diff options
author | reduz <juan@okamstudio.com> | 2015-10-08 15:00:40 -0300 |
---|---|---|
committer | reduz <juan@okamstudio.com> | 2015-10-08 15:00:40 -0300 |
commit | aad2bbdb6fb7c8217d7e75480b38e45f00cb3abd (patch) | |
tree | 64244b44491a06c518571857e37c6bb98e4e6173 /platform/winrt/include/GLSLANG/ShaderVars.h | |
parent | 3514a87b371385cdc71a2ed36deb40cd0275fff5 (diff) |
newline fixes
Diffstat (limited to 'platform/winrt/include/GLSLANG/ShaderVars.h')
-rw-r--r-- | platform/winrt/include/GLSLANG/ShaderVars.h | 370 |
1 files changed, 185 insertions, 185 deletions
diff --git a/platform/winrt/include/GLSLANG/ShaderVars.h b/platform/winrt/include/GLSLANG/ShaderVars.h index dc452b0cf4..da21c3e76e 100644 --- a/platform/winrt/include/GLSLANG/ShaderVars.h +++ b/platform/winrt/include/GLSLANG/ShaderVars.h @@ -1,185 +1,185 @@ -//
-// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-//
-// ShaderVars.h:
-// Types to represent GL variables (varyings, uniforms, etc)
-//
-
-#ifndef _COMPILER_INTERFACE_VARIABLES_
-#define _COMPILER_INTERFACE_VARIABLES_
-
-#include <string>
-#include <vector>
-#include <algorithm>
-
-// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum
-// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
-
-namespace sh
-{
-
-// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec
-enum InterpolationType
-{
- INTERPOLATION_SMOOTH,
- INTERPOLATION_CENTROID,
- INTERPOLATION_FLAT
-};
-
-// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec
-enum BlockLayoutType
-{
- BLOCKLAYOUT_STANDARD,
- BLOCKLAYOUT_PACKED,
- BLOCKLAYOUT_SHARED
-};
-
-// Base class for all variables defined in shaders, including Varyings, Uniforms, etc
-// Note: we must override the copy constructor and assignment operator so we can
-// work around excessive GCC binary bloating:
-// See https://code.google.com/p/angleproject/issues/detail?id=697
-struct COMPILER_EXPORT ShaderVariable
-{
- ShaderVariable();
- ShaderVariable(GLenum typeIn, unsigned int arraySizeIn);
- ~ShaderVariable();
- ShaderVariable(const ShaderVariable &other);
- ShaderVariable &operator=(const ShaderVariable &other);
-
- bool isArray() const { return arraySize > 0; }
- unsigned int elementCount() const { return std::max(1u, arraySize); }
- bool isStruct() const { return !fields.empty(); }
-
- // All of the shader's variables are described using nested data
- // structures. This is needed in order to disambiguate similar looking
- // types, such as two structs containing the same fields, but in
- // different orders. "findInfoByMappedName" provides an easy query for
- // users to dive into the data structure and fetch the unique variable
- // instance corresponding to a dereferencing chain of the top-level
- // variable.
- // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable
- // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]'
- // in |originalName|, based on the assumption that |this| defines 'a'.
- // If no match is found, return false.
- bool findInfoByMappedName(const std::string &mappedFullName,
- const ShaderVariable **leafVar,
- std::string* originalFullName) const;
-
- GLenum type;
- GLenum precision;
- std::string name;
- std::string mappedName;
- unsigned int arraySize;
- bool staticUse;
- std::vector<ShaderVariable> fields;
- std::string structName;
-
- protected:
- bool isSameVariableAtLinkTime(const ShaderVariable &other,
- bool matchPrecision) const;
-
- bool operator==(const ShaderVariable &other) const;
- bool operator!=(const ShaderVariable &other) const
- {
- return !operator==(other);
- }
-};
-
-struct COMPILER_EXPORT Uniform : public ShaderVariable
-{
- Uniform();
- ~Uniform();
- Uniform(const Uniform &other);
- Uniform &operator=(const Uniform &other);
- bool operator==(const Uniform &other) const;
- bool operator!=(const Uniform &other) const
- {
- return !operator==(other);
- }
-
- // Decide whether two uniforms are the same at shader link time,
- // assuming one from vertex shader and the other from fragment shader.
