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Side by Side Diff: src/sksl/SkSLGLSLCodeGenerator.h

Issue 2413363002: added SkSL support for mustForceNegatedAtanParamToFloat cap (Closed)
Patch Set: updated comment again Created 4 years, 2 months ago
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1 /* 1 /*
2 * Copyright 2016 Google Inc. 2 * Copyright 2016 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 SKSL_GLSLCODEGENERATOR 8 #ifndef SKSL_GLSLCODEGENERATOR
9 #define SKSL_GLSLCODEGENERATOR 9 #define SKSL_GLSLCODEGENERATOR
10 10
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48 int fVersion; 48 int fVersion;
49 enum { 49 enum {
50 kGL_Standard, 50 kGL_Standard,
51 kGLES_Standard 51 kGLES_Standard
52 } fStandard; 52 } fStandard;
53 bool fIsCoreProfile; 53 bool fIsCoreProfile;
54 bool fUsesPrecisionModifiers; 54 bool fUsesPrecisionModifiers;
55 bool fMustDeclareFragmentShaderOutput; 55 bool fMustDeclareFragmentShaderOutput;
56 // The Tegra3 compiler will sometimes never return if we have min(abs(x), y) 56 // The Tegra3 compiler will sometimes never return if we have min(abs(x), y)
57 bool fCanUseMinAndAbsTogether; 57 bool fCanUseMinAndAbsTogether;
58 // On Intel GPU there is an issue where it misinterprets an atan argument (s econd argument only,
59 // apparently) of the form "-<expr>" as an int, so we rewrite it as "-1.0 * <expr>" to avoid
60 // this problem
61 bool fMustForceNegatedAtanParamToFloat;
58 }; 62 };
59 63
60 /** 64 /**
61 * Converts a Program into GLSL code. 65 * Converts a Program into GLSL code.
62 */ 66 */
63 class GLSLCodeGenerator : public CodeGenerator { 67 class GLSLCodeGenerator : public CodeGenerator {
64 public: 68 public:
65 enum Precedence { 69 enum Precedence {
66 kParentheses_Precedence = 1, 70 kParentheses_Precedence = 1,
67 kPostfix_Precedence = 2, 71 kPostfix_Precedence = 2,
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180 bool fAtLineStart; 184 bool fAtLineStart;
181 // Keeps track of which struct types we have written. Given that we are unli kely to ever write 185 // Keeps track of which struct types we have written. Given that we are unli kely to ever write
182 // more than one or two structs per shader, a simple linear search will be f aster than anything 186 // more than one or two structs per shader, a simple linear search will be f aster than anything
183 // fancier. 187 // fancier.
184 std::vector<const Type*> fWrittenStructs; 188 std::vector<const Type*> fWrittenStructs;
185 }; 189 };
186 190
187 } 191 }
188 192
189 #endif 193 #endif
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