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kc3-lang/angle/src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h

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  • Author : Corentin Wallez
    Date : 2015-08-21 02:58:25
    Hash : e5a1f271
    Message : Use override in all the places where it is possible This will avoid -Winconsistent-overrides in the future. Done using the -Wsuggest-override warning of GCC 5.1 BUG= Change-Id: I707a649dc368f5dd1e139fd144370abcac0b6263 Reviewed-on: https://chromium-review.googlesource.com/294920 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Corentin Wallez <cwallez@chromium.org>

  • src/compiler/translator/ScalarizeVecAndMatConstructorArgs.h
  • //
    // 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_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
    #define COMPILER_TRANSLATOR_SCALARIZEVECANDMATCONSTRUCTORARGS_H_
    
    #include "compiler/translator/IntermNode.h"
    
    class ScalarizeVecAndMatConstructorArgs : public TIntermTraverser
    {
      public:
        ScalarizeVecAndMatConstructorArgs(sh::GLenum shaderType,
                                          bool fragmentPrecisionHigh)
            : TIntermTraverser(true, false, false),
              mTempVarCount(0),
              mShaderType(shaderType),
              mFragmentPrecisionHigh(fragmentPrecisionHigh) {}
    
      protected:
        bool visitAggregate(Visit visit, TIntermAggregate *node) override;
    
      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_SCALARIZEVECANDMATCONSTRUCTORARGS_H_