/* * Copyright 2016 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SKSL_GLSLCODEGENERATOR #define SKSL_GLSLCODEGENERATOR #include #include #include #include "SkSLCodeGenerator.h" #include "ir/SkSLBinaryExpression.h" #include "ir/SkSLBoolLiteral.h" #include "ir/SkSLConstructor.h" #include "ir/SkSLDoStatement.h" #include "ir/SkSLExtension.h" #include "ir/SkSLFloatLiteral.h" #include "ir/SkSLIfStatement.h" #include "ir/SkSLIndexExpression.h" #include "ir/SkSLInterfaceBlock.h" #include "ir/SkSLIntLiteral.h" #include "ir/SkSLFieldAccess.h" #include "ir/SkSLForStatement.h" #include "ir/SkSLFunctionCall.h" #include "ir/SkSLFunctionDeclaration.h" #include "ir/SkSLFunctionDefinition.h" #include "ir/SkSLPrefixExpression.h" #include "ir/SkSLPostfixExpression.h" #include "ir/SkSLProgramElement.h" #include "ir/SkSLReturnStatement.h" #include "ir/SkSLStatement.h" #include "ir/SkSLSwizzle.h" #include "ir/SkSLTernaryExpression.h" #include "ir/SkSLVarDeclaration.h" #include "ir/SkSLVarDeclarationStatement.h" #include "ir/SkSLVariableReference.h" #include "ir/SkSLWhileStatement.h" namespace SkSL { #define kLast_Capability SpvCapabilityMultiViewport struct GLCaps { int fVersion; enum { kGL_Standard, kGLES_Standard } fStandard; }; /** * Converts a Program into GLSL code. */ class GLSLCodeGenerator : public CodeGenerator { public: enum Precedence { kParentheses_Precedence = 1, kPostfix_Precedence = 2, kPrefix_Precedence = 3, kMultiplicative_Precedence = 4, kAdditive_Precedence = 5, kShift_Precedence = 6, kRelational_Precedence = 7, kEquality_Precedence = 8, kBitwiseAnd_Precedence = 9, kBitwiseXor_Precedence = 10, kBitwiseOr_Precedence = 11, kLogicalAnd_Precedence = 12, kLogicalXor_Precedence = 13, kLogicalOr_Precedence = 14, kTernary_Precedence = 15, kAssignment_Precedence = 16, kSequence_Precedence = 17, kTopLevel_Precedence = 18 }; GLSLCodeGenerator(const Context* context, GLCaps caps) : fContext(*context) , fCaps(caps) , fIndentation(0) , fAtLineStart(true) {} void generateCode(const Program& program, std::ostream& out) override; private: void write(const char* s); void writeLine(); void writeLine(const char* s); void write(const std::string& s); void writeLine(const std::string& s); void writeType(const Type& type); void writeExtension(const Extension& ext); void writeInterfaceBlock(const InterfaceBlock& intf); void writeFunctionStart(const FunctionDeclaration& f); void writeFunctionDeclaration(const FunctionDeclaration& f); void writeFunction(const FunctionDefinition& f); void writeLayout(const Layout& layout); void writeModifiers(const Modifiers& modifiers); void writeGlobalVars(const VarDeclaration& vs); void writeVarDeclarations(const VarDeclarations& decl); void writeVariableReference(const VariableReference& ref); void writeExpression(const Expression& expr, Precedence parentPrecedence); void writeIntrinsicCall(const FunctionCall& c); void writeFunctionCall(const FunctionCall& c); void writeConstructor(const Constructor& c); void writeFieldAccess(const FieldAccess& f); void writeSwizzle(const Swizzle& swizzle); void writeBinaryExpression(const BinaryExpression& b, Precedence parentPrecedence); void writeTernaryExpression(const TernaryExpression& t, Precedence parentPrecedence); void writeIndexExpression(const IndexExpression& expr); void writePrefixExpression(const PrefixExpression& p, Precedence parentPrecedence); void writePostfixExpression(const PostfixExpression& p, Precedence parentPrecedence); void writeBoolLiteral(const BoolLiteral& b); void writeIntLiteral(const IntLiteral& i); void writeFloatLiteral(const FloatLiteral& f); void writeStatement(const Statement& s); void writeBlock(const Block& b); void writeIfStatement(const IfStatement& stmt); void writeForStatement(const ForStatement& f); void writeWhileStatement(const WhileStatement& w); void writeDoStatement(const DoStatement& d); void writeReturnStatement(const ReturnStatement& r); const Context& fContext; const GLCaps fCaps; std::ostream* fOut; int fIndentation; bool fAtLineStart; // Keeps track of which struct types we have written. Given that we are unlikely to ever write // more than one or two structs per shader, a simple linear search will be faster than anything // fancier. std::vector fWrittenStructs; }; } #endif