1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2011 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLGLSL.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/gl/GrGLTypes.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/gl/GrGLUtil.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/sksl/SkSLGLSL.h"
14*c8dee2aaSAndroid Build Coastguard Worker
15*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
16*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
17*c8dee2aaSAndroid Build Coastguard Worker
GrGLGetGLSLGeneration(const GrGLDriverInfo & info,SkSL::GLSLGeneration * generation)18*c8dee2aaSAndroid Build Coastguard Worker bool GrGLGetGLSLGeneration(const GrGLDriverInfo& info, SkSL::GLSLGeneration* generation) {
19*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(generation);
20*c8dee2aaSAndroid Build Coastguard Worker // Workaround for a bug on some Adreno 308 devices with Android 9. The driver reports a GL
21*c8dee2aaSAndroid Build Coastguard Worker // version of 3.0, and a GLSL version of 3.1. If we use version 310 shaders, the driver reports
22*c8dee2aaSAndroid Build Coastguard Worker // that it's not supported. To keep things simple, we pin the GLSL version to the GL version.
23*c8dee2aaSAndroid Build Coastguard Worker // Note that GLSL versions have an extra digit on their minor level, so we have to scale up
24*c8dee2aaSAndroid Build Coastguard Worker // the GL version's minor revision to get a comparable GLSL version. This logic can easily
25*c8dee2aaSAndroid Build Coastguard Worker // create invalid GLSL versions (older GL didn't keep the versions in sync), but the checks
26*c8dee2aaSAndroid Build Coastguard Worker // below will further pin the GLSL generation correctly.
27*c8dee2aaSAndroid Build Coastguard Worker // https://github.com/flutter/flutter/issues/36130
28*c8dee2aaSAndroid Build Coastguard Worker uint32_t glMajor = GR_GL_MAJOR_VER(info.fVersion),
29*c8dee2aaSAndroid Build Coastguard Worker glMinor = GR_GL_MINOR_VER(info.fVersion);
30*c8dee2aaSAndroid Build Coastguard Worker GrGLSLVersion ver = std::min(info.fGLSLVersion, GR_GLSL_VER(glMajor, 10 * glMinor));
31*c8dee2aaSAndroid Build Coastguard Worker if (info.fGLSLVersion == GR_GLSL_INVALID_VER) {
32*c8dee2aaSAndroid Build Coastguard Worker return false;
33*c8dee2aaSAndroid Build Coastguard Worker }
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker if (GR_IS_GR_GL(info.fStandard)) {
36*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(ver >= GR_GLSL_VER(1,10));
37*c8dee2aaSAndroid Build Coastguard Worker if (ver >= GR_GLSL_VER(4,20)) {
38*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k420;
39*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(4,00)) {
40*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k400;
41*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(3,30)) {
42*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k330;
43*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(1,50)) {
44*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k150;
45*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(1,40)) {
46*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k140;
47*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(1,30)) {
48*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k130;
49*c8dee2aaSAndroid Build Coastguard Worker } else {
50*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k110;
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker return true;
53*c8dee2aaSAndroid Build Coastguard Worker } else if (GR_IS_GR_GL_ES(info.fStandard)) {
54*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(ver >= GR_GLSL_VER(1,00));
55*c8dee2aaSAndroid Build Coastguard Worker if (ver >= GR_GLSL_VER(3,20)) {
56*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k320es;
57*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(3,10)) {
58*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k310es;
59*c8dee2aaSAndroid Build Coastguard Worker } else if (ver >= GR_GLSL_VER(3,00)) {
60*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k300es;
61*c8dee2aaSAndroid Build Coastguard Worker } else {
62*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k100es;
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker return true;
65*c8dee2aaSAndroid Build Coastguard Worker } else if (GR_IS_GR_WEBGL(info.fStandard)) {
66*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(ver >= GR_GLSL_VER(1,0));
67*c8dee2aaSAndroid Build Coastguard Worker if (ver >= GR_GLSL_VER(2,0)) {
68*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k300es;
69*c8dee2aaSAndroid Build Coastguard Worker } else {
70*c8dee2aaSAndroid Build Coastguard Worker *generation = SkSL::GLSLGeneration::k100es;
71*c8dee2aaSAndroid Build Coastguard Worker }
72*c8dee2aaSAndroid Build Coastguard Worker return true;
73*c8dee2aaSAndroid Build Coastguard Worker }
74*c8dee2aaSAndroid Build Coastguard Worker SK_ABORT("Unknown GL Standard");
75*c8dee2aaSAndroid Build Coastguard Worker }
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