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/*
* 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_LAYOUT
#define SKSL_LAYOUT
#include <string>
namespace SkSL {
/**
* Represents a layout block appearing before a variable declaration, as in:
*
* layout (location = 0) int x;
*/
struct Layout {
enum Flag {
kOriginUpperLeft_Flag = 1 << 0,
kPushConstant_Flag = 1 << 1,
kBlendSupportAllEquations_Flag = 1 << 2,
kColor_Flag = 1 << 3,
// These flags indicate if the qualifier appeared, regardless of the accompanying value.
kLocation_Flag = 1 << 4,
kOffset_Flag = 1 << 5,
kBinding_Flag = 1 << 6,
kTexture_Flag = 1 << 7,
kSampler_Flag = 1 << 8,
kIndex_Flag = 1 << 9,
kSet_Flag = 1 << 10,
kBuiltin_Flag = 1 << 11,
kInputAttachmentIndex_Flag = 1 << 12,
// These flags indicate the backend type; only one at most can be set.
kSPIRV_Flag = 1 << 13,
kMetal_Flag = 1 << 14,
kGL_Flag = 1 << 15,
kWGSL_Flag = 1 << 16,
};
static constexpr int kAllBackendFlagsMask =
Layout::kSPIRV_Flag | Layout::kMetal_Flag | Layout::kGL_Flag | Layout::kWGSL_Flag;
Layout(int flags, int location, int offset, int binding, int index, int set, int builtin,
int inputAttachmentIndex)
: fFlags(flags)
, fLocation(location)
, fOffset(offset)
, fBinding(binding)
, fIndex(index)
, fSet(set)
, fBuiltin(builtin)
, fInputAttachmentIndex(inputAttachmentIndex) {}
Layout() = default;
static Layout builtin(int builtin) {
Layout result;
result.fBuiltin = builtin;
return result;
}
std::string description() const;
bool operator==(const Layout& other) const;
bool operator!=(const Layout& other) const {
return !(*this == other);
}
int fFlags = 0;
int fLocation = -1;
int fOffset = -1;
int fBinding = -1;
int fTexture = -1;
int fSampler = -1;
int fIndex = -1;
int fSet = -1;
// builtin comes from SPIR-V and identifies which particular builtin value this object
// represents.
int fBuiltin = -1;
// input_attachment_index comes from Vulkan/SPIR-V to connect a shader variable to the a
// corresponding attachment on the subpass in which the shader is being used.
int fInputAttachmentIndex = -1;
};
} // namespace SkSL
#endif