- // See GLSL ES Spec 3.00.3, sec 4.3.5.
- bool isSameUniformAtLinkTime(const Uniform &other) const;
-};
-
-struct COMPILER_EXPORT Attribute : public ShaderVariable
-{
- Attribute();
- ~Attribute();
- Attribute(const Attribute &other);
- Attribute &operator=(const Attribute &other);
- bool operator==(const Attribute &other) const;
- bool operator!=(const Attribute &other) const
- {
- return !operator==(other);
- }
-
- int location;
-};
-
-struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable
-{
- InterfaceBlockField();
- ~InterfaceBlockField();
- InterfaceBlockField(const InterfaceBlockField &other);
- InterfaceBlockField &operator=(const InterfaceBlockField &other);
- bool operator==(const InterfaceBlockField &other) const;
- bool operator!=(const InterfaceBlockField &other) const
- {
- return !operator==(other);
- }
-
- // Decide whether two InterfaceBlock fields are the same at shader
- // link time, assuming one from vertex shader and the other from
- // fragment shader.
- // See GLSL ES Spec 3.00.3, sec 4.3.7.
- bool isSameInterfaceBlockFieldAtLinkTime(
- const InterfaceBlockField &other) const;
-
- bool isRowMajorLayout;
-};
-
-struct COMPILER_EXPORT Varying : public ShaderVariable
-{
- Varying();
- ~Varying();
- Varying(const Varying &otherg);
- Varying &operator=(const Varying &other);
- bool operator==(const Varying &other) const;
- bool operator!=(const Varying &other) const
- {
- return !operator==(other);
- }
-
- // Decide whether two varyings are the same at shader link time,
- // assuming one from vertex shader and the other from fragment shader.
- // See GLSL ES Spec 3.00.3, sec 4.3.9.
- bool isSameVaryingAtLinkTime(const Varying &other) const;
-
- InterpolationType interpolation;
- bool isInvariant;
-};
-
-struct COMPILER_EXPORT InterfaceBlock
-{
- InterfaceBlock();
- ~InterfaceBlock();
- InterfaceBlock(const InterfaceBlock &other);
- InterfaceBlock &operator=(const InterfaceBlock &other);
-
- std::string name;
- std::string mappedName;
- std::string instanceName;
- unsigned int arraySize;
- BlockLayoutType layout;
- bool isRowMajorLayout;
- bool staticUse;
- std::vector<InterfaceBlockField> fields;
-};
-
-}
-
-#endif // _COMPILER_INTERFACE_VARIABLES_
+// +// Copyright (c) 2013-2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// +// ShaderVars.h: +// Types to represent GL variables (varyings, uniforms, etc) +// + +#ifndef _COMPILER_INTERFACE_VARIABLES_ +#define _COMPILER_INTERFACE_VARIABLES_ + +#include <string> +#include <vector> +#include <algorithm> + +// Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum +// Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h + +namespace sh +{ + +// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec +enum InterpolationType +{ + INTERPOLATION_SMOOTH, + INTERPOLATION_CENTROID, + INTERPOLATION_FLAT +}; + +// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec +enum BlockLayoutType +{ + BLOCKLAYOUT_STANDARD, + BLOCKLAYOUT_PACKED, + BLOCKLAYOUT_SHARED +}; + +// Base class for all variables defined in shaders, including Varyings, Uniforms, etc +// Note: we must override the copy constructor and assignment operator so we can +// work around excessive GCC binary bloating: +// See https://code.google.com/p/angleproject/issues/detail?id=697 +struct COMPILER_EXPORT ShaderVariable +{ + ShaderVariable(); + ShaderVariable(GLenum typeIn, unsigned int arraySizeIn); + ~ShaderVariable(); + ShaderVariable(const ShaderVariable &other); + ShaderVariable &operator=(const ShaderVariable &other); + + bool isArray() const { return arraySize > 0; } + unsigned int elementCount() const { return std::max(1u, arraySize); } + bool isStruct() const { return !fields.empty(); } + + // All of the shader's variables are described using nested