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authorwolfbeast <mcwerewolf@gmail.com>2018-07-11 23:29:50 +0200
committerwolfbeast <mcwerewolf@gmail.com>2018-07-11 23:31:02 +0200
commit70dd5e7c66b1fe3f82e5b4db2406050baba15f05 (patch)
tree3f012200ef3c934f33db1a4ef2b790fae3141860 /gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
parent3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff)
parent8481fa25d246f1968d0a254ee3c6cdd82c60781a (diff)
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Merge branch 'ANGLE-rollback'
This resolves #624 Note: Cherry-picked some fixes on top of the ANGLE version that we want to keep.
Diffstat (limited to 'gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h')
-rwxr-xr-xgfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h46
1 files changed, 34 insertions, 12 deletions
diff --git a/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h b/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
index 14bbbe13e..d7553be23 100755
--- a/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
+++ b/gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
@@ -3,24 +3,46 @@
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
-// Scalarize vector and matrix constructor args, so that vectors built from components don't have
-// matrix arguments, and matrices built from components don't have vector arguments. This avoids
-// driver bugs around vector and matrix constructors.
-//
#ifndef COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
#define COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
-#include "GLSLANG/ShaderLang.h"
+#include "compiler/translator/IntermNode.h"
-namespace sh
+class ScalarizeVecAndMatConstructorArgs : public TIntermTraverser
{
-class TIntermBlock;
+ public:
+ ScalarizeVecAndMatConstructorArgs(sh::GLenum shaderType,
+ bool fragmentPrecisionHigh)
+ : TIntermTraverser(true, false, false),
+ mTempVarCount(0),
+ mShaderType(shaderType),
+ mFragmentPrecisionHigh(fragmentPrecisionHigh) {}
+
+ protected:
+ bool visitAggregate(Visit visit, TIntermAggregate *node) override;
+
+ private:
+ void scalarizeArgs(TIntermAggregate *aggregate,
+ bool scalarizeVector, bool scalarizeMatrix);
+
+ // If we have the following code:
+ // mat4 m(0);
+ // vec4 v(1, m);
+ // We will rewrite to:
+ // mat4 m(0);
+ // mat4 _webgl_tmp_mat_0 = m;
+ // vec4 v(1, _webgl_tmp_mat_0[0][0], _webgl_tmp_mat_0[0][1], _webgl_tmp_mat_0[0][2]);
+ // This function is to create nodes for "mat4 _webgl_tmp_mat_0 = m;" and insert it to
+ // the code sequence.
+ // Return the temporary variable name.
+ TString createTempVariable(TIntermTyped *original);
+
+ std::vector<TIntermSequence> mSequenceStack;
+ int mTempVarCount;
-void ScalarizeVecAndMatConstructorArgs(TIntermBlock *root,
- sh::GLenum shaderType,
- bool fragmentPrecisionHigh,
- unsigned int *temporaryIndex);
-} // namespace sh
+ sh::GLenum mShaderType;
+ bool mFragmentPrecisionHigh;
+};
#endif // COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_