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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrShaderCaps.h"
#include "SkString.h"
#include "../private/GrGLSL.h"
bool GrGLSLSupportsNamedFragmentShaderOutputs(GrGLSLGeneration gen) {
switch (gen) {
case k110_GrGLSLGeneration:
return false;
case k130_GrGLSLGeneration:
case k140_GrGLSLGeneration:
case k150_GrGLSLGeneration:
case k330_GrGLSLGeneration:
case k400_GrGLSLGeneration:
case k420_GrGLSLGeneration:
case k310es_GrGLSLGeneration:
case k320es_GrGLSLGeneration:
return true;
}
return false;
}
const char* GrGLSLTypeString(const GrShaderCaps* shaderCaps, GrSLType t) {
switch (t) {
case kVoid_GrSLType:
return "void";
case kFloat_GrSLType:
return "float";
case kVec2f_GrSLType:
return "float2";
case kVec3f_GrSLType:
return "float3";
case kVec4f_GrSLType:
return "float4";
case kVec2us_GrSLType:
if (shaderCaps->integerSupport()) {
return "uint2";
} else {
// uint2 (aka uvec2) isn't supported in GLSL ES 1.00/GLSL 1.20
return "float2";
}
case kVec2i_GrSLType:
return "int2";
case kVec3i_GrSLType:
return "int3";
case kVec4i_GrSLType:
return "int4";
case kMat22f_GrSLType:
return "float2x2";
case kMat33f_GrSLType:
return "float3x3";
case kMat44f_GrSLType:
return "float4x4";
case kTexture2DSampler_GrSLType:
return "sampler2D";
case kITexture2DSampler_GrSLType:
return "isampler2D";
case kTextureExternalSampler_GrSLType:
return "samplerExternalOES";
case kTexture2DRectSampler_GrSLType:
return "sampler2DRect";
case kBufferSampler_GrSLType:
return "samplerBuffer";
case kBool_GrSLType:
return "bool";
case kInt_GrSLType:
return "int";
case kUint_GrSLType:
return "uint";
case kTexture2D_GrSLType:
return "texture2D";
case kSampler_GrSLType:
return "sampler";
case kImageStorage2D_GrSLType:
return "image2D";
case kIImageStorage2D_GrSLType:
return "iimage2D";
}
SK_ABORT("Unknown shader var type.");
return ""; // suppress warning
}
void GrGLSLAppendDefaultFloatPrecisionDeclaration(GrSLPrecision p,
const GrShaderCaps& shaderCaps,
SkString* out) {
if (shaderCaps.usesPrecisionModifiers()) {
switch (p) {
case kHigh_GrSLPrecision:
out->append("precision highp float;\n");
break;
case kMedium_GrSLPrecision:
out->append("precision mediump float;\n");
break;
case kLow_GrSLPrecision:
out->append("precision lowp float;\n");
break;
default:
SK_ABORT("Unknown precision value.");
}
}
}
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