data + // structures. This is needed in order to disambiguate similar looking + // types, such as two structs containing the same fields, but in + // different orders. "findInfoByMappedName" provides an easy query for + // users to dive into the data structure and fetch the unique variable + // instance corresponding to a dereferencing chain of the top-level + // variable. + // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable + // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]' + // in |originalName|, based on the assumption that |this| defines 'a'. + // If no match is found, return false. + bool findInfoByMappedName(const std::string &mappedFullName, + const ShaderVariable **leafVar, + std::string* originalFullName) const; + + GLenum type; + GLenum precision; + std::string name; + std::string mappedName; + unsigned int arraySize; + bool staticUse; + std::vector<ShaderVariable> fields; + std::string structName; + + protected: + bool isSameVariableAtLinkTime(const ShaderVariable &other, + bool matchPrecision) const; + + bool operator==(const ShaderVariable &other) const; + bool operator!=(const ShaderVariable &other) const + { + return !operator==(other); + } +}; + +struct COMPILER_EXPORT Uniform : public ShaderVariable +{ + Uniform(); + ~Uniform(); + Uniform(const Uniform &other); + Uniform &operator=(const Uniform &other); + bool operator==(const Uniform &other) const; + bool operator!=(const Uniform &other) const + { + return !operator==(other); + } + + // Decide whether two uniforms are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.5. + bool isSameUniformAtLinkTime(const Uniform &other) const; +}; + +struct COMPILER_EXPORT Attribute : public ShaderVariable +{ + Attribute(); + ~Attribute(); + Attribute(const Attribute &other); + Attribute &operator=(const Attribute &other); + bool operator==(const Attribute &other) const; + bool operator!=(const Attribute &other) const + { + return !operator==(other); + } + + int location; +}; + +struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable +{ + InterfaceBlockField(); + ~InterfaceBlockField(); + InterfaceBlockField(const InterfaceBlockField &other); + InterfaceBlockField &operator=(const InterfaceBlockField &other); + bool operator==(const InterfaceBlockField &other) const; + bool operator!=(const InterfaceBlockField &other) const + { + return !operator==(other); + } + + // Decide whether two InterfaceBlock fields are the same at shader + // link time, assuming one from vertex shader and the other from + // fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.7. + bool isSameInterfaceBlockFieldAtLinkTime( + const InterfaceBlockField &other) const; + + bool isRowMajorLayout; +}; + +struct COMPILER_EXPORT Varying : public ShaderVariable +{ + Varying(); + ~Varying(); + Varying(const Varying &otherg); + Varying &operator=(const Varying &other); + bool operator==(const Varying &other) const; + bool operator!=(const Varying &other) const + { + return !operator==(other); + } + + // Decide whether two varyings are the same at shader link time, + // assuming one from vertex shader and the other from fragment shader. + // See GLSL ES Spec 3.00.3, sec 4.3.9. + bool isSameVaryingAtLinkTime(const Varying &other) const; + + InterpolationType interpolation; + bool isInvariant; +}; + +struct COMPILER_EXPORT InterfaceBlock +{ + InterfaceBlock(); + ~InterfaceBlock(); + InterfaceBlock(const InterfaceBlock &other); + InterfaceBlock &operator=(const InterfaceBlock &other); + + std::string name; + std::string mappedName; + std::string instanceName; + unsigned int arraySize; + BlockLayoutType layout; + bool isRowMajorLayout; + bool staticUse; + std::vector<InterfaceBlockField> fields; +}; + +} + +#endif // _COMPILER_INTERFACE_VARIABLES_ |