1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
|
//
// Copyright (c) 2016 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.
//
// gl_raii:
// Helper methods for containing GL objects like buffers and textures.
#ifndef ANGLE_TESTS_GL_RAII_H_
#define ANGLE_TESTS_GL_RAII_H_
#include <functional>
#include "angle_gl.h"
namespace angle
{
// This is a bit of hack to work around a bug in MSVS intellisense, and make it very easy to
// use the correct function pointer type without worrying about the various definitions of
// GL_APICALL.
using GLGen = decltype(glGenBuffers);
using GLDelete = decltype(glDeleteBuffers);
template <GLGen GenF, GLDelete DeleteF>
class GLWrapper
{
public:
GLWrapper() {}
~GLWrapper() { DeleteF(1, &mHandle); }
GLuint get()
{
if (!mHandle)
{
GenF(1, &mHandle);
}
return mHandle;
}
private:
GLuint mHandle = 0;
};
using GLBuffer = GLWrapper<glGenBuffers, glDeleteBuffers>;
using GLTexture = GLWrapper<glGenTextures, glDeleteTextures>;
using GLFramebuffer = GLWrapper<glGenFramebuffers, glDeleteFramebuffers>;
using GLRenderbuffer = GLWrapper<glGenRenderbuffers, glDeleteRenderbuffers>;
using GLSampler = GLWrapper<glGenSamplers, glDeleteSamplers>;
class GLProgram
{
public:
GLProgram(const std::string &vertexShader, const std::string &fragmentShader)
: mHandle(0), mVertexShader(vertexShader), mFragmentShader(fragmentShader)
{
}
GLProgram(const std::string &computeShader) : mHandle(0), mComputeShader(computeShader) {}
~GLProgram() { glDeleteProgram(mHandle); }
GLuint get()
{
if (mHandle == 0)
{
if (!mComputeShader.empty())
{
mHandle = CompileComputeProgram(mComputeShader);
}
else
{
mHandle = CompileProgram(mVertexShader, mFragmentShader);
}
}
return mHandle;
}
private:
GLuint mHandle;
const std::string mVertexShader;
const std::string mFragmentShader;
const std::string mComputeShader;
};
#define ANGLE_GL_PROGRAM(name, vertex, fragment) \
GLProgram name(vertex, fragment); \
ASSERT_NE(0u, name.get());
#define ANGLE_GL_COMPUTE_PROGRAM(name, compute) \
GLProgram name(compute); \
ASSERT_NE(0u, name.get());
} // namespace angle
#endif // ANGLE_TESTS_GL_RAII_H_
|