blob: ce27f4058904997b9bd567c3e7212310cdad9385 [file] [log] [blame]
/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SKSL_CPP
#define SKSL_CPP
// functions used by CPP programs created by skslc
#include <cmath>
#include "include/core/SkPoint.h"
#include "include/core/SkRect.h"
using std::abs;
struct SkSLFloat4 {
SkSLFloat4(float x, float y, float z, float w)
: fX(x)
, fY(y)
, fZ(z)
, fW(w) {}
operator SkRect() const {
return SkRect::MakeLTRB(fX, fY, fZ, fW);
}
private:
float fX;
float fY;
float fZ;
float fW;
};
// macros to make sk_Caps.<cap name> work from C++ code
#define sk_Caps (*args.fShaderCaps)
#define fbFetchSupport fbFetchSupport()
#define fbFetchNeedsCustomOutput fbFetchNeedsCustomOutput()
#define flatInterpolationSupport flatInterpolationSupport()
#define noperspectiveInterpolationSupport noperspectiveInterpolationSupport()
#define externalTextureSupport externalTextureSupport()
#define mustEnableAdvBlendEqs mustEnableAdvBlendEqs()
#define mustDeclareFragmentShaderOutput mustDeclareFragmentShaderOutput()
#define mustDoOpBetweenFloorAndAbs mustDoOpBetweenFloorAndAbs()
#define mustGuardDivisionEvenAfterExplicitZeroCheck mustGuardDivisionEvenAfterExplicitZeroCheck()
#define inBlendModesFailRandomlyForAllZeroVec inBlendModesFailRandomlyForAllZeroVec()
#define atan2ImplementedAsAtanYOverX atan2ImplementedAsAtanYOverX()
#define canUseAnyFunctionInShader canUseAnyFunctionInShader()
#define floatIs32Bits floatIs32Bits()
#define integerSupport integerSupport()
#define builtinFMASupport builtinFMASupport()
#define builtinDeterminantSupport builtinDeterminantSupport()
#define rewriteMatrixVectorMultiply rewriteMatrixVectorMultiply()
// functions to make GLSL constructors work from C++ code
inline SkPoint float2(float xy) { return SkPoint::Make(xy, xy); }
inline SkPoint float2(float x, float y) { return SkPoint::Make(x, y); }
inline SkSLFloat4 float4(float xyzw) { return SkSLFloat4(xyzw, xyzw, xyzw, xyzw); }
inline SkSLFloat4 float4(float x, float y, float z, float w) { return SkSLFloat4(x, y, z, w); }
#define half2 float2
#define half3 float3
#define half4 float4
#endif