#include "gpu/command_buffer/service/shader_manager.h"
#include <stddef.h>
#include <utility>
#include "base/logging.h"
#include "base/strings/string_util.h"
#include "ui/gl/progress_reporter.h"
namespace gpu {
namespace gles2 {
namespace {
std::string GetTopVariableName(const std::string& fullname) { … }
}
void CompileShaderWithLog(GLuint shader, const char* shader_source) { … }
Shader::Shader(GLuint service_id, GLenum shader_type)
: … { … }
Shader::~Shader() = default;
void Shader::Destroy() { … }
void Shader::RequestCompile(scoped_refptr<ShaderTranslatorInterface> translator,
TranslatedShaderSourceType type) { … }
void Shader::DoCompile() { … }
void Shader::RefreshTranslatedShaderSource() { … }
void Shader::MarkForDeletion() { … }
void Shader::DeleteServiceID() { … }
const sh::Attribute* Shader::GetAttribInfo(const std::string& name) const { … }
const std::string* Shader::GetAttribMappedName(
const std::string& original_name) const { … }
const std::string* Shader::GetUniformMappedName(
const std::string& original_name) const { … }
const std::string* Shader::GetVaryingMappedName(
const std::string& original_name) const { … }
const std::string* Shader::GetInterfaceBlockMappedName(
const std::string& original_name) const { … }
const std::string* Shader::GetOutputVariableMappedName(
const std::string& original_name) const { … }
const std::string* Shader::GetOriginalNameFromHashedName(
const std::string& hashed_name) const { … }
const sh::Uniform* Shader::GetUniformInfo(const std::string& name) const { … }
const sh::Varying* Shader::GetVaryingInfo(const std::string& name) const { … }
const sh::InterfaceBlock* Shader::GetInterfaceBlockInfo(
const std::string& name) const { … }
const sh::OutputVariable* Shader::GetOutputVariableInfo(
const std::string& name) const { … }
ShaderManager::ShaderManager(gl::ProgressReporter* progress_reporter)
: … { … }
ShaderManager::~ShaderManager() { … }
void ShaderManager::Destroy(bool have_context) { … }
Shader* ShaderManager::CreateShader(
GLuint client_id,
GLuint service_id,
GLenum shader_type) { … }
Shader* ShaderManager::GetShader(GLuint client_id) { … }
bool ShaderManager::GetClientId(GLuint service_id, GLuint* client_id) const { … }
bool ShaderManager::IsOwned(Shader* shader) { … }
void ShaderManager::RemoveShaderIfUnused(Shader* shader) { … }
void ShaderManager::Delete(Shader* shader) { … }
void ShaderManager::UseShader(Shader* shader) { … }
void ShaderManager::UnuseShader(Shader* shader) { … }
}
}