| /* |
| * 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 GrGLShaderVar_DEFINED |
| #define GrGLShaderVar_DEFINED |
| |
| #include "GrGLContextInfo.h" |
| #include "GrGLSL.h" |
| #include "SkString.h" |
| |
| #define USE_UNIFORM_FLOAT_ARRAYS true |
| |
| /** |
| * Represents a variable in a shader |
| */ |
| class GrGLShaderVar { |
| public: |
| |
| /** |
| * Early versions of GLSL have Varying and Attribute; those are later |
| * deprecated, but we still need to know whether a Varying variable |
| * should be treated as In or Out. |
| */ |
| enum TypeModifier { |
| kNone_TypeModifier, |
| kOut_TypeModifier, |
| kIn_TypeModifier, |
| kUniform_TypeModifier, |
| kAttribute_TypeModifier |
| }; |
| |
| enum Precision { |
| kLow_Precision, // lowp |
| kMedium_Precision, // mediump |
| kHigh_Precision, // highp |
| kDefault_Precision, // Default for the current context. We make |
| // fragment shaders default to mediump on ES2 |
| // because highp support is not guaranteed (and |
| // we haven't been motivated to test for it). |
| // Otherwise, highp. |
| }; |
| |
| /** |
| * Defaults to a float with no precision specifier |
| */ |
| GrGLShaderVar() { |
| fType = kFloat_GrSLType; |
| fTypeModifier = kNone_TypeModifier; |
| fCount = kNonArray; |
| fPrecision = kDefault_Precision; |
| fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; |
| } |
| |
| GrGLShaderVar(const char* name, GrSLType type, int arrayCount = kNonArray) { |
| GrAssert(kVoid_GrSLType != type); |
| fType = type; |
| fTypeModifier = kNone_TypeModifier; |
| fCount = arrayCount; |
| fPrecision = kDefault_Precision; |
| fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS; |
| fName = name; |
| } |
| |
| GrGLShaderVar(const GrGLShaderVar& var) |
| : fType(var.fType) |
| , fTypeModifier(var.fTypeModifier) |
| , fName(var.fName) |
| , fCount(var.fCount) |
| , fPrecision(var.fPrecision) |
| , fUseUniformFloatArrays(var.fUseUniformFloatArrays) { |
| GrAssert(kVoid_GrSLType != var.fType); |
| } |
| |
| /** |
| * Values for array count that have special meaning. We allow 1-sized arrays. |
| */ |
| enum { |
| kNonArray = 0, // not an array |
| kUnsizedArray = -1, // an unsized array (declared with []) |
| }; |
| |
| /** |
| * Sets as a non-array. |
| */ |
| void set(GrSLType type, |
| TypeModifier typeModifier, |
| const SkString& name, |
| Precision precision = kDefault_Precision, |
| bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) { |
| GrAssert(kVoid_GrSLType != type); |
| fType = type; |
| fTypeModifier = typeModifier; |
| fName = name; |
| fCount = kNonArray; |
| fPrecision = precision; |
| fUseUniformFloatArrays = useUniformFloatArrays; |
| } |
| |
| /** |
| * Sets as a non-array. |
| */ |
| void set(GrSLType type, |
| TypeModifier typeModifier, |
| const char* name, |
| Precision precision = kDefault_Precision, |
| bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) { |
| GrAssert(kVoid_GrSLType != type); |
| fType = type; |
| fTypeModifier = typeModifier; |
| fName = name; |
| fCount = kNonArray; |
| fPrecision = precision; |
| fUseUniformFloatArrays = useUniformFloatArrays; |
| } |
| |
| /** |
| * Set all var options |
| */ |
| void set(GrSLType type, |
| TypeModifier typeModifier, |
| const SkString& name, |
| int count, |
| Precision precision = kDefault_Precision, |
| bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) { |
| GrAssert(kVoid_GrSLType != type); |
| fType = type; |
| fTypeModifier = typeModifier; |
| fName = name; |
| fCount = count; |
| fPrecision = precision; |
| fUseUniformFloatArrays = useUniformFloatArrays; |
| } |
| |
| /** |
| * Set all var options |
| */ |
| void set(GrSLType type, |
| TypeModifier typeModifier, |
| const char* name, |
| int count, |
| Precision precision = kDefault_Precision, |
| bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) { |
| GrAssert(kVoid_GrSLType != type); |
| fType = type; |
| fTypeModifier = typeModifier; |
| fName = name; |
| fCount = count; |
| fPrecision = precision; |
| fUseUniformFloatArrays = useUniformFloatArrays; |
| } |
| |
| /** |
| * Is the var an array. |
| */ |
| bool isArray() const { return kNonArray != fCount; } |
| /** |
| * Is this an unsized array, (i.e. declared with []). |
| */ |
| bool isUnsizedArray() const { return kUnsizedArray == fCount; } |
| /** |
| * Get the array length of the var. |
| */ |
| int getArrayCount() const { return fCount; } |
| /** |
| * Set the array length of the var |
