ladybird/Userland/Libraries/LibGL/Shaders/Program.h
Stephan Unverwerth 93ab2db80f LibGL+LibSoftGPU: Add GPU side shader infrastructure
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.
2022-12-17 22:39:09 -07:00

44 lines
1.1 KiB
C++

/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Error.h>
#include <AK/NonnullRefPtr.h>
#include <AK/Optional.h>
#include <AK/OwnPtr.h>
#include <AK/RefCounted.h>
#include <AK/String.h>
#include <AK/Vector.h>
#include <LibGL/Shaders/Shader.h>
#include <LibGLSL/LinkedShader.h>
#include <LibGPU/Device.h>
#include <LibGPU/Shader.h>
namespace GL {
class Program final : public RefCounted<Program> {
public:
static NonnullRefPtr<Program> create();
bool is_shader_attached(Shader const&) const;
ErrorOr<void> attach_shader(Shader&);
ErrorOr<void> link(GPU::Device&);
bool link_status() const { return m_link_status; }
size_t info_log_length() const;
private:
bool m_link_status { false };
Vector<NonnullRefPtr<Shader>> m_vertex_shaders;
Vector<NonnullRefPtr<Shader>> m_fragment_shaders;
Optional<String> m_info_log;
OwnPtr<GLSL::LinkedShader> m_linked_vertex_shader;
OwnPtr<GLSL::LinkedShader> m_linked_fragment_shader;
RefPtr<GPU::Shader> m_gpu_vertex_shader;
RefPtr<GPU::Shader> m_gpu_fragment_shader;
};
}