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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.
#include <vector>
#include <memory>
#include "SkSLContext.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 {
* Represents a fully-digested program, ready for code generation.
struct Program {
struct Settings {
const StandaloneShaderCaps* fCaps = &standaloneCaps;
const GrShaderCaps* fCaps = nullptr;
// if false, sk_FragCoord is exactly the same as gl_FragCoord. If true, the y coordinate
// must be flipped.
bool fFlipY = false;
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 {
Program(Kind kind,
Settings settings,
Modifiers::Flag defaultPrecision,
Context* context,
std::vector<std::unique_ptr<ProgramElement>> elements,
std::shared_ptr<SymbolTable> symbols,
Inputs inputs)
: fKind(kind)
, fSettings(settings)
, fDefaultPrecision(defaultPrecision)
, fContext(context)
, fSymbols(symbols)
, fElements(std::move(elements))
, fInputs(inputs) {}
Kind fKind;
Settings fSettings;
// FIXME handle different types; currently it assumes this is for floats
Modifiers::Flag fDefaultPrecision;
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