зеркало из https://github.com/mozilla/moz-skia.git
Refactor how precision is handled with GrGLShaderVar
Review URL: http://codereview.appspot.com/6392049/ git-svn-id: http://skia.googlecode.com/svn/trunk@4575 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
Родитель
ba68cdb415
Коммит
d7727ceb82
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@ -55,22 +55,6 @@ const char* GrGetGLSLVersionDecl(GrGLBinding binding,
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}
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}
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const char* GrGetGLSLVarPrecisionDeclType(GrGLBinding binding) {
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if (kES2_GrGLBinding == binding) {
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return "mediump";
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} else {
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return " ";
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}
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}
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const char* GrGetGLSLShaderPrecisionDecl(GrGLBinding binding) {
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if (kES2_GrGLBinding == binding) {
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return "precision mediump float;\n";
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} else {
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return "";
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}
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}
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bool GrGLSLSetupFSColorOuput(GrGLSLGeneration gen,
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const char* nameIfDeclared,
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GrGLShaderVar* var) {
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@ -57,18 +57,6 @@ GrGLSLGeneration GrGetGLSLGeneration(GrGLBinding binding,
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const char* GrGetGLSLVersionDecl(GrGLBinding binding,
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GrGLSLGeneration v);
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/**
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* Returns a string to include in a variable decleration to set the fp precision
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* or an emptry string if precision is not required.
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*/
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const char* GrGetGLSLVarPrecisionDeclType(GrGLBinding binding);
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/**
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* Returns a string to set the default fp precision for an entire shader, or
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* an emptry string if precision is not required.
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*/
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const char* GrGetGLSLShaderPrecisionDecl(GrGLBinding binding);
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/**
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* Depending on the GLSL version being emitted there may be an assumed output
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* variable from the fragment shader for the color. Otherwise, the shader must
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@ -14,6 +14,9 @@ static const int kVarsPerBlock = 8;
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// except FS outputs where we expect 2 at most.
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static const int kMaxFSOutputs = 2;
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// ES2 FS only guarantees mediump and lowp support
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static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
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// Architectural assumption: always 2-d input coords.
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// Likely to become non-constant and non-static, perhaps even
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// varying by stage, if we use 1D textures for gradients!
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@ -139,10 +142,9 @@ const GrGLShaderVar& GrGLShaderBuilder::addUniform(uint32_t visibility,
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var->setArrayCount(count);
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if ((kVertex_ShaderType | kFragment_ShaderType) == visibility) {
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// the fragment and vertex precisions must match
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var->setPrecision(kDefaultFragmentPrecision);
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fFSUnis.push_back(*var);
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// If it's shared between VS and FS, VS must override
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// default highp and specify mediump.
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var->setEmitPrecision(true);
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}
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return *var;
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@ -186,7 +188,6 @@ void GrGLShaderBuilder::addVarying(GrSLType type,
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}
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}
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void GrGLShaderBuilder::addVarying(GrSLType type,
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const char* name,
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int stageNum,
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@ -198,6 +199,30 @@ void GrGLShaderBuilder::addVarying(GrSLType type,
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}
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namespace {
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inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
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GrGLBinding binding,
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SkString* str) {
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// Desktop GLSL has added precision qualifiers but they don't do anything.
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if (kES2_GrGLBinding == binding) {
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switch (p) {
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case GrGLShaderVar::kHigh_Precision:
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str->append("precision highp float;\n");
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break;
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case GrGLShaderVar::kMedium_Precision:
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str->append("precision mediump float;\n");
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break;
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case GrGLShaderVar::kLow_Precision:
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str->append("precision lowp float;\n");
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break;
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case GrGLShaderVar::kDefault_Precision:
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GrCrash("Default precision now allowed.");
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default:
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GrCrash("Unknown precision value.");
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}
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}
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}
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void append_decls(const GrGLShaderBuilder::VarArray& vars,
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const GrGLContextInfo& ctx,
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SkString* string) {
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@ -229,7 +254,9 @@ void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
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break;
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case kFragment_ShaderType:
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*shaderStr = fHeader;
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shaderStr->append(GrGetGLSLShaderPrecisionDecl(fContext.binding()));
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append_default_precision_qualifier(kDefaultFragmentPrecision,
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fContext.binding(),
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shaderStr);
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append_decls(fFSUnis, fContext, shaderStr);
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append_decls(fFSInputs, fContext, shaderStr);
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// We shouldn't have declared outputs on 1.10
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@ -239,5 +266,5 @@ void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
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shaderStr->append(fFSCode);
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break;
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}
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}
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@ -33,6 +33,17 @@ public:
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kAttribute_TypeModifier
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};
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enum Precision {
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kLow_Precision, // lowp
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kMedium_Precision, // mediump
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kHigh_Precision, // highp
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kDefault_Precision, // Default for the current context. We make
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// fragment shaders default to mediump on ES2
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// because highp support is not guaranteed (and
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// we haven't been motivated to test for it).
