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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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