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Diffstat (limited to 'platform/winrt/include/GLSLANG/ShaderVars.h')
-rw-r--r-- | platform/winrt/include/GLSLANG/ShaderVars.h | 185 |
1 files changed, 0 insertions, 185 deletions
diff --git a/platform/winrt/include/GLSLANG/ShaderVars.h b/platform/winrt/include/GLSLANG/ShaderVars.h deleted file mode 100644 index da21c3e76e..0000000000 --- a/platform/winrt/include/GLSLANG/ShaderVars.h +++ /dev/null @@ -1,185 +0,0 @@ -// -// 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_ |