAndroid Build Coastguard Worker {
155*8975f5c5SAndroid Build Coastguard Worker options->emulateAbsIntFunction = true;
156*8975f5c5SAndroid Build Coastguard Worker }
157*8975f5c5SAndroid Build Coastguard Worker
158*8975f5c5SAndroid Build Coastguard Worker if (features.addAndTrueToLoopCondition.enabled)
159*8975f5c5SAndroid Build Coastguard Worker {
160*8975f5c5SAndroid Build Coastguard Worker options->addAndTrueToLoopCondition = true;
161*8975f5c5SAndroid Build Coastguard Worker }
162*8975f5c5SAndroid Build Coastguard Worker
163*8975f5c5SAndroid Build Coastguard Worker if (features.emulateIsnanFloat.enabled)
164*8975f5c5SAndroid Build Coastguard Worker {
165*8975f5c5SAndroid Build Coastguard Worker options->emulateIsnanFloatFunction = true;
166*8975f5c5SAndroid Build Coastguard Worker }
167*8975f5c5SAndroid Build Coastguard Worker
168*8975f5c5SAndroid Build Coastguard Worker if (features.emulateAtan2Float.enabled)
169*8975f5c5SAndroid Build Coastguard Worker {
170*8975f5c5SAndroid Build Coastguard Worker options->emulateAtan2FloatFunction = true;
171*8975f5c5SAndroid Build Coastguard Worker }
172*8975f5c5SAndroid Build Coastguard Worker
173*8975f5c5SAndroid Build Coastguard Worker if (features.useUnusedBlocksWithStandardOrSharedLayout.enabled)
174*8975f5c5SAndroid Build Coastguard Worker {
175*8975f5c5SAndroid Build Coastguard Worker options->useUnusedStandardSharedBlocks = true;
176*8975f5c5SAndroid Build Coastguard Worker }
177*8975f5c5SAndroid Build Coastguard Worker
178*8975f5c5SAndroid Build Coastguard Worker if (features.removeInvariantAndCentroidForESSL3.enabled)
179*8975f5c5SAndroid Build Coastguard Worker {
180*8975f5c5SAndroid Build Coastguard Worker options->removeInvariantAndCentroidForESSL3 = true;
181*8975f5c5SAndroid Build Coastguard Worker }
182*8975f5c5SAndroid Build Coastguard Worker
183*8975f5c5SAndroid Build Coastguard Worker if (features.rewriteFloatUnaryMinusOperator.enabled)
184*8975f5c5SAndroid Build Coastguard Worker {
185*8975f5c5SAndroid Build Coastguard Worker options->rewriteFloatUnaryMinusOperator = true;
186*8975f5c5SAndroid Build Coastguard Worker }
187*8975f5c5SAndroid Build Coastguard Worker
188*8975f5c5SAndroid Build Coastguard Worker if (!features.dontInitializeUninitializedLocals.enabled)
189*8975f5c5SAndroid Build Coastguard Worker {
190*8975f5c5SAndroid Build Coastguard Worker options->initializeUninitializedLocals = true;
191*8975f5c5SAndroid Build Coastguard Worker }
192*8975f5c5SAndroid Build Coastguard Worker
193*8975f5c5SAndroid Build Coastguard Worker if (features.clampPointSize.enabled)
194*8975f5c5SAndroid Build Coastguard Worker {
195*8975f5c5SAndroid Build Coastguard Worker options->clampPointSize = true;
196*8975f5c5SAndroid Build Coastguard Worker }
197*8975f5c5SAndroid Build Coastguard Worker
198*8975f5c5SAndroid Build Coastguard Worker if (features.dontUseLoopsToInitializeVariables.enabled)
199*8975f5c5SAndroid Build Coastguard Worker {
200*8975f5c5SAndroid Build Coastguard Worker options->dontUseLoopsToInitializeVariables = true;
201*8975f5c5SAndroid Build Coastguard Worker }
202*8975f5c5SAndroid Build Coastguard Worker
203*8975f5c5SAndroid Build Coastguard Worker if (features.clampFragDepth.enabled)
204*8975f5c5SAndroid Build Coastguard Worker {
205*8975f5c5SAndroid Build Coastguard Worker options->clampFragDepth = true;
206*8975f5c5SAndroid Build Coastguard Worker }
207*8975f5c5SAndroid Build Coastguard Worker
208*8975f5c5SAndroid Build Coastguard Worker if (features.rewriteRepeatedAssignToSwizzled.enabled)
209*8975f5c5SAndroid Build Coastguard Worker {
