// // Copyright (c) 2002-2013 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 "compiler/translator/OutputGLSL.h" TOutputGLSL::TOutputGLSL(TInfoSinkBase& objSink, ShArrayIndexClampingStrategy clampingStrategy, ShHashFunction64 hashFunction, NameMap& nameMap, TSymbolTable& symbolTable, int shaderVersion) : TOutputGLSLBase(objSink, clampingStrategy, hashFunction, nameMap, symbolTable, shaderVersion) { } bool TOutputGLSL::writeVariablePrecision(TPrecision) { return false; } void TOutputGLSL::visitSymbol(TIntermSymbol* node) { TInfoSinkBase& out = objSink(); if (node->getSymbol() == "gl_FragDepthEXT") { out << "gl_FragDepth"; } else { TOutputGLSLBase::visitSymbol(node); } } TString TOutputGLSL::translateTextureFunction(TString& name) { static const char *simpleRename[] = { "texture2DLodEXT", "texture2DLod", "texture2DProjLodEXT", "texture2DProjLod", "textureCubeLodEXT", "textureCubeLod", "texture2DGradEXT", "texture2DGradARB", "texture2DProjGradEXT", "texture2DProjGradARB", "textureCubeGradEXT", "textureCubeGradARB", NULL, NULL }; for (int i = 0; simpleRename[i] != NULL; i += 2) { if (name == simpleRename[i]) { return simpleRename[i+1]; } } return name; }