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/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SKSL_DSL_VAR
#define SKSL_DSL_VAR
#include "src/gpu/glsl/GrGLSLUniformHandler.h"
#include "src/sksl/dsl/DSLExpression.h"
#include "src/sksl/dsl/DSLModifiers.h"
namespace SkSL {
class Variable;
namespace dsl {
class DSLType;
class DSLVar {
public:
/**
* Constructs a new variable with the specified type and name. The name is used (in mangled
* form) in the resulting shader code; it is not otherwise important. Since mangling prevents
* name conflicts and the variable's name is only important when debugging shaders, the name
* parameter is optional.
*/
DSLVar(DSLType type, const char* name = "var");
DSLVar(DSLModifiers modifiers, DSLType type, const char* name = "var");
DSLVar(DSLVar&&) = delete;
DSLExpression x() {
return DSLExpression(*this).x();
}
DSLExpression y() {
return DSLExpression(*this).y();
}
DSLExpression z() {
return DSLExpression(*this).z();
}
DSLExpression w() {
return DSLExpression(*this).w();
}
DSLExpression r() {
return DSLExpression(*this).r();
}
DSLExpression g() {
return DSLExpression(*this).g();
}
DSLExpression b() {
return DSLExpression(*this).b();
}
DSLExpression a() {
return DSLExpression(*this).a();
}
DSLExpression field(const char* name) {
return DSLExpression(*this).field(name);
}
DSLExpression operator=(const DSLVar& var) {
return this->operator=(DSLExpression(var));
}
DSLExpression operator=(DSLExpression expr);
DSLExpression operator=(int expr) {
return this->operator=(DSLExpression(expr));
}
DSLExpression operator=(float expr) {
return this->operator=(DSLExpression(expr));
}
DSLExpression operator[](DSLExpression&& index);
DSLExpression operator++() {
return ++DSLExpression(*this);
}
DSLExpression operator++(int) {
return DSLExpression(*this)++;
}
private:
/**
* Constructs a reference to a variable that already exists in the symbol table. This is used
* internally to reference built-in vars.
*/
DSLVar(const char* name);
const SkSL::Variable* var() const {
return fVar ? fVar.get() : fConstVar;
}
const char* name() const {
return fName;
}
#if !defined(SKSL_STANDALONE) && SK_SUPPORT_GPU
GrGLSLUniformHandler::UniformHandle fUniformHandle;
GrGLSLUniformHandler::UniformHandle uniformHandle() const;
#endif
std::unique_ptr<SkSL::Statement> fDeclaration;
std::unique_ptr<SkSL::Variable> fVar = nullptr;
const SkSL::Variable* fConstVar = nullptr;
const char* fName;
friend DSLVar sk_SampleCoord();
friend class DSLCore;
friend class DSLExpression;
friend class DSLWriter;
};
} // namespace dsl
} // namespace SkSL
#endif