/*
* 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_PROGRAM
#define SKSL_PROGRAM
#include <vector>
#include <memory>
#include "SkSLBoolLiteral.h"
#include "SkSLExpression.h"
#include "SkSLIntLiteral.h"
#include "SkSLModifiers.h"
#include "SkSLProgramElement.h"
#include "SkSLSymbolTable.h"
// name of the render target height uniform
#define SKSL_RTHEIGHT_NAME "u_skRTHeight"
namespace SkSL {
class Context;
/**
* Represents a fully-digested program, ready for code generation.
*/
struct Program {
struct Settings {
struct Value {
Value(bool b)
: fKind(kBool_Kind)
, fValue(b) {}
Value(int i)
: fKind(kInt_Kind)
, fValue(i) {}
std::unique_ptr<Expression> literal(const Context& context, int offset) const {
switch (fKind) {
case Program::Settings::Value::kBool_Kind:
return std::unique_ptr<Expression>(new BoolLiteral(context,
offset,
fValue));
case Program::Settings::Value::kInt_Kind:
return std::unique_ptr<Expression>(new IntLiteral(context,
offset,
fValue));
default:
ASSERT(false);
return nullptr;
}
}
enum {
kBool_Kind,
kInt_Kind,
} fKind;
int fValue;
};
#ifdef SKSL_STANDALONE
const StandaloneShaderCaps* fCaps = &standaloneCaps;
#else
const GrShaderCaps* fCaps = nullptr;
#endif
// if false, sk_FragCoord is exactly the same as gl_FragCoord. If true, the y coordinate
// must be flipped.
bool fFlipY = false;
// If true the destination fragment color is read sk_FragColor. It must be declared inout.
bool fFragColorIsInOut = false;
// if true, Setting objects (e.g. sk_Caps.fbFetchSupport) should be replaced with their
// constant equivalents during compilation
bool fReplaceSettings = true;
// if true, all halfs are forced to be floats
bool fForceHighPrecision = false;
// if true, add -0.5 bias to LOD of all texture lookups
bool fSharpenTextures = false;
std::unordered_map<String, Value> fArgs;
};
struct Inputs {
// if true, this program requires the render target height uniform to be defined
bool fRTHeight;
// if true, this program must be recompiled if the flipY setting changes. If false, the
// program will compile to the same code regardless of the flipY setting.
bool fFlipY;
void reset() {
fRTHeight = false;
fFlipY = false;
}
bool isEmpty() {
return !fRTHeight && !fFlipY;
}
};
enum Kind {
kFragment_Kind,
kVertex_Kind,
kGeometry_Kind,
kFragmentProcessor_Kind
};
Program(Kind kind,
std::unique_ptr<String> source,
Settings settings,
Context* context,
std::vector<std::unique_ptr<ProgramElement>> elements,
std::shared_ptr<SymbolTable> symbols,
Inputs inputs)
: fKind(kind)
, fSource(std::move(source))
, fSettings(settings)
, fContext(context)
, fSymbols(symbols)
, fElements(std::move(elements))
, fInputs(inputs) {}
Kind fKind;
std::unique_ptr<String> fSource;
Settings fSettings;
Context* fContext;
// it's important to keep fElements defined after (and thus destroyed before) fSymbols,
// because destroying elements can modify reference counts in symbols
std::shared_ptr<SymbolTable> fSymbols;
std::vector<std::unique_ptr<ProgramElement>> fElements;
Inputs fInputs;
};
} // namespace
#endif