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- //
- // 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_
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