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author | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 18:11:13 +0200 |
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committer | wolfbeast <mcwerewolf@gmail.com> | 2018-07-11 18:11:13 +0200 |
commit | 4f2ecd53a9daaf88bb7d075745eefb6e2e4741e0 (patch) | |
tree | f000dd831240707a03b8c806db292c2a15cde3ce /gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h | |
parent | 3b7ffb477eec078c7036c92c6a51bb5de6de4f28 (diff) | |
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Roll back to ANGLE/2845
Diffstat (limited to 'gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h')
-rwxr-xr-x | gfx/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h | 46 |
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_ |