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/*
* 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 "GrGLInterface.h"
class GrGLShaderVar;
// 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 lang (based on desktop GLSL 1.20)
*/
k110_GrGLSLGeneration,
/**
* Desktop GLSL 1.30
*/
k130_GrGLSLGeneration,
/**
* Dekstop GLSL 1.50
*/
k150_GrGLSLGeneration,
};
/**
* Gets the most recent GLSL Generation compatible with the OpenGL context.
*/
GrGLSLGeneration GrGetGLSLGeneration(GrGLBinding binding,
const GrGLInterface* gl);
/**
* Returns a string to include at the begining of a shader to declare the GLSL
* version.
*/
const char* GrGetGLSLVersionDecl(GrGLBinding binding,
GrGLSLGeneration v);
/**
* Returns a string to include in a variable decleration to set the fp precision
* or an emptry string if precision is not required.
*/
const char* GrGetGLSLVarPrecisionDeclType(GrGLBinding binding);
/**
* Returns a string to set the default fp precision for an entire shader, or
* an emptry string if precision is not required.
*/
const char* GrGetGLSLShaderPrecisionDecl(GrGLBinding binding);
/**
* Depending on the GLSL version being emitted there may be an assumed output
* variable from the fragment shader for the color. Otherwise, the shader must
* declare an output variable for the color. If this function returns true:
* * Parameter var's name will be set to nameIfDeclared
* * The variable must be declared in the fragment shader
* * The variable has to be bound as the color output
* (using glBindFragDataLocation)
* If the function returns false:
* * Parameter var's name will be set to the GLSL built-in color output name.
* * Do not declare the variable in the shader.
* * Do not use glBindFragDataLocation to bind the variable
* In either case var is initialized to represent the color output in the
* shader.
*/
bool GrGLSLSetupFSColorOuput(GrGLSLGeneration gen,
const char* nameIfDeclared,
GrGLShaderVar* var);
#endif