mirror of https://github.com/axmolengine/axmol.git
334 lines
12 KiB
C++
334 lines
12 KiB
C++
//
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// Copyright 2013 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// ShaderVars.h:
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// Types to represent GL variables (varyings, uniforms, etc)
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//
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#ifndef GLSLANG_SHADERVARS_H_
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#define GLSLANG_SHADERVARS_H_
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#include <algorithm>
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#include <array>
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#include <cstdint>
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#include <string>
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#include <vector>
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namespace sh
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{
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// GLenum alias
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typedef unsigned int GLenum;
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// Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec
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enum InterpolationType
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{
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INTERPOLATION_SMOOTH,
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INTERPOLATION_CENTROID,
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INTERPOLATION_SAMPLE,
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INTERPOLATION_FLAT,
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INTERPOLATION_NOPERSPECTIVE
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};
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const char *InterpolationTypeToString(InterpolationType type);
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// Validate link & SSO consistency of interpolation qualifiers
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bool InterpolationTypesMatch(InterpolationType a, InterpolationType b);
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// Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec
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enum BlockLayoutType
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{
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BLOCKLAYOUT_STANDARD,
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BLOCKLAYOUT_STD140 = BLOCKLAYOUT_STANDARD,
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BLOCKLAYOUT_STD430, // Shader storage block layout qualifier
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BLOCKLAYOUT_PACKED,
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BLOCKLAYOUT_SHARED
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};
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const char *BlockLayoutTypeToString(BlockLayoutType type);
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// Interface Blocks, see section 4.3.9 of the ESSL 3.10 spec
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enum class BlockType
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{
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BLOCK_UNIFORM,
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BLOCK_BUFFER,
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PIXEL_LOCAL_EXT, // GL_EXT_shader_pixel_local_storage.
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};
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const char *BlockTypeToString(BlockType type);
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// Base class for all variables defined in shaders, including Varyings, Uniforms, etc
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// Note: we must override the copy constructor and assignment operator so we can
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// work around excessive GCC binary bloating:
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// See https://code.google.com/p/angleproject/issues/detail?id=697
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struct ShaderVariable
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{
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ShaderVariable();
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ShaderVariable(GLenum typeIn);
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ShaderVariable(GLenum typeIn, unsigned int arraySizeIn);
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~ShaderVariable();
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ShaderVariable(const ShaderVariable &other);
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ShaderVariable &operator=(const ShaderVariable &other);
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bool operator==(const ShaderVariable &other) const;
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bool operator!=(const ShaderVariable &other) const { return !operator==(other); }
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bool isArrayOfArrays() const { return arraySizes.size() >= 2u; }
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bool isArray() const { return !arraySizes.empty(); }
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unsigned int getArraySizeProduct() const;
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// Return the inner array size product.
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// For example, if there's a variable declared as size 3 array of size 4 array of size 5 array
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// of int:
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// int a[3][4][5];
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// then getInnerArraySizeProduct of a would be 4*5.
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unsigned int getInnerArraySizeProduct() const;
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// Array size 0 means not an array when passed to or returned from these functions.
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// Note that setArraySize() is deprecated and should not be used inside ANGLE.
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unsigned int getOutermostArraySize() const { return isArray() ? arraySizes.back() : 0; }
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void setArraySize(unsigned int size);
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// Turn this ShaderVariable from an array into a specific element in that array. Will update
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// flattenedOffsetInParentArrays.
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void indexIntoArray(unsigned int arrayIndex);
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// Get the nth nested array size from the top. Caller is responsible for range checking
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// arrayNestingIndex.
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unsigned int getNestedArraySize(unsigned int arrayNestingIndex) const;
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// This function should only be used with variables that are of a basic type or an array of a
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// basic type. Shader interface variables that are enumerated according to rules in GLES 3.1
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// spec section 7.3.1.1 page 77 are fine. For those variables the return value should match the
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// ARRAY_SIZE value that can be queried through the API.
