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Side by Side Diff: src/gpu/glsl/GrGLSL.h

Issue 1688233003: Add arb_texture_rectangle support properly in GLES3 shaders Base URL: https://skia.googlesource.com/skia.git@command-buffer-es3
Patch Set: Created 4 years, 10 months ago
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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 GrGLSL_DEFINED 8 #ifndef GrGLSL_DEFINED
9 #define GrGLSL_DEFINED 9 #define GrGLSL_DEFINED
10 10
11 #include "GrTypesPriv.h" 11 #include "GrTypesPriv.h"
12 #include "SkString.h" 12 #include "SkString.h"
13 13 #include "GrGLSLCaps.h"
14 class GrGLSLCaps;
15
16 // Limited set of GLSL versions we build shaders for. Caller should round
17 // down the GLSL version to one of these enums.
18 enum GrGLSLGeneration {
19 /**
20 * Desktop GLSL 1.10 and ES2 shading language (based on desktop GLSL 1.20)
21 */
22 k110_GrGLSLGeneration,
23 /**
24 * Desktop GLSL 1.30
25 */
26 k130_GrGLSLGeneration,
27 /**
28 * Desktop GLSL 1.40
29 */
30 k140_GrGLSLGeneration,
31 /**
32 * Desktop GLSL 1.50
33 */
34 k150_GrGLSLGeneration,
35 /**
36 * Desktop GLSL 3.30, and ES GLSL 3.00
37 */
38 k330_GrGLSLGeneration,
39 /**
40 * ES GLSL 3.10 only TODO Make GLSLCap objects to make this more granular
41 */
42 k310es_GrGLSLGeneration,
43 };
44 14
45 bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration); 15 bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration);
46 16
47 /** 17 /**
48 * Gets the name of the function that should be used to sample a 2D texture. Coo rd type is used 18 * Gets the name of the function that should be used to sample a 2D texture. Coo rd type is used
49 * to indicate whether the texture is sampled using projective textured (kVec3f) or not (kVec2f). 19 * to indicate whether the texture is sampled using projective textured (kVec3f) or not (kVec2f).
50 */ 20 */
51 inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samp lerType, 21 inline const char* GrGLSLTexture2DFunctionName(GrSLType coordType, GrSLType samp lerType,
52 GrGLSLGeneration glslGen) { 22 const GrGLSLCaps& glslCaps) {
53 SkASSERT(GrSLTypeIsSamplerType(samplerType)); 23 SkASSERT(GrSLTypeIsSamplerType(samplerType));
54 SkASSERT(kVec2f_GrSLType == coordType || kVec3f_GrSLType == coordType); 24 SkASSERT(kVec2f_GrSLType == coordType || kVec3f_GrSLType == coordType);
55 // GL_TEXTURE_RECTANGLE_ARB is written against OpenGL 2.0/GLSL 1.10. At that time there were 25 // GL_TEXTURE_RECTANGLE_ARB is written against OpenGL 2.0/GLSL 1.10. At that time there were
56 // separate texture*() functions. In OpenGL 3.0/GLSL 1.30 the different text ure*() functions 26 // separate texture*() functions. In OpenGL 3.0/GLSL 1.30 the different text ure*() functions
57 // were deprecated in favor or the unified texture() function. RECTANGLE tex tures became 27 // were deprecated in favor or the unified texture() function. RECTANGLE tex tures became
58 // standard in OpenGL 3.2/GLSL 1.50 and use texture(). It isn't completely c lear what function 28 // standard in OpenGL 3.2/GLSL 1.50 and use texture(). It isn't completely c lear what function
59 // should be used for RECTANGLE textures in GLSL versions >= 1.30 && < 1.50. We're going with 29 // should be used for RECTANGLE textures in GLSL versions >= 1.30 && < 1.50. We're going with
60 // using texture(). 30 // using texture().
61 if (glslGen >= k130_GrGLSLGeneration) { 31 if (samplerType == kSampler2DRect_GrSLType &&
62 return (kVec2f_GrSLType == coordType) ? "texture" : "textureProj"; 32 !glslCaps.rectangleTextureUseUnifiedTextureFunctionName()) {
33 if (kVec2f_GrSLType == coordType) {
34 return "texture2DRect";
35 }
36 return "texture2DRectProj";
37 }
38 if (glslCaps.generation() >= k130_GrGLSLGeneration) {
39 if (kVec2f_GrSLType == coordType) {
40 return "texture";
41 }
42 return "textureProj";
63 } 43 }
64 if (kVec2f_GrSLType == coordType) { 44 if (kVec2f_GrSLType == coordType) {
65 return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRect" : "tex ture2D"; 45 return "texture2D";
66 } else {
67 return (samplerType == kSampler2DRect_GrSLType) ? "texture2DRectProj" : "texture2DProj";
68 } 46 }
47 return "texture2DProj";
69 } 48 }
70 49
71 /** 50 /**
72 * Adds a line of GLSL code to declare the default precision for float types. 51 * Adds a line of GLSL code to declare the default precision for float types.
73 */ 52 */
74 void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision, 53 void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision,
75 const GrGLSLCaps& glslCaps, 54 const GrGLSLCaps& glslCaps,
76 SkString* out); 55 SkString* out);
77 56
78 /** 57 /**
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347 326
348 /** 327 /**
349 * Does an inplace mul, *=, of vec4VarName by mulFactor. 328 * Does an inplace mul, *=, of vec4VarName by mulFactor.
350 * A semicolon is added after the assignment. 329 * A semicolon is added after the assignment.
351 */ 330 */
352 void GrGLSLMulVarBy4f(SkString* outAppend, const char* vec4VarName, const GrGLSL Expr4& mulFactor); 331 void GrGLSLMulVarBy4f(SkString* outAppend, const char* vec4VarName, const GrGLSL Expr4& mulFactor);
353 332
354 #include "GrGLSL_impl.h" 333 #include "GrGLSL_impl.h"
355 334
356 #endif 335 #endif
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