| /* |
| * Copyright 2016 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| |
| #include "GrShaderVar.h" |
| #include "GrShaderCaps.h" |
| |
| static const char* type_modifier_string(GrShaderVar::TypeModifier t) { |
| switch (t) { |
| case GrShaderVar::kNone_TypeModifier: return ""; |
| case GrShaderVar::kIn_TypeModifier: return "in"; |
| case GrShaderVar::kInOut_TypeModifier: return "inout"; |
| case GrShaderVar::kOut_TypeModifier: return "out"; |
| case GrShaderVar::kUniform_TypeModifier: return "uniform"; |
| } |
| SK_ABORT("Unknown shader variable type modifier."); |
| return ""; |
| } |
| |
| void GrShaderVar::setIOType(GrIOType ioType) { |
| switch (ioType) { |
| case kRW_GrIOType: |
| return; |
| case kRead_GrIOType: |
| this->addModifier("readonly"); |
| return; |
| case kWrite_GrIOType: |
| this->addModifier("writeonly"); |
| return; |
| } |
| SK_ABORT("Unknown io type."); |
| } |
| |
| // Converts a GrSLPrecision to its corresponding GLSL precision qualifier. TODO: Remove this as we |
| // shouldn't need it with SkSL. |
| static inline const char* glsl_precision_string(GrSLPrecision p) { |
| switch (p) { |
| case kLow_GrSLPrecision: |
| return "lowp"; |
| case kMedium_GrSLPrecision: |
| return "mediump"; |
| case kHigh_GrSLPrecision: |
| return "highp"; |
| case kDefault_GrSLPrecision: |
| return ""; |
| } |
| SK_ABORT("Unexpected precision type."); |
| return ""; |
| } |
| |
| void GrShaderVar::appendDecl(const GrShaderCaps* shaderCaps, SkString* out) const { |
| SkASSERT(kDefault_GrSLPrecision == fPrecision || GrSLTypeTemporarilyAcceptsPrecision(fType)); |
| SkString layout = fLayoutQualifier; |
| if (!fLayoutQualifier.isEmpty()) { |
| out->appendf("layout(%s) ", fLayoutQualifier.c_str()); |
| } |
| out->append(fExtraModifiers); |
| if (this->getTypeModifier() != kNone_TypeModifier) { |
| out->append(type_modifier_string(this->getTypeModifier())); |
| out->append(" "); |
| } |
| GrSLType effectiveType = this->getType(); |
| if (shaderCaps->usesPrecisionModifiers() && GrSLTypeAcceptsPrecision(effectiveType)) { |
| // Desktop GLSL has added precision qualifiers but they don't do anything. |
| out->appendf("%s ", glsl_precision_string(fPrecision)); |
| } |
| if (this->isArray()) { |
| if (this->isUnsizedArray()) { |
| out->appendf("%s %s[]", |
| GrGLSLTypeString(shaderCaps, effectiveType), |
| this->getName().c_str()); |
| } else { |
| SkASSERT(this->getArrayCount() > 0); |
| out->appendf("%s %s[%d]", |
| GrGLSLTypeString(shaderCaps, effectiveType), |
| this->getName().c_str(), |
| this->getArrayCount()); |
| } |
| } else { |
| out->appendf("%s %s", |
| GrGLSLTypeString(shaderCaps, effectiveType), |
| this->getName().c_str()); |
| } |
| } |