Hash :
daf56572
Author :
Date :
2014-08-06T16:18:30
For SCALARIZE_VEC_AND_MAT_CONSTRUCTOR_ARGS, assign precision to temp variables. Otherwise on Windows or other platforms with GLES backend, using this workaround will trigger shader compile failure. For the moment, to simplify the workaround, for any missing precisions in float, we always assign the highest available precion to it. BUG=angle:695 TEST=webgl conformance tests Change-Id: I810579442bc7fc61d6a52b76aff31a779046fa22 Reviewed-on: https://chromium-review.googlesource.com/211253 Tested-by: Zhenyao Mo <zmo@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>
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//
// 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/intermediate.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_