restructure
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#pragma once
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#include "GLExtensions.h"
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#include "RuntimeShaderProgram.h"
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#include "../../runtime/RuntimeShaderArtifact.h"
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#include <cstdint>
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#include <string>
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#include <vector>
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class RuntimeShaderRenderer
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{
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public:
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RuntimeShaderRenderer() = default;
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RuntimeShaderRenderer(const RuntimeShaderRenderer&) = delete;
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RuntimeShaderRenderer& operator=(const RuntimeShaderRenderer&) = delete;
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~RuntimeShaderRenderer();
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bool CommitFragmentShader(const std::string& fragmentShaderSource, std::string& error);
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bool CommitShaderArtifact(const RuntimeShaderArtifact& artifact, std::string& error);
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bool CommitPreparedProgram(RuntimePreparedShaderProgram& preparedProgram, std::string& error);
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bool HasProgram() const { return mProgram != 0; }
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void RenderFrame(uint64_t frameIndex, unsigned width, unsigned height);
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void ShutdownGl();
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static bool BuildPreparedProgram(
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const std::string& layerId,
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const std::string& sourceFingerprint,
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const RuntimeShaderArtifact& artifact,
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RuntimePreparedShaderProgram& preparedProgram);
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private:
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bool EnsureStaticGlResources(std::string& error);
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static bool CompileShader(GLenum shaderType, const char* source, GLuint& shader, std::string& error);
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static bool BuildProgram(const std::string& fragmentShaderSource, GLuint& program, GLuint& vertexShader, GLuint& fragmentShader, std::string& error);
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static void AssignSamplerUniforms(GLuint program);
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void UpdateGlobalParams(uint64_t frameIndex, unsigned width, unsigned height);
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void BindRuntimeTextures();
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void DestroyProgram();
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void DestroyStaticGlResources();
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RuntimeShaderArtifact mArtifact;
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GLuint mProgram = 0;
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GLuint mVertexShader = 0;
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GLuint mFragmentShader = 0;
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GLuint mVertexArray = 0;
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GLuint mGlobalParamsBuffer = 0;
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GLsizeiptr mGlobalParamsBufferSize = 0;
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GLuint mFallbackSourceTexture = 0;
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std::vector<unsigned char> mGlobalParamsScratch;
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};
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