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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 |
| (...skipping 11 matching lines...) Expand all Loading... |
| 22 | 22 |
| 23 /** | 23 /** |
| 24 * Early versions of GLSL have Varying and Attribute; those are later | 24 * Early versions of GLSL have Varying and Attribute; those are later |
| 25 * deprecated, but we still need to know whether a Varying variable | 25 * deprecated, but we still need to know whether a Varying variable |
| 26 * should be treated as In or Out. | 26 * should be treated as In or Out. |
| 27 */ | 27 */ |
| 28 enum TypeModifier { | 28 enum TypeModifier { |
| 29 kNone_TypeModifier, | 29 kNone_TypeModifier, |
| 30 kOut_TypeModifier, | 30 kOut_TypeModifier, |
| 31 kIn_TypeModifier, | 31 kIn_TypeModifier, |
| 32 kInOut_TypeModifier, |
| 32 kUniform_TypeModifier, | 33 kUniform_TypeModifier, |
| 33 kAttribute_TypeModifier | 34 kAttribute_TypeModifier, |
| 35 kVaryingIn_TypeModifier, |
| 36 kVaryingOut_TypeModifier |
| 34 }; | 37 }; |
| 35 | 38 |
| 36 enum Precision { | 39 enum Precision { |
| 37 kLow_Precision, // lowp | 40 kLow_Precision, // lowp |
| 38 kMedium_Precision, // mediump | 41 kMedium_Precision, // mediump |
| 39 kHigh_Precision, // highp | 42 kHigh_Precision, // highp |
| 40 kDefault_Precision, // Default for the current context. We make | 43 kDefault_Precision, // Default for the current context. We make |
| 41 // fragment shaders default to mediump on ES2 | 44 // fragment shaders default to mediump on ES2 |
| 42 // because highp support is not guaranteed (and | 45 // because highp support is not guaranteed (and |
| 43 // we haven't been motivated to test for it). | 46 // we haven't been motivated to test for it). |
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| 296 this->getName().c_str(), | 299 this->getName().c_str(), |
| 297 indexName, | 300 indexName, |
| 298 fUseUniformFloatArrays ? "" : ".x"); | 301 fUseUniformFloatArrays ? "" : ".x"); |
| 299 } | 302 } |
| 300 | 303 |
| 301 private: | 304 private: |
| 302 static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen)
{ | 305 static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen)
{ |
| 303 switch (t) { | 306 switch (t) { |
| 304 case kNone_TypeModifier: | 307 case kNone_TypeModifier: |
| 305 return ""; | 308 return ""; |
| 309 case kIn_TypeModifier: |
| 310 return "in"; |
| 311 case kInOut_TypeModifier: |
| 312 return "inout"; |
| 306 case kOut_TypeModifier: | 313 case kOut_TypeModifier: |
| 307 return k110_GrGLSLGeneration == gen ? "varying" : "out"; | 314 return "out"; |
| 308 case kIn_TypeModifier: | |
| 309 return k110_GrGLSLGeneration == gen ? "varying" : "in"; | |
| 310 case kUniform_TypeModifier: | 315 case kUniform_TypeModifier: |
| 311 return "uniform"; | 316 return "uniform"; |
| 312 case kAttribute_TypeModifier: | 317 case kAttribute_TypeModifier: |
| 313 return k110_GrGLSLGeneration == gen ? "attribute" : "in"; | 318 return k110_GrGLSLGeneration == gen ? "attribute" : "in"; |
| 319 case kVaryingIn_TypeModifier: |
| 320 return k110_GrGLSLGeneration == gen ? "varying" : "in"; |
| 321 case kVaryingOut_TypeModifier: |
| 322 return k110_GrGLSLGeneration == gen ? "varying" : "out"; |
| 314 default: | 323 default: |
| 315 GrCrash("Unknown shader variable type modifier."); | 324 GrCrash("Unknown shader variable type modifier."); |
| 316 return ""; // suppress warning | 325 return ""; // suppress warning |
| 317 } | 326 } |
| 318 } | 327 } |
| 319 | 328 |
| 320 static const char* PrecisionString(Precision p, GrGLBinding binding) { | 329 static const char* PrecisionString(Precision p, GrGLBinding binding) { |
| 321 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. | 330 // Desktop GLSL has added precision qualifiers but they don't do anythin
g. |
| 322 if (kES2_GrGLBinding == binding) { | 331 if (kES2_GrGLBinding == binding) { |
| 323 switch (p) { | 332 switch (p) { |
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| 341 SkString fName; | 350 SkString fName; |
| 342 int fCount; | 351 int fCount; |
| 343 Precision fPrecision; | 352 Precision fPrecision; |
| 344 Origin fOrigin; | 353 Origin fOrigin; |
| 345 /// Work around driver bugs on some hardware that don't correctly | 354 /// Work around driver bugs on some hardware that don't correctly |
| 346 /// support uniform float [] | 355 /// support uniform float [] |
| 347 bool fUseUniformFloatArrays; | 356 bool fUseUniformFloatArrays; |
| 348 }; | 357 }; |
| 349 | 358 |
| 350 #endif | 359 #endif |
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