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diff --git a/src/3rdparty/angle/include/GLSLANG/ShaderVars.h b/src/3rdparty/angle/include/GLSLANG/ShaderVars.h
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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(); }
+
+ GLenum type;
+ GLenum precision;
+ std::string name;
+ std::string mappedName;
+ unsigned int arraySize;
+ bool staticUse;
+ std::vector<ShaderVariable> fields;
+ std::string structName;
+};
+
+struct COMPILER_EXPORT Uniform : public ShaderVariable
+{
+ Uniform();
+ ~Uniform();
+ Uniform(const Uniform &other);
+ Uniform &operator=(const Uniform &other);
+};
+
+struct COMPILER_EXPORT Attribute : public ShaderVariable
+{
+ Attribute();
+ ~Attribute();
+ Attribute(const Attribute &other);
+ Attribute &operator=(const Attribute &other);
+
+ int location;
+};
+
+struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable
+{
+ InterfaceBlockField();
+ ~InterfaceBlockField();
+ InterfaceBlockField(const InterfaceBlockField &other);
+ InterfaceBlockField &operator=(const InterfaceBlockField &other);
+
+ bool isRowMajorLayout;
+};
+
+struct COMPILER_EXPORT Varying : public ShaderVariable
+{
+ Varying();
+ ~Varying();
+ Varying(const Varying &other);
+ Varying &operator=(const Varying &other);
+
+ 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_