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unsigned int getBasicTypeElementCount() const;
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unsigned int getExternalSize() const;
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bool isStruct() const { return !fields.empty(); }
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const std::string &getStructName() const { return structOrBlockName; }
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void setStructName(const std::string &newName) { structOrBlockName = newName; }
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// All of the shader's variables are described using nested data
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// structures. This is needed in order to disambiguate similar looking
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// types, such as two structs containing the same fields, but in
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// different orders. "findInfoByMappedName" provides an easy query for
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// users to dive into the data structure and fetch the unique variable
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// instance corresponding to a dereferencing chain of the top-level
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// variable.
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// Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable
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// that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]'
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// in |originalName|, based on the assumption that |this| defines 'a'.
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// If no match is found, return false.
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bool findInfoByMappedName(const std::string &mappedFullName,
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const ShaderVariable **leafVar,
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std::string *originalFullName) const;
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// Find the child field which matches 'fullName' == var.name + "." + field.name.
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// Return nullptr if not found.
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const sh::ShaderVariable *findField(const std::string &fullName, uint32_t *fieldIndexOut) const;
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bool isBuiltIn() const;
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bool isEmulatedBuiltIn() const;
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// Offset of this variable in parent arrays. In case the parent is an array of arrays, the
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// offset is outerArrayElement * innerArraySize + innerArrayElement.
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// For example, if there's a variable declared as size 3 array of size 4 array of int:
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// int a[3][4];
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// then the flattenedOffsetInParentArrays of a[2] would be 2.
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// and flattenedOffsetInParentArrays of a[2][1] would be 2*4 + 1 = 9.
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int parentArrayIndex() const
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{
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return hasParentArrayIndex() ? flattenedOffsetInParentArrays : 0;
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}
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int getFlattenedOffsetInParentArrays() const { return flattenedOffsetInParentArrays; }
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void setParentArrayIndex(int indexIn) { flattenedOffsetInParentArrays = indexIn; }
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bool hasParentArrayIndex() const { return flattenedOffsetInParentArrays != -1; }
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void resetEffectiveLocation();
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void updateEffectiveLocation(const sh::ShaderVariable &parent);
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// Decide whether two uniforms are the same at shader link time,
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// assuming they are from consecutive shader stages.
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// GLSL ES Spec 3.00.3, section 4.3.5.
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// GLSL ES Spec 3.10.4, section 4.4.5
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bool isSameUniformAtLinkTime(const ShaderVariable &other) const;
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// InterfaceBlockField
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// Decide whether two InterfaceBlock fields are the same at shader
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// link time, assuming they are from consecutive shader stages.
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// See GLSL ES Spec 3.00.3, sec 4.3.7.
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bool isSameInterfaceBlockFieldAtLinkTime(const ShaderVariable &other) const;
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// Decide whether two varyings are the same at shader link time,
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// assuming they are from consecutive shader stages.
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// Invariance needs to match only in ESSL1. Relevant spec sections:
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// GLSL ES 3.00.4, sections 4.6.1 and 4.3.9.
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// GLSL ES 1.00.17, section 4.6.4.
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bool isSameVaryingAtLinkTime(const ShaderVariable &other, int shaderVersion) const;
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// Deprecated version of isSameVaryingAtLinkTime, which assumes ESSL1.
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bool isSameVaryingAtLinkTime(const ShaderVariable &other) const;
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// Shader I/O blocks may match by block name or instance, based on whether both stages have an
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// instance name or not.
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bool isSameNameAtLinkTime(const ShaderVariable &other) const;
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// NOTE: When adding new members, the following functions also need to be updated:
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// gl::WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var)
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// gl::LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var)
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GLenum type;
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GLenum precision;
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std::string name;
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std::string mappedName;
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// Used to make an array type. Outermost array size is stored at the end of the vector.
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std::vector<unsigned int> arraySizes;
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// Static use means that the variable is accessed somewhere in the shader source.
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bool staticUse;
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// A variable is active unless the compiler determined that it is not accessed by the shader.
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// All active variables are statically used, but not all statically used variables are
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// necessarily active. GLES 3.0.5 section 2.12.6. GLES 3.1 section 7.3.1.
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bool active;
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std::vector<ShaderVariable> fields;
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// structOrBlockName is used for:
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// - varyings of struct type, in which case it contains the struct name.
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// - shader I/O blocks, in which case it contains the block name.
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std::string structOrBlockName;
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std::string mappedStructOrBlockName;
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// Only applies to interface block fields. Kept here for simplicity.
