skia2/include/private/GrGLSL.h
Ethan Nicholas 2983f4022d Re-land of "eliminated GrGLSLExpr".
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>
2017-05-08 16:08:44 +00:00

142 lines
3.6 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrGLSL_DEFINED
#define GrGLSL_DEFINED
#include "GrTypesPriv.h"
#include "SkString.h"
class GrShaderCaps;
// Limited set of GLSL versions we build shaders for. Caller should round
// down the GLSL version to one of these enums.
enum GrGLSLGeneration {
/**
* Desktop GLSL 1.10 and ES2 shading language (based on desktop GLSL 1.20)
*/
k110_GrGLSLGeneration,
/**
* Desktop GLSL 1.30
*/
k130_GrGLSLGeneration,
/**
* Desktop GLSL 1.40
*/
k140_GrGLSLGeneration,
/**
* Desktop GLSL 1.50
*/
k150_GrGLSLGeneration,
/**
* Desktop GLSL 3.30, and ES GLSL 3.00
*/
k330_GrGLSLGeneration,
/**
* Desktop GLSL 4.00
*/
k400_GrGLSLGeneration,
/**
* Desktop GLSL 4.20
*/
k420_GrGLSLGeneration,
/**
* ES GLSL 3.10 only TODO Make GLSLCap objects to make this more granular
*/
k310es_GrGLSLGeneration,
/**
* ES GLSL 3.20
*/
k320es_GrGLSLGeneration,
};
bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration);
/**
* Adds a line of GLSL code to declare the default precision for float types.
*/
void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision,
const GrShaderCaps&,
SkString* out);
/**
* Converts a GrSLPrecision to its corresponding GLSL precision qualifier.
*/
static inline const char* GrGLSLPrecisionString(GrSLPrecision p) {
switch (p) {
case kLow_GrSLPrecision:
return "lowp";
case kMedium_GrSLPrecision:
return "mediump";
case kHigh_GrSLPrecision:
return "highp";
case kDefault_GrSLPrecision:
return "";
default:
SkFAIL("Unexpected precision type.");
return "";
}
}
/**
* Converts a GrSLType to a string containing the name of the equivalent GLSL type.
*/
static inline const char* GrGLSLTypeString(GrSLType t) {
switch (t) {
case kVoid_GrSLType:
return "void";
case kFloat_GrSLType:
return "float";
case kVec2f_GrSLType:
return "vec2";
case kVec3f_GrSLType:
return "vec3";
case kVec4f_GrSLType:
return "vec4";
case kVec2i_GrSLType:
return "ivec2";
case kVec3i_GrSLType:
return "ivec3";
case kVec4i_GrSLType:
return "ivec4";
case kMat22f_GrSLType:
return "mat2";
case kMat33f_GrSLType:
return "mat3";
case kMat44f_GrSLType:
return "mat4";
case kTexture2DSampler_GrSLType:
return "sampler2D";
case kITexture2DSampler_GrSLType:
return "isampler2D";
case kTextureExternalSampler_GrSLType:
return "samplerExternalOES";
case kTexture2DRectSampler_GrSLType:
return "sampler2DRect";
case kBufferSampler_GrSLType:
return "samplerBuffer";
case kBool_GrSLType:
return "bool";
case kInt_GrSLType:
return "int";
case kUint_GrSLType:
return "uint";
case kTexture2D_GrSLType:
return "texture2D";
case kSampler_GrSLType:
return "sampler";
case kImageStorage2D_GrSLType:
return "image2D";
case kIImageStorage2D_GrSLType:
return "iimage2D";
}
SkFAIL("Unknown shader var type.");
return ""; // suppress warning
}
#endif