88d99c6387
The ultimate goal is to end up with "float" and "half", but this intermediate step uses "highfloat" so that it is clear if I missed a "float" somewhere. Once this lands, a subsequent CL will switch all "highfloats" back to "floats". Bug: skia: Change-Id: Ia13225c7a0a0a2901e07665891c473d2500ddcca Reviewed-on: https://skia-review.googlesource.com/31000 Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com>
160 lines
4.2 KiB
C++
160 lines
4.2 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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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 kHighFloat_GrSLType:
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return "highfloat";
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case kHighFloat2_GrSLType:
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return "highfloat2";
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case kHighFloat3_GrSLType:
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return "highfloat3";
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case kHighFloat4_GrSLType:
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return "highfloat4";
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case kHalf_GrSLType:
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return "half";
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case kHalf2_GrSLType:
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return "half2";
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case kHalf3_GrSLType:
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return "half3";
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case kHalf4_GrSLType:
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return "half4";
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case kHighFloat2x2_GrSLType:
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return "highfloat2x2";
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case kHighFloat3x3_GrSLType:
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return "highfloat3x3";
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case kHighFloat4x4_GrSLType:
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return "highfloat4x4";
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case kHalf2x2_GrSLType:
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return "half2x2";
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case kHalf3x3_GrSLType:
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return "half3x3";
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case kHalf4x4_GrSLType:
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return "half4x4";
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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 kShort_GrSLType:
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return "short";
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case kUShort_GrSLType:
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return "ushort";
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case kInt_GrSLType:
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return "int";
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case kInt2_GrSLType:
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return "int2";
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case kInt3_GrSLType:
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return "int3";
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case kInt4_GrSLType:
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return "int4";
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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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SK_ABORT("Unknown shader var type.");
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return ""; // suppress warning
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}
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#endif
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