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bool isRowMajorLayout;
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// VariableWithLocation
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int location;
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// The location of inputs or outputs without location layout quailifer will be updated to '-1'.
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// GLES Spec 3.1, Section 7.3. PROGRAM OBJECTS
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// Not all active variables are assigned valid locations;
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// the following variables will have an effective location of -1:
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bool hasImplicitLocation;
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// Uniform
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int binding;
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GLenum imageUnitFormat;
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int offset;
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bool rasterOrdered;
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bool readonly;
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bool writeonly;
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// From EXT_shader_framebuffer_fetch / KHR_blend_equation_advanced
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bool isFragmentInOut;
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// OutputVariable
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// From EXT_blend_func_extended.
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int index;
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// From EXT_YUV_target
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bool yuv;
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// Varying
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InterpolationType interpolation;
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bool isInvariant;
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bool isShaderIOBlock;
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bool isPatch;
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// If the variable is a sampler that has ever been statically used with texelFetch
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bool texelFetchStaticUse;
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protected:
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bool isSameVariableAtLinkTime(const ShaderVariable &other,
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bool matchPrecision,
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bool matchName) const;
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// NOTE: When adding new members, the following functions also need to be updated:
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// gl::WriteShaderVar(BinaryOutputStream *stream, const sh::ShaderVariable &var)
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// gl::LoadShaderVar(BinaryInputStream *stream, sh::ShaderVariable *var)
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int flattenedOffsetInParentArrays;
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};
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// TODO: anglebug.com/3899
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// For backwards compatibility for other codebases (e.g., chromium/src/gpu/command_buffer/service)
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using Uniform = ShaderVariable;
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using Attribute = ShaderVariable;
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using OutputVariable = ShaderVariable;
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using InterfaceBlockField = ShaderVariable;
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using Varying = ShaderVariable;
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struct InterfaceBlock
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{
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InterfaceBlock();
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~InterfaceBlock();
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InterfaceBlock(const InterfaceBlock &other);
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InterfaceBlock &operator=(const InterfaceBlock &other);
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// Fields from blocks with non-empty instance names are prefixed with the block name.
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std::string fieldPrefix() const;
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std::string fieldMappedPrefix() const;
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// Decide whether two interface blocks are the same at shader link time.
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bool isSameInterfaceBlockAtLinkTime(const InterfaceBlock &other) const;
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bool isBuiltIn() const;
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bool isArray() const { return arraySize > 0; }
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unsigned int elementCount() const { return std::max(1u, arraySize); }
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std::string name;
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std::string mappedName;
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std::string instanceName;
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unsigned int arraySize;
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BlockLayoutType layout;
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// Deprecated. Matrix packing should only be queried from individual fields of the block.
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// TODO(oetuaho): Remove this once it is no longer used in Chromium.
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bool isRowMajorLayout;
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int binding;
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bool staticUse;
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bool active;
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BlockType blockType;
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std::vector<ShaderVariable> fields;
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};
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struct WorkGroupSize
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{
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// Must have a trivial default constructor since it is used in YYSTYPE.
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inline WorkGroupSize() = default;
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inline explicit constexpr WorkGroupSize(int initialSize);
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void fill(int fillValue);
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void setLocalSize(int localSizeX, int localSizeY, int localSizeZ);
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int &operator[](size_t index);
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int operator[](size_t index) const;
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size_t size() const;
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// Checks whether two work group size declarations match.
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// Two work group size declarations are the same if the explicitly specified elements are the
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// same or if one of them is specified as one and the other one is not specified
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bool isWorkGroupSizeMatching(const WorkGroupSize &right) const;
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// Checks whether any of the values are set.
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bool isAnyValueSet() const;
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// Checks whether all of the values are set.
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bool isDeclared() const;
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// Checks whether either all of the values are set, or none of them are.
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bool isLocalSizeValid() const;
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int localSizeQualifiers[3];
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};
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inline constexpr WorkGroupSize::WorkGroupSize(int initialSize)
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: localSizeQualifiers{initialSize, initialSize, initialSize}
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{}
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} // namespace sh
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#endif // GLSLANG_SHADERVARS_H_
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