Merge "Fix internal format/type for ES3 3D + depth/stencil negative API tests." into...
[platform/upstream/VK-GL-CTS.git] / framework / randomshaders / rsgShader.hpp
1 #ifndef _RSGSHADER_HPP
2 #define _RSGSHADER_HPP
3 /*-------------------------------------------------------------------------
4  * drawElements Quality Program Random Shader Generator
5  * ----------------------------------------------------
6  *
7  * Copyright 2014 The Android Open Source Project
8  *
9  * Licensed under the Apache License, Version 2.0 (the "License");
10  * you may not use this file except in compliance with the License.
11  * You may obtain a copy of the License at
12  *
13  *      http://www.apache.org/licenses/LICENSE-2.0
14  *
15  * Unless required by applicable law or agreed to in writing, software
16  * distributed under the License is distributed on an "AS IS" BASIS,
17  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
18  * See the License for the specific language governing permissions and
19  * limitations under the License.
20  *
21  *//*!
22  * \file
23  * \brief Shader Class.
24  *//*--------------------------------------------------------------------*/
25
26 #include "rsgDefs.hpp"
27 #include "rsgVariable.hpp"
28 #include "rsgStatement.hpp"
29 #include "rsgVariableManager.hpp"
30 #include "rsgToken.hpp"
31 #include "rsgExecutionContext.hpp"
32
33 #include <vector>
34 #include <string>
35
36 namespace rsg
37 {
38
39 class Function
40 {
41 public:
42                                                                 Function                        (void);
43                                                                 Function                        (const char* name);
44                                                                 ~Function                       (void);
45
46         const VariableType&                     getReturnType           (void) const                            { return m_returnType;          }
47         void                                            setReturnType           (const VariableType& type)      { m_returnType = type;          }
48
49         void                                            addParameter            (Variable* variable);
50
51         BlockStatement&                         getBody                         (void)                  { return m_functionBlock;       }
52         const BlockStatement&           getBody                         (void) const    { return m_functionBlock;       }
53
54         void                                            tokenize                        (GeneratorState& state, TokenStream& stream) const;
55
56 private:
57         std::string                                     m_name;
58         std::vector<Variable*>          m_parameters;
59         VariableType                            m_returnType;
60
61         BlockStatement                          m_functionBlock;
62 };
63
64 class ShaderInput
65 {
66 public:
67                                                                 ShaderInput                     (const Variable* variable, ConstValueRangeAccess valueRange);
68                                                                 ~ShaderInput            (void) {}
69
70         const Variable*                         getVariable                     (void) const    { return m_variable;    }
71         ConstValueRangeAccess           getValueRange           (void) const    { return ConstValueRangeAccess(m_variable->getType(), &m_min[0], &m_max[0]);    }
72         ValueRangeAccess                        getValueRange           (void)                  { return ValueRangeAccess(m_variable->getType(), &m_min[0], &m_max[0]);                 }
73
74 private:
75         const Variable*                         m_variable;
76         std::vector<Scalar>                     m_min;
77         std::vector<Scalar>                     m_max;
78 };
79
80 class Shader
81 {
82 public:
83         enum Type
84         {
85                 TYPE_VERTEX = 0,
86                 TYPE_FRAGMENT,
87
88                 TYPE_LAST
89         };
90
91                                                                 Shader                          (Type type);
92                                                                 ~Shader                         (void);
93
94         Type                                            getType                         (void) const    { return m_type;                                }
95         const char*                                     getSource                       (void) const    { return m_source.c_str();              }
96
97         void                                            execute                         (ExecutionContext& execCtx) const;
98
99         // For generator implementation only
100         Function&                                       getMain                         (void)                  { return m_mainFunction;                }
101         Function&                                       allocateFunction        (void);
102
103         VariableScope&                          getGlobalScope          (void)                  { return m_globalScope;                 }
104         std::vector<Statement*>&        getGlobalStatements     (void)                  { return m_globalStatements;    }
105
106         void                                            tokenize                        (GeneratorState& state, TokenStream& str) const;
107         void                                            setSource                       (const char* source) { m_source = source;               }
108
109         std::vector<ShaderInput*>&      getInputs                       (void)                  { return m_inputs;                              }
110         std::vector<ShaderInput*>&      getUniforms                     (void)                  { return m_uniforms;                    }
111
112         // For executor
113         const std::vector<ShaderInput*>&        getInputs       (void) const    { return m_inputs;                              }
114         const std::vector<ShaderInput*>&        getUniforms     (void) const    { return m_uniforms;                    }
115         void                                                            getOutputs      (std::vector<const Variable*>& outputs) const;
116
117 private:
118         Type                                            m_type;
119
120         VariableScope                           m_globalScope;
121         std::vector<Statement*>         m_globalStatements;
122
123         std::vector<ShaderInput*>       m_inputs;
124         std::vector<ShaderInput*>       m_uniforms;
125
126         std::vector<Function*>          m_functions;
127         Function                                        m_mainFunction;
128
129         std::string                                     m_source;
130 };
131
132 } // rsg
133
134 #endif // _RSGSHADER_HPP