| /* |
| * 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 "float2"; |
| case kVec3f_GrSLType: |
| return "float3"; |
| case kVec4f_GrSLType: |
| return "float4"; |
| case kVec2i_GrSLType: |
| return "int2"; |
| case kVec3i_GrSLType: |
| return "int3"; |
| case kVec4i_GrSLType: |
| return "int4"; |
| case kMat22f_GrSLType: |
| return "float2x2"; |
| case kMat33f_GrSLType: |
| return "float3x3"; |
| case kMat44f_GrSLType: |
| return "float4x4"; |
| 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 |