blob: d7553be23bd407a9652b4fe1734cd6584aa8d692 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
|
//
// Copyright (c) 2002-2014 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.
//
#ifndef COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
#define COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
#include "compiler/translator/IntermNode.h"
class ScalarizeVecAndMatConstructorArgs : public TIntermTraverser
{
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;
sh::GLenum mShaderType;
bool mFragmentPrecisionHigh;
};
#endif // COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
|