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// Otherwise, highp.
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};
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/**
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* Defaults to a float with no precision specifier
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*/
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@ -40,7 +51,7 @@ public:
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fType = kFloat_GrSLType;
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fTypeModifier = kNone_TypeModifier;
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fCount = kNonArray;
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fEmitPrecision = false;
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fPrecision = kDefault_Precision;
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fUseUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS;
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}
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@ -49,7 +60,7 @@ public:
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, fTypeModifier(var.fTypeModifier)
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, fName(var.fName)
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, fCount(var.fCount)
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, fEmitPrecision(var.fEmitPrecision)
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, fPrecision(var.fPrecision)
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, fUseUniformFloatArrays(var.fUseUniformFloatArrays) {}
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/**
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@ -66,13 +77,13 @@ public:
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void set(GrSLType type,
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TypeModifier typeModifier,
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const SkString& name,
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bool emitPrecision = false,
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Precision precision = kDefault_Precision,
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bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
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fType = type;
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fTypeModifier = typeModifier;
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fName = name;
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fCount = kNonArray;
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fEmitPrecision = emitPrecision;
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fPrecision = precision;
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fUseUniformFloatArrays = useUniformFloatArrays;
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}
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@ -82,13 +93,13 @@ public:
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void set(GrSLType type,
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TypeModifier typeModifier,
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const char* name,
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bool specifyPrecision = false,
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Precision precision = kDefault_Precision,
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bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
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fType = type;
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fTypeModifier = typeModifier;
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fName = name;
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fCount = kNonArray;
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fEmitPrecision = specifyPrecision;
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fPrecision = precision;
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fUseUniformFloatArrays = useUniformFloatArrays;
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}
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@ -99,13 +110,13 @@ public:
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TypeModifier typeModifier,
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const SkString& name,
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int count,
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bool specifyPrecision = false,
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Precision precision = kDefault_Precision,
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bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
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fType = type;
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fTypeModifier = typeModifier;
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fName = name;
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fCount = count;
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fEmitPrecision = specifyPrecision;
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fPrecision = precision;
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fUseUniformFloatArrays = useUniformFloatArrays;
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}
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@ -116,13 +127,13 @@ public:
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TypeModifier typeModifier,
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const char* name,
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int count,
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bool specifyPrecision = false,
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Precision precision = kDefault_Precision,
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bool useUniformFloatArrays = USE_UNIFORM_FLOAT_ARRAYS) {
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fType = type;
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fTypeModifier = typeModifier;
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fName = name;
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fCount = count;
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fEmitPrecision = specifyPrecision;
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fPrecision = precision;
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fUseUniformFloatArrays = useUniformFloatArrays;
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}
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@ -178,13 +189,14 @@ public:
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void setTypeModifier(TypeModifier type) { fTypeModifier = type; }
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/**
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* Must the variable declaration emit a precision specifier
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* Get the precision of the var
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*/
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bool emitsPrecision() const { return fEmitPrecision; }
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Precision getPrecision() const { return fPrecision; }
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/**
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* Specify whether the declaration should specify precision
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* Set the precision of the var
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*/
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void setEmitPrecision(bool p) { fEmitPrecision = p; }
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void setPrecision(Precision p) { fPrecision = p; }
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/**
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* Write a declaration of this variable to out.
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@ -195,10 +207,7 @@ public:
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gl.glslGeneration()));
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out->append(" ");
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}
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if (this->emitsPrecision()) {
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out->append(GrGetGLSLVarPrecisionDeclType(gl.binding()));
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out->append(" ");
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}
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out->append(PrecisionString(fPrecision, gl.binding()));
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GrSLType effectiveType = this->getType();
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if (this->isArray()) {
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if (this->isUnsizedArray()) {
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@ -257,8 +266,7 @@ public:
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}
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private:
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static const char* TypeModifierString(TypeModifier t,
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GrGLSLGeneration gen) {
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static const char* TypeModifierString(TypeModifier t, GrGLSLGeneration gen) {
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switch (t) {
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case kNone_TypeModifier:
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return "";
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@ -276,11 +284,30 @@ private:
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}
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}
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GrSLType fType;
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static const char* PrecisionString(Precision p, GrGLBinding binding) {
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// Desktop GLSL has added precision qualifiers but they don't do anything.
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if (kES2_GrGLBinding == binding) {
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switch (p) {
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case kLow_Precision:
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return "lowp ";
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case kMedium_Precision:
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return "mediump ";
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case kHigh_Precision:
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return "highp ";
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case kDefault_Precision:
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return "";
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default:
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GrCrash("Unexpected precision type.");
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}
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}
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return "";
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}
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GrSLType fType;
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TypeModifier fTypeModifier;
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SkString fName;
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int fCount;
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bool fEmitPrecision;
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Precision fPrecision;
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/// Work around driver bugs on some hardware that don't correctly
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/// support uniform float []
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bool fUseUniformFloatArrays;
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