| */ |
| void setArrayCount(int count) { fCount = count; } |
| /** |
| * Set to be a non-array. |
| */ |
| void setNonArray() { fCount = kNonArray; } |
| /** |
| * Set to be an unsized array. |
| */ |
| void setUnsizedArray() { fCount = kUnsizedArray; } |
| |
| /** |
| * Access the var name as a writable string |
| */ |
| SkString* accessName() { return &fName; } |
| /** |
| * Set the var name |
| */ |
| void setName(const SkString& n) { fName = n; } |
| void setName(const char* n) { fName = n; } |
| |
| /** |
| * Get the var name. |
| */ |
| const SkString& getName() const { return fName; } |
| |
| /** |
| * Shortcut for this->getName().c_str(); |
| */ |
| const char* c_str() const { return this->getName().c_str(); } |
| |
| /** |
| * Get the type of the var |
| */ |
| GrSLType getType() const { return fType; } |
| /** |
| * Set the type of the var |
| */ |
| void setType(GrSLType type) { fType = type; } |
| |
| TypeModifier getTypeModifier() const { return fTypeModifier; } |
| void setTypeModifier(TypeModifier type) { fTypeModifier = type; } |
| |
| /** |
| * Get the precision of the var |
| */ |
| Precision getPrecision() const { return fPrecision; } |
| |
| /** |
| * Set the precision of the var |
| */ |
| void setPrecision(Precision p) { fPrecision = p; } |
| |
| /** |
| * Write a declaration of this variable to out. |
| */ |
| void appendDecl(const GrGLContextInfo& gl, SkString* out) const { |
| if (this->getTypeModifier() != kNone_TypeModifier) { |
| out->append(TypeModifierString(this->getTypeModifier(), |
| gl.glslGeneration())); |
| out->append(" "); |
| } |
| out->append(PrecisionString(fPrecision, gl.binding())); |
| GrSLType effectiveType = this->getType(); |
| if (this->isArray()) { |
| if (this->isUnsizedArray()) { |
| out->appendf("%s %s[]", |
| TypeString(effectiveType), |
| this->getName().c_str()); |
| } else { |
| GrAssert(this->getArrayCount() > 0); |
| out->appendf("%s %s[%d]", |
| TypeString(effectiveType), |
| this->getName().c_str(), |
| this->getArrayCount()); |
| } |
| } else { |
| out->appendf("%s %s", |
| TypeString(effectiveType), |
| this->getName().c_str()); |
| } |
| } |
| |
| static const char* TypeString(GrSLType t) { |
| switch (t) { |
| case kVoid_GrSLType: |
| return "void"; |
| case kFloat_GrSLType: |
| return "float"; |
| case kVec2f_GrSLType: |
| return "vec2"; |
| case kVec3f_GrSLType: |
| return "vec3"; |
| case kVec4f_GrSLType: |
| return "vec4"; |
| case kMat33f_GrSLType: |
| return "mat3"; |
| case kMat44f_GrSLType: |
| return "mat4"; |
| case kSampler2D_GrSLType: |
| return "sampler2D"; |
| default: |
| GrCrash("Unknown shader var type."); |
| return ""; // suppress warning |
| } |
| } |
| |
| void appendArrayAccess(int index, SkString* out) const { |
| out->appendf("%s[%d]%s", |
| this->getName().c_str(), |
| index, |
| fUseUniformFloatArrays ? "" : ".x"); |
| } |
| |
| void appendArrayAccess(const char* indexName, SkString* out) const { |
| out->appendf("%s[%s]%s", |
| this->getName().c_str(), |
| indexName, |
| fUseUniformFloatArrays ? "" : ".x"); |
| } |
| |
| private: |
| static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen) { |
| switch (t) { |
| case kNone_TypeModifier: |
| return ""; |
| case kOut_TypeModifier: |
| return k110_GrGLSLGeneration == gen ? "varying" : "out"; |
| case kIn_TypeModifier: |
| return k110_GrGLSLGeneration == gen ? "varying" : "in"; |
| case kUniform_TypeModifier: |
| return "uniform"; |
| case kAttribute_TypeModifier: |
| return k110_GrGLSLGeneration == gen ? "attribute" : "in"; |
| default: |
| GrCrash("Unknown shader variable type modifier."); |
| return ""; // suppress warning |
| } |
| } |
| |
| static const char* PrecisionString(Precision p, GrGLBinding binding) { |
| // Desktop GLSL has added precision qualifiers but they don't do anything. |
| if (kES2_GrGLBinding == binding) { |
| switch (p) { |
| case kLow_Precision: |
| return "lowp "; |
| case kMedium_Precision: |
| return "mediump "; |
| case kHigh_Precision: |
| return "highp "; |
| case kDefault_Precision: |
| return ""; |
| default: |
| GrCrash("Unexpected precision type."); |
| } |
| } |
| return ""; |
| } |
| |
| GrSLType fType; |
| TypeModifier fTypeModifier; |
| SkString fName; |
| int fCount; |
| Precision fPrecision; |
| /// Work around driver bugs on some hardware that don't correctly |
| /// support uniform float [] |
| bool fUseUniformFloatArrays; |
| }; |
| |
| #endif |