
This adds a shader class to LibSoftGPU and makes use of it when linking GLSL program in LibGL. Also adds actual rendering code to the shader tests.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
/*
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* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Error.h>
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#include <AK/NonnullRefPtr.h>
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#include <AK/Optional.h>
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#include <AK/OwnPtr.h>
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#include <AK/RefCounted.h>
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#include <AK/String.h>
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#include <AK/Vector.h>
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#include <LibGL/Shaders/Shader.h>
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#include <LibGLSL/LinkedShader.h>
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#include <LibGPU/Device.h>
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#include <LibGPU/Shader.h>
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namespace GL {
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class Program final : public RefCounted<Program> {
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public:
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static NonnullRefPtr<Program> create();
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bool is_shader_attached(Shader const&) const;
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ErrorOr<void> attach_shader(Shader&);
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ErrorOr<void> link(GPU::Device&);
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bool link_status() const { return m_link_status; }
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size_t info_log_length() const;
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private:
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bool m_link_status { false };
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Vector<NonnullRefPtr<Shader>> m_vertex_shaders;
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Vector<NonnullRefPtr<Shader>> m_fragment_shaders;
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Optional<String> m_info_log;
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OwnPtr<GLSL::LinkedShader> m_linked_vertex_shader;
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OwnPtr<GLSL::LinkedShader> m_linked_fragment_shader;
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RefPtr<GPU::Shader> m_gpu_vertex_shader;
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RefPtr<GPU::Shader> m_gpu_fragment_shader;
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};
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}
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