210*8975f5c5SAndroid Build Coastguard Worker options->rewriteRepeatedAssignToSwizzled = true;
211*8975f5c5SAndroid Build Coastguard Worker }
212*8975f5c5SAndroid Build Coastguard Worker
213*8975f5c5SAndroid Build Coastguard Worker if (features.preTransformTextureCubeGradDerivatives.enabled)
214*8975f5c5SAndroid Build Coastguard Worker {
215*8975f5c5SAndroid Build Coastguard Worker options->preTransformTextureCubeGradDerivatives = true;
216*8975f5c5SAndroid Build Coastguard Worker }
217*8975f5c5SAndroid Build Coastguard Worker
218*8975f5c5SAndroid Build Coastguard Worker if (contextGL->getMultiviewImplementationType() ==
219*8975f5c5SAndroid Build Coastguard Worker MultiviewImplementationTypeGL::NV_VIEWPORT_ARRAY2)
220*8975f5c5SAndroid Build Coastguard Worker {
221*8975f5c5SAndroid Build Coastguard Worker options->initializeBuiltinsForInstancedMultiview = true;
222*8975f5c5SAndroid Build Coastguard Worker options->selectViewInNvGLSLVertexShader = true;
223*8975f5c5SAndroid Build Coastguard Worker }
224*8975f5c5SAndroid Build Coastguard Worker
225*8975f5c5SAndroid Build Coastguard Worker if (features.clampArrayAccess.enabled || isWebGL)
226*8975f5c5SAndroid Build Coastguard Worker {
227*8975f5c5SAndroid Build Coastguard Worker options->clampIndirectArrayBounds = true;
228*8975f5c5SAndroid Build Coastguard Worker }
229*8975f5c5SAndroid Build Coastguard Worker
230*8975f5c5SAndroid Build Coastguard Worker if (features.vertexIDDoesNotIncludeBaseVertex.enabled)
231*8975f5c5SAndroid Build Coastguard Worker {
232*8975f5c5SAndroid Build Coastguard Worker options->addBaseVertexToVertexID = true;
233*8975f5c5SAndroid Build Coastguard Worker }
234*8975f5c5SAndroid Build Coastguard Worker
235*8975f5c5SAndroid Build Coastguard Worker if (features.unfoldShortCircuits.enabled)
236*8975f5c5SAndroid Build Coastguard Worker {
237*8975f5c5SAndroid Build Coastguard Worker options->unfoldShortCircuit = true;
238*8975f5c5SAndroid Build Coastguard Worker }
239*8975f5c5SAndroid Build Coastguard Worker
240*8975f5c5SAndroid Build Coastguard Worker if (features.removeDynamicIndexingOfSwizzledVector.enabled)
241*8975f5c5SAndroid Build Coastguard Worker {
242*8975f5c5SAndroid Build Coastguard Worker options->removeDynamicIndexingOfSwizzledVector = true;
243*8975f5c5SAndroid Build Coastguard Worker }
244*8975f5c5SAndroid Build Coastguard Worker
245*8975f5c5SAndroid Build Coastguard Worker if (features.preAddTexelFetchOffsets.enabled)
246*8975f5c5SAndroid Build Coastguard Worker {
247*8975f5c5SAndroid Build Coastguard Worker options->rewriteTexelFetchOffsetToTexelFetch = true;
248*8975f5c5SAndroid Build Coastguard Worker }
249*8975f5c5SAndroid Build Coastguard Worker
250*8975f5c5SAndroid Build Coastguard Worker if (features.regenerateStructNames.enabled)
251*8975f5c5SAndroid Build Coastguard Worker {
252*8975f5c5SAndroid Build Coastguard Worker options->regenerateStructNames = true;
253*8975f5c5SAndroid Build Coastguard Worker }
254*8975f5c5SAndroid Build Coastguard Worker
255*8975f5c5SAndroid Build Coastguard Worker if (features.rewriteRowMajorMatrices.enabled)
256*8975f5c5SAndroid Build Coastguard Worker {
257*8975f5c5SAndroid Build Coastguard Worker options->rewriteRowMajorMatrices = true;
258*8975f5c5SAndroid Build Coastguard Worker }
259*8975f5c5SAndroid Build Coastguard Worker
260*8975f5c5SAndroid Build Coastguard Worker if (features.passHighpToPackUnormSnormBuiltins.enabled)
261*8975f5c5SAndroid Build Coastguard Worker {
262*8975f5c5SAndroid Build Coastguard Worker options->passHighpToPackUnormSnormBuiltins = true;
263*8975f5c5SAndroid Build Coastguard Worker }
