#include "libANGLE/Compiler.h"
#include "common/debug.h"
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/State.h"
#include "libANGLE/renderer/CompilerImpl.h"
#include "libANGLE/renderer/GLImplFactory.h"
namespace gl
{
namespace
{
size_t gActiveCompilers = …;
}
Compiler::Compiler(rx::GLImplFactory *implFactory, const State &state, egl::Display *display)
: … { … }
Compiler::~Compiler() = default;
void Compiler::onDestroy(const Context *context)
{ … }
ShCompilerInstance Compiler::getInstance(ShaderType type)
{ … }
void Compiler::putInstance(ShCompilerInstance &&instance)
{ … }
ShShaderSpec Compiler::SelectShaderSpec(const State &state)
{ … }
ShCompilerInstance::ShCompilerInstance() : … { … }
ShCompilerInstance::ShCompilerInstance(ShHandle handle,
ShShaderOutput outputType,
ShaderType shaderType)
: … { … }
ShCompilerInstance::~ShCompilerInstance()
{ … }
void ShCompilerInstance::destroy()
{ … }
ShCompilerInstance::ShCompilerInstance(ShCompilerInstance &&other)
: … { … }
ShCompilerInstance &ShCompilerInstance::operator=(ShCompilerInstance &&other)
{ … }
ShHandle ShCompilerInstance::getHandle()
{ … }
ShaderType ShCompilerInstance::getShaderType() const
{ … }
ShBuiltInResources ShCompilerInstance::getBuiltInResources() const
{ … }
ShShaderOutput ShCompilerInstance::getShaderOutputType() const
{ … }
}