1 /**************************************************************************
3 * Copyright 2013-2014 RAD Game Tools and Valve Software
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and associated documentation files (the "Software"), to deal
8 * in the Software without restriction, including without limitation the rights
9 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
10 * copies of the Software, and to permit persons to whom the Software is
11 * furnished to do so, subject to the following conditions:
13 * The above copyright notice and this permission notice shall be included in
14 * all copies or substantial portions of the Software.
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
19 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
21 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
24 **************************************************************************/
26 // File: vogl_shader_state.h
27 #ifndef VOGL_SHADER_STATE_H
28 #define VOGL_SHADER_STATE_H
30 #include "vogl_common.h"
31 #include "vogl_dynamic_string.h"
32 #include "vogl_json.h"
35 #include "vogl_common.h"
36 #include "vogl_general_context_state.h"
37 #include "vogl_blob_manager.h"
39 class vogl_shader_state : public vogl_gl_object_state
43 vogl_shader_state(const vogl_shader_state &other);
44 virtual ~vogl_shader_state();
46 vogl_shader_state &operator=(const vogl_shader_state &rhs);
48 virtual vogl_gl_object_state_type get_type() const
52 virtual vogl_namespace_t get_handle_namespace() const
54 return VOGL_NAMESPACE_SHADERS;
57 virtual bool snapshot(const vogl_context_info &context_info, vogl_handle_remapper &remapper, GLuint64 handle, GLenum target);
59 virtual bool restore(const vogl_context_info &context_info, vogl_handle_remapper &remapper, GLuint64 &handle) const;
61 virtual bool remap_handles(vogl_handle_remapper &remapper);
65 virtual bool is_valid() const
70 virtual bool serialize(json_node &node, vogl_blob_manager &blob_manager) const;
71 virtual bool deserialize(const json_node &node, const vogl_blob_manager &blob_manager);
73 virtual GLuint64 get_snapshot_handle() const
75 return m_snapshot_handle;
78 virtual bool get_marked_for_deletion() const
80 return m_marked_for_deletion;
83 GLenum get_shader_type() const
88 const dynamic_string &get_info_log() const
92 const dynamic_string &get_source() const
97 void set_source(const char* source)
102 bool get_compile_status() const
104 return m_compile_status;
107 bool get_restore_compile_status() const
109 return m_restore_compile_status;
112 bool compare_full_state(const vogl_shader_state &rhs) const;
114 void set_snapshot_handle(GLuint64 handle)
116 m_snapshot_handle = static_cast<uint>(handle);
117 VOGL_ASSERT(handle == m_snapshot_handle);
120 // Content comparison, ignores handle or anything else that can't be saved/restored to GL.
121 virtual bool compare_restorable_state(const vogl_gl_object_state &rhs_obj) const;
124 GLuint m_snapshot_handle;
125 GLenum m_shader_type;
127 dynamic_string m_info_log;
128 dynamic_string m_source;
129 mutable dynamic_string m_source_blob_id; // only use for informational purposes
130 mutable bool m_restore_compile_status;
132 bool m_marked_for_deletion;
133 bool m_compile_status;
138 typedef vogl::vector<vogl_shader_state> vogl_shader_state_vec;
140 #endif // VOGL_SHADER_STATE_H