264*8975f5c5SAndroid Build Coastguard Worker
265*8975f5c5SAndroid Build Coastguard Worker if (features.emulateClipDistanceState.enabled)
266*8975f5c5SAndroid Build Coastguard Worker {
267*8975f5c5SAndroid Build Coastguard Worker options->emulateClipDistanceState = true;
268*8975f5c5SAndroid Build Coastguard Worker }
269*8975f5c5SAndroid Build Coastguard Worker
270*8975f5c5SAndroid Build Coastguard Worker if (features.emulateClipOrigin.enabled)
271*8975f5c5SAndroid Build Coastguard Worker {
272*8975f5c5SAndroid Build Coastguard Worker options->emulateClipOrigin = true;
273*8975f5c5SAndroid Build Coastguard Worker }
274*8975f5c5SAndroid Build Coastguard Worker
275*8975f5c5SAndroid Build Coastguard Worker if (features.scalarizeVecAndMatConstructorArgs.enabled)
276*8975f5c5SAndroid Build Coastguard Worker {
277*8975f5c5SAndroid Build Coastguard Worker options->scalarizeVecAndMatConstructorArgs = true;
278*8975f5c5SAndroid Build Coastguard Worker }
279*8975f5c5SAndroid Build Coastguard Worker
280*8975f5c5SAndroid Build Coastguard Worker if (features.explicitFragmentLocations.enabled)
281*8975f5c5SAndroid Build Coastguard Worker {
282*8975f5c5SAndroid Build Coastguard Worker options->explicitFragmentLocations = true;
283*8975f5c5SAndroid Build Coastguard Worker }
284*8975f5c5SAndroid Build Coastguard Worker
285*8975f5c5SAndroid Build Coastguard Worker if (contextGL->getNativeExtensions().shaderPixelLocalStorageANGLE)
286*8975f5c5SAndroid Build Coastguard Worker {
287*8975f5c5SAndroid Build Coastguard Worker options->pls = contextGL->getNativePixelLocalStorageOptions();
288*8975f5c5SAndroid Build Coastguard Worker }
289*8975f5c5SAndroid Build Coastguard Worker
290*8975f5c5SAndroid Build Coastguard Worker return std::shared_ptr<ShaderTranslateTask>(
291*8975f5c5SAndroid Build Coastguard Worker new ShaderTranslateTaskGL(functions, mShaderID, contextGL->hasNativeParallelCompile()));
292*8975f5c5SAndroid Build Coastguard Worker }
293*8975f5c5SAndroid Build Coastguard Worker
load(const gl::Context * context,gl::BinaryInputStream * stream)294*8975f5c5SAndroid Build Coastguard Worker std::shared_ptr<ShaderTranslateTask> ShaderGL::load(const gl::Context *context,
295*8975f5c5SAndroid Build Coastguard Worker gl::BinaryInputStream *stream)
296*8975f5c5SAndroid Build Coastguard Worker {
297*8975f5c5SAndroid Build Coastguard Worker ContextGL *contextGL = GetImplAs<ContextGL>(context);
298*8975f5c5SAndroid Build Coastguard Worker const FunctionsGL *functions = GetFunctionsGL(context);
299*8975f5c5SAndroid Build Coastguard Worker
300*8975f5c5SAndroid Build Coastguard Worker return std::shared_ptr<ShaderTranslateTask>(
301*8975f5c5SAndroid Build Coastguard Worker new ShaderTranslateTaskGL(functions, mShaderID, contextGL->hasNativeParallelCompile()));
302*8975f5c5SAndroid Build Coastguard Worker }
303*8975f5c5SAndroid Build Coastguard Worker
getDebugInfo() const304*8975f5c5SAndroid Build Coastguard Worker std::string ShaderGL::getDebugInfo() const
305*8975f5c5SAndroid Build Coastguard Worker {
306*8975f5c5SAndroid Build Coastguard Worker return mState.getCompiledState()->translatedSource;
307*8975f5c5SAndroid Build Coastguard Worker }
308*8975f5c5SAndroid Build Coastguard Worker
getShaderID() const309*8975f5c5SAndroid Build Coastguard Worker GLuint ShaderGL::getShaderID() const
310*8975f5c5SAndroid Build Coastguard Worker {
311*8975f5c5SAndroid Build Coastguard Worker return mShaderID;
312*8975f5c5SAndroid Build Coastguard Worker }
313*8975f5c5SAndroid Build Coastguard Worker
314*8975f5c5SAndroid Build Coastguard Worker } // namespace rx
315