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1 /* | 1 /* |
2 * Copyright 2011 Google Inc. | 2 * Copyright 2011 Google Inc. |
3 * | 3 * |
4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
6 */ | 6 */ |
7 | 7 |
8 #ifndef GrGLShaderVar_DEFINED | 8 #ifndef GrGLShaderVar_DEFINED |
9 #define GrGLShaderVar_DEFINED | 9 #define GrGLShaderVar_DEFINED |
10 | 10 |
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60 */ | 60 */ |
61 GrGLShaderVar() { | 61 GrGLShaderVar() { |
62 fType = kFloat_GrSLType; | 62 fType = kFloat_GrSLType; |
63 fTypeModifier = kNone_TypeModifier; | 63 fTypeModifier = kNone_TypeModifier; |
64 fCount = kNonArray; | 64 fCount = kNonArray; |
65 fPrecision = kDefault_Precision; | 65 fPrecision = kDefault_Precision; |
66 fOrigin = kDefault_Origin; | 66 fOrigin = kDefault_Origin; |
67 fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; | 67 fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; |
68 } | 68 } |
69 | 69 |
70 GrGLShaderVar(const char* name, GrSLType type, int arrayCount = kNonArray) { | 70 GrGLShaderVar(const char* name, GrSLType type, int arrayCount = kNonArray, |
| 71 Precision precision = kDefault_Precision) { |
71 GrAssert(kVoid_GrSLType != type); | 72 GrAssert(kVoid_GrSLType != type); |
72 fType = type; | 73 fType = type; |
73 fTypeModifier = kNone_TypeModifier; | 74 fTypeModifier = kNone_TypeModifier; |
74 fCount = arrayCount; | 75 fCount = arrayCount; |
75 fPrecision = kDefault_Precision; | 76 fPrecision = precision; |
76 fOrigin = kDefault_Origin; | 77 fOrigin = kDefault_Origin; |
77 fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; | 78 fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; |
78 fName = name; | 79 fName = name; |
79 } | 80 } |
80 | 81 |
81 GrGLShaderVar(const GrGLShaderVar& var) | 82 GrGLShaderVar(const GrGLShaderVar& var) |
82 : fType(var.fType) | 83 : fType(var.fType) |
83 , fTypeModifier(var.fTypeModifier) | 84 , fTypeModifier(var.fTypeModifier) |
84 , fName(var.fName) | 85 , fName(var.fName) |
85 , fCount(var.fCount) | 86 , fCount(var.fCount) |
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294 fUseUniformFloatArrays ? "" : ".x"); | 295 fUseUniformFloatArrays ? "" : ".x"); |
295 } | 296 } |
296 | 297 |
297 void appendArrayAccess(const char* indexName, SkString* out) const { | 298 void appendArrayAccess(const char* indexName, SkString* out) const { |
298 out->appendf("%s[%s]%s", | 299 out->appendf("%s[%s]%s", |
299 this->getName().c_str(), | 300 this->getName().c_str(), |
300 indexName, | 301 indexName, |
301 fUseUniformFloatArrays ? "" : ".x"); | 302 fUseUniformFloatArrays ? "" : ".x"); |
302 } | 303 } |
303 | 304 |
| 305 static const char* PrecisionString(Precision p, GrGLBinding binding) { |
| 306 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. |
| 307 if (kES2_GrGLBinding == binding) { |
| 308 switch (p) { |
| 309 case kLow_Precision: |
| 310 return "lowp "; |
| 311 case kMedium_Precision: |
| 312 return "mediump "; |
| 313 case kHigh_Precision: |
| 314 return "highp "; |
| 315 case kDefault_Precision: |
| 316 return ""; |
| 317 default: |
| 318 GrCrash("Unexpected precision type."); |
| 319 } |
| 320 } |
| 321 return ""; |
| 322 } |
| 323 |
304 private: | 324 private: |
305 static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen)
{ | 325 static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen)
{ |
306 switch (t) { | 326 switch (t) { |
307 case kNone_TypeModifier: | 327 case kNone_TypeModifier: |
308 return ""; | 328 return ""; |
309 case kIn_TypeModifier: | 329 case kIn_TypeModifier: |
310 return "in"; | 330 return "in"; |
311 case kInOut_TypeModifier: | 331 case kInOut_TypeModifier: |
312 return "inout"; | 332 return "inout"; |
313 case kOut_TypeModifier: | 333 case kOut_TypeModifier: |
314 return "out"; | 334 return "out"; |
315 case kUniform_TypeModifier: | 335 case kUniform_TypeModifier: |
316 return "uniform"; | 336 return "uniform"; |
317 case kAttribute_TypeModifier: | 337 case kAttribute_TypeModifier: |
318 return k110_GrGLSLGeneration == gen ? "attribute" : "in"; | 338 return k110_GrGLSLGeneration == gen ? "attribute" : "in"; |
319 case kVaryingIn_TypeModifier: | 339 case kVaryingIn_TypeModifier: |
320 return k110_GrGLSLGeneration == gen ? "varying" : "in"; | 340 return k110_GrGLSLGeneration == gen ? "varying" : "in"; |
321 case kVaryingOut_TypeModifier: | 341 case kVaryingOut_TypeModifier: |
322 return k110_GrGLSLGeneration == gen ? "varying" : "out"; | 342 return k110_GrGLSLGeneration == gen ? "varying" : "out"; |
323 default: | 343 default: |
324 GrCrash("Unknown shader variable type modifier."); | 344 GrCrash("Unknown shader variable type modifier."); |
325 return ""; // suppress warning | 345 return ""; // suppress warning |
326 } | 346 } |
327 } | 347 } |
328 | 348 |
329 static const char* PrecisionString(Precision p, GrGLBinding binding) { | |
330 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. | |
331 if (kES2_GrGLBinding == binding) { | |
332 switch (p) { | |
333 case kLow_Precision: | |
334 return "lowp "; | |
335 case kMedium_Precision: | |
336 return "mediump "; | |
337 case kHigh_Precision: | |
338 return "highp "; | |
339 case kDefault_Precision: | |
340 return ""; | |
341 default: | |
342 GrCrash("Unexpected precision type."); | |
343 } | |
344 } | |
345 return ""; | |
346 } | |
347 | |
348 GrSLType fType; | 349 GrSLType fType; |
349 TypeModifier fTypeModifier; | 350 TypeModifier fTypeModifier; |
350 SkString fName; | 351 SkString fName; |
351 int fCount; | 352 int fCount; |
352 Precision fPrecision; | 353 Precision fPrecision; |
353 Origin fOrigin; | 354 Origin fOrigin; |
354 /// Work around driver bugs on some hardware that don't correctly | 355 /// Work around driver bugs on some hardware that don't correctly |
355 /// support uniform float [] | 356 /// support uniform float [] |
356 bool fUseUniformFloatArrays; | 357 bool fUseUniformFloatArrays; |
357 }; | 358 }; |
358 | 359 |
359 #endif | 360 #endif |
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