chromium/third_party/angle/src/libANGLE/GLES1Renderer.cpp

//
// Copyright 2018 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//

// GLES1Renderer.cpp: Implements the GLES1Renderer renderer.

#include "libANGLE/GLES1Renderer.h"

#include <string.h>
#include <iterator>
#include <sstream>
#include <vector>

#include "common/hash_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/Context.inl.h"
#include "libANGLE/Program.h"
#include "libANGLE/ResourceManager.h"
#include "libANGLE/Shader.h"
#include "libANGLE/State.h"
#include "libANGLE/context_private_call_gles_autogen.h"
#include "libANGLE/renderer/ContextImpl.h"

namespace
{
#include "libANGLE/GLES1Shaders.inc"

uint32_t GetLogicOpUniform(const gl::FramebufferAttachment *color, gl::LogicalOperation logicOp)
{}
}  // anonymous namespace

namespace gl
{
GLES1ShaderState::GLES1ShaderState()  = default;
GLES1ShaderState::~GLES1ShaderState() = default;
GLES1ShaderState::GLES1ShaderState(const GLES1ShaderState &other)
{}

bool operator==(const GLES1ShaderState &a, const GLES1ShaderState &b)
{}
bool operator!=(const GLES1ShaderState &a, const GLES1ShaderState &b)
{}

size_t GLES1ShaderState::hash() const
{}

GLES1Renderer::GLES1Renderer() :{}

void GLES1Renderer::onDestroy(Context *context, State *state)
{}

GLES1Renderer::~GLES1Renderer() = default;

angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode,
                                            Context *context,
                                            State *glState,
                                            GLES1State *gles1State)
{}

// static
int GLES1Renderer::VertexArrayIndex(ClientVertexArrayType type, const GLES1State &gles1)
{}

// static
ClientVertexArrayType GLES1Renderer::VertexArrayType(int attribIndex)
{}

// static
int GLES1Renderer::TexCoordArrayIndex(unsigned int unit)
{}

void GLES1Renderer::drawTexture(Context *context,
                                State *glState,
                                GLES1State *gles1State,
                                float x,
                                float y,
                                float z,
                                float width,
                                float height)
{}

Shader *GLES1Renderer::getShader(ShaderProgramID handle) const
{}

Program *GLES1Renderer::getProgram(ShaderProgramID handle) const
{}

angle::Result GLES1Renderer::compileShader(Context *context,
                                           ShaderType shaderType,
                                           const char *src,
                                           ShaderProgramID *shaderOut)
{}

angle::Result GLES1Renderer::linkProgram(Context *context,
                                         State *glState,
                                         ShaderProgramID vertexShader,
                                         ShaderProgramID fragmentShader,
                                         const angle::HashMap<GLint, std::string> &attribLocs,
                                         ShaderProgramID *programOut)
{}

const char *GLES1Renderer::getShaderBool(GLES1StateEnables state)
{}

void GLES1Renderer::addShaderDefine(std::stringstream &outStream,
                                    GLES1StateEnables state,
                                    const char *enableString)
{}

void GLES1Renderer::addShaderUint(std::stringstream &outStream, const char *name, uint16_t value)
{}

void GLES1Renderer::addShaderUintTexArray(std::stringstream &outStream,
                                          const char *texString,
                                          GLES1ShaderState::UintTexArray &texState)
{}

void GLES1Renderer::addShaderBoolTexArray(std::stringstream &outStream,
                                          const char *name,
                                          GLES1ShaderState::BoolTexArray &value)
{}

void GLES1Renderer::addShaderBoolLightArray(std::stringstream &outStream,
                                            const char *name,
                                            GLES1ShaderState::BoolLightArray &value)
{}

void GLES1Renderer::addShaderBoolClipPlaneArray(std::stringstream &outStream,
                                                const char *name,
                                                GLES1ShaderState::BoolClipPlaneArray &value)
{}

void GLES1Renderer::addVertexShaderDefs(std::stringstream &outStream)
{}

void GLES1Renderer::addFragmentShaderDefs(std::stringstream &outStream)
{}

angle::Result GLES1Renderer::initializeRendererProgram(Context *context,
                                                       State *glState,
                                                       GLES1State *gles1State)
{}

void GLES1Renderer::setUniform1i(Context *context,
                                 ProgramExecutable *executable,
                                 UniformLocation location,
                                 GLint value)
{}

void GLES1Renderer::setUniform1ui(ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLuint value)
{}

void GLES1Renderer::setUniform1iv(Context *context,
                                  ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLint count,
                                  const GLint *value)
{}

void GLES1Renderer::setUniformMatrix4fv(ProgramExecutable *executable,
                                        UniformLocation location,
                                        GLint count,
                                        GLboolean transpose,
                                        const GLfloat *value)
{}

void GLES1Renderer::setUniform4fv(ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLint count,
                                  const GLfloat *value)
{}

void GLES1Renderer::setUniform3fv(ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLint count,
                                  const GLfloat *value)
{}

void GLES1Renderer::setUniform2fv(ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLint count,
                                  const GLfloat *value)
{}

void GLES1Renderer::setUniform1f(ProgramExecutable *executable,
                                 UniformLocation location,
                                 GLfloat value)
{}

void GLES1Renderer::setUniform1fv(ProgramExecutable *executable,
                                  UniformLocation location,
                                  GLint count,
                                  const GLfloat *value)
{}

void GLES1Renderer::setAttributesEnabled(Context *context,
                                         State *glState,
                                         GLES1State *gles1State,
                                         AttributesMask mask)
{}

}  // namespace gl