8296e752fa
This is a prerequisite for being able to resize the atlas with impunity. Change-Id: Iccc9c7ced43f38a7d8483a7bd12a458d59a3453a Reviewed-on: https://skia-review.googlesource.com/38362 Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
91 lines
2.1 KiB
C++
91 lines
2.1 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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SK_ABORT("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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const char* GrGLSLTypeString(const GrShaderCaps* shaderCaps, GrSLType t);
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#endif
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