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authorJason Barron <jason.barron@digia.com>2012-10-15 14:16:51 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2012-10-24 02:29:15 +0200
commite0c0e83fd5534b24f18d5e02a453182df54933e0 (patch)
treeb0277ef33d668f49a02203de2c99b1cfbaad5291 /src/3rdparty/angle/src/compiler/ValidateLimitations.h
parent84d09214bc54b4a0cf9860aa27e78ae27bfd69f9 (diff)
Add ANGLE as a 3rdparty library to Qt.
ANGLE is a component that implements the OpenGL ES 2.0 API on top of DirectX 9. See the following for more info: http://code.google.com/p/angleproject/ ANGLE is now the default configuration on Windows. If you want to use desktop OpenGL, you should build Qt with the following configure options: -opengl desktop To configure Qt to use another OpenGL ES 2 implementation, you should use: -opengl es2 -no-angle Task-number: QTBUG-24207 Change-Id: Iefcbeaa37ed920f431729749ab8333b248fe5134 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/compiler/ValidateLimitations.h')
-rw-r--r--src/3rdparty/angle/src/compiler/ValidateLimitations.h59
1 files changed, 59 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/compiler/ValidateLimitations.h b/src/3rdparty/angle/src/compiler/ValidateLimitations.h
new file mode 100644
index 0000000000..a835cb3c22
--- /dev/null
+++ b/src/3rdparty/angle/src/compiler/ValidateLimitations.h
@@ -0,0 +1,59 @@
+//
+// Copyright (c) 2010 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.
+//
+
+#include "GLSLANG/ShaderLang.h"
+#include "compiler/intermediate.h"
+
+class TInfoSinkBase;
+
+struct TLoopInfo {
+ struct TIndex {
+ int id; // symbol id.
+ } index;
+ TIntermLoop* loop;
+};
+typedef TVector<TLoopInfo> TLoopStack;
+
+// Traverses intermediate tree to ensure that the shader does not exceed the
+// minimum functionality mandated in GLSL 1.0 spec, Appendix A.
+class ValidateLimitations : public TIntermTraverser {
+public:
+ ValidateLimitations(ShShaderType shaderType, TInfoSinkBase& sink);
+
+ int numErrors() const { return mNumErrors; }
+
+ virtual bool visitBinary(Visit, TIntermBinary*);
+ virtual bool visitUnary(Visit, TIntermUnary*);
+ virtual bool visitAggregate(Visit, TIntermAggregate*);
+ virtual bool visitLoop(Visit, TIntermLoop*);
+
+private:
+ void error(TSourceLoc loc, const char *reason, const char* token);
+
+ bool withinLoopBody() const;
+ bool isLoopIndex(const TIntermSymbol* symbol) const;
+ bool validateLoopType(TIntermLoop* node);
+ bool validateForLoopHeader(TIntermLoop* node, TLoopInfo* info);
+ bool validateForLoopInit(TIntermLoop* node, TLoopInfo* info);
+ bool validateForLoopCond(TIntermLoop* node, TLoopInfo* info);
+ bool validateForLoopExpr(TIntermLoop* node, TLoopInfo* info);
+ // Returns true if none of the loop indices is used as the argument to
+ // the given function out or inout parameter.
+ bool validateFunctionCall(TIntermAggregate* node);
+ bool validateOperation(TIntermOperator* node, TIntermNode* operand);
+
+ // Returns true if indexing does not exceed the minimum functionality
+ // mandated in GLSL 1.0 spec, Appendix A, Section 5.
+ bool isConstExpr(TIntermNode* node);
+ bool isConstIndexExpr(TIntermNode* node);
+ bool validateIndexing(TIntermBinary* node);
+
+ ShShaderType mShaderType;
+ TInfoSinkBase& mSink;
+ int mNumErrors;
+ TLoopStack mLoopStack;
+};
+