blob: 57aa7782e0d2abac00adf055ebaa8105c1bca0b4 [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/ganesh/mtl/GrMtlVaryingHandler.h"
#include "src/gpu/ganesh/mtl/GrMtlTypesPriv.h"
#if !__has_feature(objc_arc)
#error This file must be compiled with Arc. Use -fobjc-arc flag
#endif
GR_NORETAIN_BEGIN
static void finalize_helper(GrMtlVaryingHandler::VarArray& vars) {
int locationIndex = 0;
SkDEBUGCODE(int componentCount = 0);
for (GrShaderVar& var : vars.items()) {
// Metal only allows scalars (including bool and char) and vectors as varyings
SkASSERT(SkSLTypeVecLength(var.getType()) != -1);
SkDEBUGCODE(componentCount += SkSLTypeVecLength(var.getType()));
SkString location;
location.appendf("location = %d", locationIndex);
var.addLayoutQualifier(location.c_str());
++locationIndex;
}
// 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(fFragInputs);
finalize_helper(fFragOutputs);
}
GR_NORETAIN_END