94 lines
2.7 KiB
C++
94 lines
2.7 KiB
C++
/*
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* Copyright 2016 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SKSL_LAYOUT
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#define SKSL_LAYOUT
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#include <string>
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namespace SkSL {
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/**
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* Represents a layout block appearing before a variable declaration, as in:
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*
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* layout (location = 0) int x;
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*/
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struct Layout {
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enum Flag {
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kOriginUpperLeft_Flag = 1 << 0,
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kPushConstant_Flag = 1 << 1,
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kBlendSupportAllEquations_Flag = 1 << 2,
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kColor_Flag = 1 << 3,
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// These flags indicate if the qualifier appeared, regardless of the accompanying value.
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kLocation_Flag = 1 << 4,
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kOffset_Flag = 1 << 5,
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kBinding_Flag = 1 << 6,
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kTexture_Flag = 1 << 7,
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kSampler_Flag = 1 << 8,
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kIndex_Flag = 1 << 9,
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kSet_Flag = 1 << 10,
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kBuiltin_Flag = 1 << 11,
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kInputAttachmentIndex_Flag = 1 << 12,
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// These flags indicate the backend type; only one at most can be set.
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kSPIRV_Flag = 1 << 13,
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kMetal_Flag = 1 << 14,
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kGL_Flag = 1 << 15,
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kWGSL_Flag = 1 << 16,
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};
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static constexpr int kAllBackendFlagsMask =
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Layout::kSPIRV_Flag | Layout::kMetal_Flag | Layout::kGL_Flag | Layout::kWGSL_Flag;
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Layout(int flags, int location, int offset, int binding, int index, int set, int builtin,
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int inputAttachmentIndex)
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: fFlags(flags)
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, fLocation(location)
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, fOffset(offset)
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, fBinding(binding)
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, fIndex(index)
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, fSet(set)
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, fBuiltin(builtin)
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, fInputAttachmentIndex(inputAttachmentIndex) {}
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Layout() = default;
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static Layout builtin(int builtin) {
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Layout result;
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result.fBuiltin = builtin;
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return result;
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}
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std::string description() const;
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bool operator==(const Layout& other) const;
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bool operator!=(const Layout& other) const {
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return !(*this == other);
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}
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int fFlags = 0;
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int fLocation = -1;
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int fOffset = -1;
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int fBinding = -1;
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int fTexture = -1;
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int fSampler = -1;
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int fIndex = -1;
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int fSet = -1;
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// builtin comes from SPIR-V and identifies which particular builtin value this object
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// represents.
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int fBuiltin = -1;
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// input_attachment_index comes from Vulkan/SPIR-V to connect a shader variable to the a
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// corresponding attachment on the subpass in which the shader is being used.
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int fInputAttachmentIndex = -1;
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};
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} // namespace SkSL
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#endif
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