2983f4022d
This change is exactly the same as the last time it was landed; I believe the underlying optimizer bug that was causing this to cause problems has been fixed by a prior CL. Bug: skia: Change-Id: I5436422f094ea758caa3cd69e9338db31b1f93fa Reviewed-on: https://skia-review.googlesource.com/15768 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
142 lines
3.6 KiB
C++
142 lines
3.6 KiB
C++
/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrGLSL_DEFINED
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#define GrGLSL_DEFINED
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#include "GrTypesPriv.h"
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#include "SkString.h"
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class GrShaderCaps;
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// Limited set of GLSL versions we build shaders for. Caller should round
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// down the GLSL version to one of these enums.
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enum GrGLSLGeneration {
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/**
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* Desktop GLSL 1.10 and ES2 shading language (based on desktop GLSL 1.20)
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*/
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k110_GrGLSLGeneration,
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/**
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* Desktop GLSL 1.30
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*/
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k130_GrGLSLGeneration,
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/**
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* Desktop GLSL 1.40
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*/
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k140_GrGLSLGeneration,
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/**
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* Desktop GLSL 1.50
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*/
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k150_GrGLSLGeneration,
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/**
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* Desktop GLSL 3.30, and ES GLSL 3.00
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*/
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k330_GrGLSLGeneration,
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/**
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* Desktop GLSL 4.00
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*/
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k400_GrGLSLGeneration,
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/**
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* Desktop GLSL 4.20
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*/
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k420_GrGLSLGeneration,
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/**
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* ES GLSL 3.10 only TODO Make GLSLCap objects to make this more granular
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*/
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k310es_GrGLSLGeneration,
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/**
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* ES GLSL 3.20
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*/
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k320es_GrGLSLGeneration,
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};
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bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration);
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/**
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* Adds a line of GLSL code to declare the default precision for float types.
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*/
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void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision,
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const GrShaderCaps&,
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SkString* out);
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/**
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* Converts a GrSLPrecision to its corresponding GLSL precision qualifier.
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*/
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static inline const char* GrGLSLPrecisionString(GrSLPrecision p) {
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switch (p) {
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case kLow_GrSLPrecision:
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return "lowp";
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case kMedium_GrSLPrecision:
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return "mediump";
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case kHigh_GrSLPrecision:
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return "highp";
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case kDefault_GrSLPrecision:
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return "";
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default:
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SkFAIL("Unexpected precision type.");
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return "";
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}
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}
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/**
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* Converts a GrSLType to a string containing the name of the equivalent GLSL type.
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*/
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static inline const char* GrGLSLTypeString(GrSLType t) {
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switch (t) {
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case kVoid_GrSLType:
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return "void";
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case kFloat_GrSLType:
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return "float";
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case kVec2f_GrSLType:
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return "vec2";
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case kVec3f_GrSLType:
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return "vec3";
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case kVec4f_GrSLType:
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return "vec4";
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case kVec2i_GrSLType:
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return "ivec2";
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case kVec3i_GrSLType:
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return "ivec3";
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case kVec4i_GrSLType:
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return "ivec4";
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case kMat22f_GrSLType:
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return "mat2";
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case kMat33f_GrSLType:
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return "mat3";
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case kMat44f_GrSLType:
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return "mat4";
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case kTexture2DSampler_GrSLType:
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return "sampler2D";
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case kITexture2DSampler_GrSLType:
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return "isampler2D";
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case kTextureExternalSampler_GrSLType:
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return "samplerExternalOES";
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case kTexture2DRectSampler_GrSLType:
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return "sampler2DRect";
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case kBufferSampler_GrSLType:
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return "samplerBuffer";
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case kBool_GrSLType:
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return "bool";
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case kInt_GrSLType:
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return "int";
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case kUint_GrSLType:
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return "uint";
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case kTexture2D_GrSLType:
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return "texture2D";
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case kSampler_GrSLType:
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return "sampler";
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case kImageStorage2D_GrSLType:
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return "image2D";
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case kIImageStorage2D_GrSLType:
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return "iimage2D";
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}
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SkFAIL("Unknown shader var type.");
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return ""; // suppress warning
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}
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#endif
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