/* * 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_PROGRAMSETTINGS #define SKSL_PROGRAMSETTINGS #include "include/private/SkSLDefines.h" #include "include/private/SkSLProgramKind.h" namespace SkSL { /** * Holds the compiler settings for a program. */ struct ProgramSettings { // if false, sk_FragCoord is exactly the same as gl_FragCoord. If true, the y coordinate // must be flipped. bool fFlipY = false; // If true the destination fragment color is read sk_FragColor. It must be declared inout. bool fFragColorIsInOut = false; // if true, Setting objects (e.g. sk_Caps.fbFetchSupport) should be replaced with their // constant equivalents during compilation bool fReplaceSettings = true; // if true, all halfs are forced to be floats bool fForceHighPrecision = false; // if true, add -0.5 bias to LOD of all texture lookups bool fSharpenTextures = false; // if the program needs to create an RTHeight uniform, this is its offset in the uniform // buffer int fRTHeightOffset = -1; // if the program needs to create an RTHeight uniform and is creating spriv, this is the // binding and set number of the uniform buffer. int fRTHeightBinding = -1; int fRTHeightSet = -1; // If layout(set=S, binding=B) is not specified for a uniform, these values will be used. // At present, zero is always used by our backends. int fDefaultUniformSet = 0; int fDefaultUniformBinding = 0; // Enables the SkSL optimizer. bool fOptimize = true; // (Requires fOptimize = true) Removes any uncalled functions other than main(). Note that a // function which starts out being used may end up being uncalled after optimization. bool fRemoveDeadFunctions = true; // (Requires fOptimize = true) Removes global variables which are never used. bool fRemoveDeadVariables = true; // (Requires fOptimize = true) When greater than zero, enables the inliner. The threshold value // sets an upper limit on the acceptable amount of code growth from inlining. int fInlineThreshold = SkSL::kDefaultInlineThreshold; // If true, every function in the generated program will be given the `noinline` modifier. bool fForceNoInline = false; // If true, implicit conversions to lower precision numeric types are allowed // (eg, float to half) bool fAllowNarrowingConversions = false; // If true, then Debug code will run SPIR-V output through the validator to ensure its // correctness bool fValidateSPIRV = true; // If true, any synthetic uniforms must use push constant syntax bool fUsePushConstants = false; // Permits static if/switch statements to be used with non-constant tests. This is used when // producing H and CPP code; the static tests don't have to have constant values *yet*, but // the generated code will contain a static test which then does have to be a constant. bool fPermitInvalidStaticTests = false; // If true, configurations which demand strict ES2 conformance (runtime effects, generic // programs, and SkVM rendering) will fail during compilation if ES2 restrictions are violated. bool fEnforceES2Restrictions = true; }; /** * All the configuration data for a given program. */ struct ProgramConfig { ProgramKind fKind; ProgramSettings fSettings; bool strictES2Mode() const { return fSettings.fEnforceES2Restrictions && (fKind == ProgramKind::kRuntimeColorFilter || fKind == ProgramKind::kRuntimeShader || fKind == ProgramKind::kGeneric); } }; } // namespace SkSL #endif