This is prep work to introduce shared variables to GeneratedCode. PiperOrigin-RevId: 257677195
86 lines
2.7 KiB
C++
86 lines
2.7 KiB
C++
/* Copyright 2019 The TensorFlow Authors. All Rights Reserved.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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==============================================================================*/
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#ifndef TENSORFLOW_LITE_DELEGATES_GPU_GL_GL_PROGRAM_H_
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#define TENSORFLOW_LITE_DELEGATES_GPU_GL_GL_PROGRAM_H_
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#include <string>
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#include <vector>
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#include "tensorflow/lite/delegates/gpu/common/status.h"
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#include "tensorflow/lite/delegates/gpu/common/types.h"
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#include "tensorflow/lite/delegates/gpu/gl/gl_shader.h"
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#include "tensorflow/lite/delegates/gpu/gl/portable_gl31.h"
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#include "tensorflow/lite/delegates/gpu/gl/variable.h"
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namespace tflite {
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namespace gpu {
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namespace gl {
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// A wrapper around opengl program id that needs to be recycled when not needed.
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// Encapsulates logic needed to bind parameters, link a program and execute it.
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class GlProgram {
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public:
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// Creates invalid program.
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GlProgram() : id_(0) {}
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// Creates new program, initializes it, attaches the given shader and links
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// a program. Thus, if this call returns a program, one may set parameters and
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// finally execute a program.
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// therefore it needs to be handled elsewhere.
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static Status CreateWithShader(const GlShader& shader, GlProgram* gl_program);
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// Same as CreateWithShader but takes compiled shader in a binary form,
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// therefore compilation step is avoided.
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static Status CreateWithBinaryShader(const BinaryShader& shader,
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GlProgram* gl_program);
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// move-only
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GlProgram(GlProgram&& program);
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GlProgram& operator=(GlProgram&& program);
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GlProgram(const GlProgram&) = delete;
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GlProgram& operator=(const GlProgram&) = delete;
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~GlProgram();
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GLuint id() const { return id_; }
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// Returns a binary representation for a shader currently attached and linked
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// into this program.
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Status GetBinary(BinaryShader* binary_shader);
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Status SetParameter(const Variable& param);
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// Executes program
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Status Dispatch(const uint3& workgroups) const;
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bool is_valid() const { return id_ != 0; }
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private:
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explicit GlProgram(GLuint program_id) : id_(program_id) {}
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void Invalidate();
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GLint GetUniformId(const std::string& name);
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GLuint id_;
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};
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} // namespace gl
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} // namespace gpu
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} // namespace tflite
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#endif // TENSORFLOW_LITE_DELEGATES_GPU_GL_GL_PROGRAM_H_
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