blob: c01e987d1ddd808b4644b4820936db50263088ef [file] [log] [blame]
/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/mtl/GrMtlVaryingHandler.h"
#if !__has_feature(objc_arc)
#error This file must be compiled with Arc. Use -fobjc-arc flag
#endif
static void finalize_helper(GrMtlVaryingHandler::VarArray& vars) {
int locationIndex;
int componentCount = 0;
for (locationIndex = 0; locationIndex < vars.count(); locationIndex++) {
GrShaderVar& var = vars[locationIndex];
// Metal only allows scalars (including bool and char) and vectors as varyings
SkASSERT(GrSLTypeVecLength(var.getType()) != -1);
componentCount += GrSLTypeVecLength(var.getType());
SkString location;
location.appendf("location = %d", locationIndex);
var.addLayoutQualifier(location.c_str());
}
// The max number of inputs is 60 for iOS and 32 for macOS. The max number of components is 60
// for iOS and 128 for macOS. To be conservative, we are going to assert that we have less than
// 32 varyings and less than 60 components across all varyings. If we hit this assert, we can
// implement a function in GrMtlCaps to be less conservative.
SkASSERT(locationIndex <= 32);
SkASSERT(componentCount <= 60);
}
void GrMtlVaryingHandler::onFinalize() {
finalize_helper(fVertexInputs);
finalize_helper(fVertexOutputs);
finalize_helper(fGeomInputs);
finalize_helper(fGeomOutputs);
finalize_helper(fFragInputs);
finalize_helper(fFragOutputs);
}