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-rw-r--r--src/3rdparty/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h47
1 files changed, 47 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h b/src/3rdparty/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
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index 0000000000..7c6d09c1bb
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+++ b/src/3rdparty/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
@@ -0,0 +1,47 @@
+//
+// 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_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS_H_
+#define COMPILER_TRANSLATOR_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS_H_
+
+#include "compiler/translator/IntermNode.h"
+
+class ScalarizeVecAndMatConstructorArgs : public TIntermTraverser
+{
+ public:
+ ScalarizeVecAndMatConstructorArgs(sh::GLenum shaderType,
+ bool fragmentPrecisionHigh)
+ : mTempVarCount(0),
+ mShaderType(shaderType),
+ mFragmentPrecisionHigh(fragmentPrecisionHigh) {}
+
+ protected:
+ virtual bool visitAggregate(Visit visit, TIntermAggregate *node);
+
+ 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_SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS_H_